Exe-Wing Regionals, Exeter

After parts 1-3 of my Road to Regionals series, here is my battle report from the Exe-Wing Regional in Exeter.

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It’s approaching my one year anniversary of playing X-Wing. Happy birthday to me.

I felt a real sense of trepidation when approaching this regional, my first of three in the next month.

Last May, I played at the Warboar London Regional and managed a pitiful 79th out of 92. I was very much the Green Squadron Rookie, I even took a Ghost and three crack-shot A-Wings. I learned a lot about my flying that day and how I really needed to work on sequences of play and using the abilities as read on the upgrade cards.

Though the alt art Hera Syndula pilot card looks much more like Grotbags, I was gutted that I hadn’t made the cut of top 64.img_3312

The droid eventually forgave me, but only on the condition that he take over as captain and I be demoted to cabin boy. He’s been in charge for a while now and, to be fair, he’s not done that bad a job.

With this regional, I felt that I had some things to prove to myself

  • would I remember to use upgrades?
  • would my flying be up to scratch?
  • would I qualify for my Red Ace card?

My list for this tourney was

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This comes in at 99 points, giving me a very small initiative bid to compete against Parattanni.

If you read my last article, Road to Regionals Part Three, you will have seen my predictions for the meta based on an exploration of the top 4 lists over six international regionals.  I expected to see lots of Defenders, Parattanni and a creep back of K-Wings. Quite honestly, there was a real diversity amongst the lists at Exeter including one list of four U-WIngs and lots of Ghosts, but the final still came down to Andy Cameron playing Parattanni versus Luke Pearce’s Commonwealh Defenders. It was Andy that took top position – well done!


Game One – Tobias Gillard 100-19

Tobias’ list was

YT – 2400 Dash Rendar

  • Lone Wolf
  • Heavy Laser Cannon
  • Recon Specialist
  • Outrider Title

K-Wing Miranda Doni

  • Twin Laser Turret
  • Cluster Mines
  • Seismic Charges
  • Extra Munitions
  • Sabine Wren
  • Advanced Slam

I have to say, this was an excellent first game – thanks to Tobias for being such a jovial opponent on what was about to be a gruelling day of pushing small plastic space ships and rolling dice.

When approaching the table, I looked at both of Tobias’ ships and really found it hard to figure out which should be my target priority. Bombing K-Wings can spell sudden death for Fang Fighters, especially when you take the Advanced Slam into account. Equally, the HLC on Dash is horrid and can take out the Fangs in one easy hit if used correctly with a focus and target lock (never rely on your green dice).

I weighed up my chances as to which ship posed a bigger threat, and which would be a more consistent target.  You may feel differently here, but I thought Dash needed to be the first to go.  I based this on my previous experience of playing Oliver Pocknell at the Shoreham tournament back in October. Though both ships are turetts, you can waste an entire game chasing Miranda whilst she simply re-gens. Consider the Clusters and Seismic Charges she has, really, you want to keep all of your ships clear of her for a while. Dash, on the other hand, has a donut hole to exploit.


Tobias used his clusters to further block off areas of the board, ensuring that Teroch and Fenn would be split apart rather than flying in formation.


During the second round of combat, Roo had suffered from Miranda, losing four of her shields. fortunately, she was in range one of Dash, as was Fenn, so she used Feedback Array to ensure an extra damage and take Dash to half points.  After that, she ran and ran, trying her best to stay out of the fight.

After having successfully re-grouped Teroch with Fenn, Dash was out within the next combat phase, I can’t say that I wasn’t pleased that his threat had gone.

The two Mandolorian boys had to now concentrate on Miranda, who had thankfully gotten rid of her clusters. Roo stayed at range three, using a combination of K4 Security Droid and Unhinged to pick up a target lock and then barrel roll out of range, later passing her target locks to Fenn or Teroch.

The game went right down to the nail, with Fenn and Roo working well together. A great first game and a win.

Game Two Dan Parker 42-67

Dan’s list was

Firespray 31 Boba Fett

  • Attanni Mindlink
  • Engine Upgrade

Lancer-Class Pursuit Craft Asajj Ventress

  • Attanni Mindlink
  • Latts Razzi

Z-95 Headhunter Kaa’to Leeachos

  • Attanni Mindlink

This was one of the most exciting games of X-wing I have played in a long while.

Dan was the embodiment of everything about the community that makes it so special. He was there to have a good time and ultimately remembered that order of the day should be to have fun and fly casual. If you’re reading, thanks dude.

I don’t really like taking netlists, so this is my take on a Mindlink list.

I took one look at Dan’s list and my esteem for him shot up instantly.  He was clearly flying a list of ships that he enjoyed and one that he had engineered to serve some of the same purposes as Fangaroo.  Kaa’to was there to take tokens from friendly ships, consequently dealing with any shenanigans from Teroch or a Party Bus.

With Dan’s list being 100 points, I had the choice of initiative and I stupidly gave it away (Read Road to Regionals Part One and you will see why). This was a mis-play on my part that I would pay for. With me having initiative, Teroch would remove tokens from a range one target and then Kaa’to would take a token from a friendly ship and then generate another one for any ships missing a token via mindlink.

I lost Roo early, setting up with a bit of a joust in an attempt to use the Plasmas. I stupidly passed her target lock on, thus not enabling her to use them anyway and left her really very vulnerable.  She spent the next few rounds kiting around the mat, generating focus tokens and surviving on one hull.


I also forgot to act on Teroch’s Damaged Engine crit, dialing in manoeuvres that he could not complete whilst stressed and then ending up with two straight forwards that put me in unfavourable positions.  Learn from me – use your crit tokens; they’re a valuable reminder.

At one point I forgot to use my Concord Dawn title when defending with Teroch, Dan very graciously suggested that I lose one of the damage on him.

At the end of the final round, Teroch had one focus and a shot on Asajj that if successful would definitely give me half points and a better MOV (but no chance of killing her) and Teroch potentially surviving.  I rolled a hit, a crit and two eyeballs at range one, meaning I would have to spend my focus if I stood any chance of getting the hits through. Dan rolled an evade and then used Latts to de-stress me and generate another evade. Asajj was still to return fire and I had no focus token to defend myself with Teroch on one hull.

Dan rolled two hits and then changed this to four using his target lock. I rolled two evades, one eyeball and used my Concord Dawn title but had no evade token. So close.

Close counts only in Horseshoes and handgrenades.

Betrayed by my green dice? Not really. It was an unfortunate roll given my circumstances but I knew the high risk when I spent the token – I wouldn’t have got the half points otherwise.

A really close game and very exciting.

David Briggs 100-30

David’s List was essentially a mirror match, but his Roo did not have Feedback Array, putting his list at 97 points.

David gave me initiative and I felt quietly confident, having played this list for as long as I have. My Roo suffered early, again I had tried to play her a little more upfront, which is fine for using the Plasmas, but I feel my major mistake was not using her as a turret ship and getting her out of my opponent’s arc when the opportunities to use the torps had gone.


My Roo worked well as a blocker, but this leaves her very open to attack. With the second combat phase, David and I had traded Fenn Rou (mine) for Teroch (his). Not such a great trade – one that I would regret later. I’m going to go on a limb and say that this was probably the major turning point in the game.

David outflew me and I made some rash decisions that led to Roo being fenced off of the board; yep, I flew off of the board for the first time in a long time and she still had one hull left.

Teroch was left as my endgame ship, which isn’t awful, but using him defensively is tough.  we played until time was up and my greens blanked out in the final round of combat.

Game Four Sean O’Neill 100-67

Sean’s list was

Lancer-Class Pursuit Craft Ketsu Onyo

  • Expertise
  • Dengar
  • Engine Upgrade

Lancer-Class Pursuit Craft Asajj Ventress

  • Expertise
  • Latts Razzi
  • Shadow Caster
  • Engine Upgrade

By now, my record was one and two. I needed to come back from the dead. It would be in games four and five where I would do this and renew my faith in my playing. If you are a regular reader of my blog, you will know that I really am not one to blow my own trumpet. When you read my next two games, I hope you will feel me justified in doing so.

As placed my ships on the table and shook Sean’s hand, he gave me a moment of recognition

Oh, you write the blog!

I cannot lie, it did make me feel a lot better.

My starting point was fairly slow, trying to consciously control my distances and avoid ranges 1-2 at any point and minimise the stress caused by Asajj. In contrast Sean zoomed in with each of his ships on a four or five forward.

I can’t really say that I remember that much of this game (sorry Sean), other than trading Roo and Teroch for Ketso.  It took both of them to take her down, leaving me with my Fenn against his two shield and seven hull strength Asajj. Things were not looking good.

Range three is your friend.

These were Lloyd’s words as he peered over my shoulder. With only two hull left on Fenn, I actually took a different approach; it seemed the most reasonable that I should charge into the back of the shadowcaster.  This meant that I would either bump her and be safe from a shot, or I would end up with a precise shot at range one and could take a target lock.

With my first attempt at this, we bumped and I was safe. On the second turn, Sean moved forward and changed the angle of his mobile firing arc, anticipating that I might try to fly to the right. In fact I flew two forward and landed in range of a clear shot and he couldn’t then return fire. On the third attempt, we bumped once more and on the fourth, I was able to kill Asajj.

It was high risk, and  I don’t know that I would do it again but I got the win I needed to take me to two and two.

Game Five Adam Wilson 100-67

Tie Interceptor Carnor Jax

  • Push the Limit
  • Autothrusters

Tie Defender Countess Ryad

  • Juke
  • Tie/x7

Tie Defender Colonel Vessary

  • Juke
  • Tie/x7

Back from the dead? You might think that I had already somewhat done that in my previous game. Check this shiz.

Like many who have been playing a list for a while, I have two or three opening set ups that I defer to based on my opponent’s list.  I have worked on these for a long time via Vassal offline and Tuesday nights with Tom, Lloyd and Full On. Why would I deviate from these tried and tested starting points when I know what works?

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I write this as a tale of stupidity – a proper face palm moment. I’m reluctant to explain the exact mechanics of how I did this (it is still Regionals season, after all), but let’s just say that I slooped Roo to the left in the opening round and then attempted a three bank too close to the edge of the board on the next go.

I flew the ship off of the board within two rounds.

I couldn’t believe it. I actually felt worse for Adam, feeling this would be a quick and boring game for him. I honestly think there was a point where he would have let me take the move back – I wouldn’t have let him do this.

I continued with Fenn and Teroch, business as usual. My normal approach with defenders is to lead them into the rocks, minimising the opportunities for the 4K turns to be taken.

As I led Adam in, I ended at a point where both Fenn and Teroch were at range one facing Ryad and Vess. I used Teroch to strip the tokens from Ryad and both then focussed fire on her. After my opening debacle, I couldn’t believe it when Adam lifted Ryad off of the board. She had exploded.

One round later, it was the same with Vess.

Teroch earned his weight in gold in this match. When his greens did blank out, Adam quickly did the maths and declared that Fenn was more expensive than Carnor by one point. With thirty minutes left to go, I couldn’t justify running. I. Just.Couldn’t.

It may have looked like I might be running with Fenn initially, but I decided to use the space of the board to give him a chance to generate a target lock and then turn around without having to incur stress and gain a focus token just in case Carnor were to survive my attack.

It took a while, but I managed it. Nobody was more shocked than me.

Joel: How’s your day been so far?

Alex: Better. I’ve managed a few more wins now.

Joel: Great.

Alex: Do you know who you’re playing against? Have they put it up?

Joel: No. Hopefully it’s not you, otherwise I’ll shit my pants.

Game Six Alex Birt 0-100

Another mirror match, although Alex had Extra Munitions instead of Feedback Array.

We were both at 99 points. We rolled for initiative, Alex won the roll and then gave initiative to me.

I had sought Alex’s sage-like advice online a few times about the use of Fangaroo, and it seemed only fitting that my final game before the cut would be placed against him with this list.

He schooled me. He schooled me good.


I didn’t commit to a target, being too cautious to really make an aggressive front. At one point, I thought I might manage half points on Roo, but I couldn’t manage it. I can’t say it was game six fatigue – Alex flew better.

Alex made it into the top 16 cut and then the top 8.

Out of 120, I came 57th. That’s 22 places higher than last year. As a percentage, 92 were at the London Regionals last year and I came 79th, that means I was in the bottom quarter. This year, I made it into the top third and I have another two regional tournaments to go.

Full On came 17th, Tom 20th and Lloyd came 30th. Well done, lads.

What did I learn here?

The basics, keep your ships on the board – Don’t fly them off.

I need to figure out what I’m doing with Roo, I have a week to refine opening set-ups and the pace of them. I’m also not sure that Feedback Array is a good choice.  I have jousters in my list, but Roo isn’t one of them. I might experiment with Extra Munitions.

When faced with adversity, I have the skill to pull it put of the bag – games four and five proved that.

Do I switch to Parattanni? Not likely, it’s too late in the game and I made some silly errors here.

Do I feel prepared for Warboar? Maybe. I had some incredible news on Saturday that means there are some changes afoot, Tom did too. More of that later.

I actually can’t wait.

I found a friend.

 

Road to Regionals Part Two: Target Priority and Meta Exploration (With a Dash of Hubris)

It’s another one where I catch up with my lost missions and evaluate what I need to get my head around before the busy Regionals season #itsgettinghothinhere #Xwing #Fangaroo

This is the second post in a series where I explore how my play has developed, evaluating my performance in preparation for the impending Regionals Season (You can read the first in this series here). Actually, the first Regional event has happened at IQ Gaming Huddersfield.

The final was Tom Reed Vs. Paul Smith, with Paul flying Corran Horn with PTL, R2-D2, Fire Control System and Engine Upgrade; Miranda with Sabine, TLT, Connor Net, Ion Bombs,  Extra Munitions, Homing Missiles and Advanced Slam. Tom’s list was Ketsu Onyo with Push the Limit, Shadow Caster title, K4 Securty Droid, Glitterstim and Engine Upgrade; Assajj Ventress with Push the Limit, Latts Razzi, Glitterstim, Black Market Slicers and Gyroscopic Targeting. Paul took the win with Corran and Miranda – well done to you both!

It appears that double Shadowcasters are definitely a thing right now, as are the return of re-genning Rebels. Who would have thunk that handing out Corran Horn cards as part of the top prizes in Summer Kits would lead to Corran’s return in force? Well? It’s almost like someone is trying to gently shape the meta in the background. Like there are opposing factions in a war of attrition where nobody really knows what’s going on except a shadowy woman in a monkey mask on a holographic projection.

emporor
A monkey, you say?

Taking a brief tangent, this series allows me to lay some ghosts to rest with unfinished posts where I had an idea but didn’t get a chance to fully finish it off.  For instance, I haven’t yet published my exploration of World’s Meta or expressed congratulations to Nand Torfs properly. I meant to, I even sent a draft to Tom (fellow Sparkle Motion Squadron and player).

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How could I not include this?

2016 Worlds finished a fortnight ago, with Nand Torfs, a Belgian from Ego Squadron, taking the title with a variant of Dengaroo.

If you didn’t know the winning list, it’s

Jumpmaster 5000 Dengar

•Lone Wolf

•Zuckass

•Overclocked R4

•Glitterstim

•Punishing One title

•Countermeasures

Jumpmaster 5000 Manaroo

•Push the Limit

•Gonk

•R5-P8

•Seismic Torpedoes

•Feedback Array

•Engine Upgrade

Congratulations to Nand – you flew well! Up until Top 4, I was rooting for Benjamin Lee of the 186th Squadron (Fangaroo), and then Thomas ‘Jack’  Mooney (Fat Han and Jake).

I’m still allowed to call myself European – Nand, you did it, Dude. Nice.

Contextually, the events that led up to Worlds 2016 – FAQ Version 4.2.2 and the release of HOTR mean that the analysis of Worlds meta data might not be that useful when considering how this might map the meta for the upcoming regionals.

DeadEye.  Let the hate flow. The vitriol. All those triple jump contracted scout loo boats (stick another adjective in there somewhere). Everybody gets delusions of grandeur.

This year’s meta (via Major Juggler) was as follows:

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This year’s Worlds top 16 was incredibly diverse:

•3 x Palp Defenders

•3 x Dengaroo

•1 x Double Lancer

•1 x Deci Whisper

•1 x Triple Defenders

•4 x TLT

•1 x Triple Scouts

•1 x Palp Aces

•1 x Han & Jake

•1 x Mindlink Scum

•1 x Coran & Miranda

•1 x Lancer and Y-Wing TLTs (Hi, Paul)

That’s two Rebel lists, six Imperial lists and a whopping eight Scum lists. With the FAQ and the HOTR not yet being tournament legal, how much can this be a reflection of the meta to come?

English Nationals 2016 – the top 16 lists contained a total of 13 Jumpmasters (ships, not lists)? The dropping of an FAQ two weeks before Worlds that nerfed triple jumps must have hit hard. I listen to many X-Wing podcasts and they often talk about the skewed UK meta and how they can’t understand why there are so many Triple Scout variants. One of those belonged to current UK National Champion Duncan Callendar.

With this in mind, the meta is a huge beast, much like the Ravenous Bugblatter Beast of Traal. Who knows what will happen? I make predictions for a return of the Falcons (VI Rey), with lots of Poe, followed by Dengaroo and Defenders. Now the Alpha Strike of the triple jumps has gone, we’ll see more TLTs too (so that’s K-Wings and Y-Wings) [shuddering to think of having to play against 4 TLT Ys; even the new Braylen Stram as a replacement Stresshog. Will Fangaroo go away? hmmm…]

Anyway. Target Priority (with a dash of Hubris)

Tom and I played at a tournament as part of the Tabletop Games Convention in Tring on 22nd October. I went 3 and 1 for the day with my newly modified Fangaroo listScreen Shot 2016-11-21 at 17.27.57.png

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I’ve dropped Black Market Slicers, taking it down to 97 points. We were both guilty of not making any sufficient notes for the day. By the time I got to Game Three, playing Tom againt his Rau-lob-Roo Link list, we were both at 2 and 0 and we knew that our progression for the day would depend on the victor.

We play so often against each other in practise sessions, but we rarely get to play in a tournament setting.  Tom mis-played where to decloak Palob in round two, leaving him open on a rock and unable to attack. I took advantage with both Teroch and Fenn, leaving him a ship down. By the end of the match, I had lost Teroch, but I still had Fenn and Roo.  I had learned a valuable lesson about taking ships out of play when they were bleeding and I used it to good fashion here.

I finished second place, losing first place by 46 points, the exact amount that I had lost in my final game against Ed (who also had a Fangaroo list, but no Mindlink and came in at 96 points).

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I finished 2nd, Tom came 3rd and we celebrated over a pint and some rather posh freshly made pork scratchings.

My best perfomance yet.

The following weekend, Tom and I played at the Conquest Tournament in Shoreham. After our success in Tring, I can safely say that we both approached this tournament with a little swagger.

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Game One Olly Pocknell

0-100

Oliver’s list

YT-1300 – Han Solo (old Han, but Younger Han)

  • Predator
  • C-3P0 crew
  • Luke Skywalker Crew
  • Millennium Falcon Title
  • Engine Upgrade

K-Wing – Miranda Doni

  • Long Range Scanners
  • Twin Laser Turret
  • Fenn first to die
  • Teroch
  • Manaroo landing on rocks; misjudged 1 turn
  • Three times misjudged
  • Not even half points
  • Complimented my flying – 45 mins

I’ve written before about the intimidation I feel when placed against an opponent that has:

A) a store championship range ruler

B) regionals dice

C) a 186th Squadron T-shirt

I can go one further than this: Nordic Nationals Champion Oliver Pocknell.

Round One. Sad face. Heavy sigh.

If game one were an episode of Peep Show, the script would be as follows.

‘Haven’t we met?’

‘Maybe, I don’t think so.’ [I’m 99.9% certain we haven’t but I’m being far too polite and hoping he’ll go easy on me].

‘Yeah. It’s possible. I know of you.’ [uneasy laugh from me and a smile from him].

Oliver begins to talk me through his list:

‘It’s a rather chubby Han’

‘A Fat Han?’

‘Yeah, it’s a Fat Han. He’s been at the pies’.

[Dammit. He’s really jolly, somewhat nice, cracks jokes and is still intimidating. I’m too scared to try to be funny. Can’t look like a dick. Can’t look like a dick].

‘So yeah, do you know how Han and Predator work?’

[I nod. Eyes like a rabbit in the headlights].

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‘The card says that you can re-roll the dice that you can, so I’m likely to Predator and then use Han’s ability.’

[Got it. Er…better ask a question to make it look like the panic hasn’t set in].

‘Could you do it the other way round? Han’s ability and then Predator?’

[Don’t be stupid, of course you fucking can’t. Ask any question except the really fucking stupid one with an obvious answer].

I talk to him about my list. He’s seen it. He knows what it is. He’s one of the few members of the 186th not running something similar.

‘So, a pretty scary match up for both of us.’

[Yeah that’s a statement, not a question. He means it. I might have a chance on this].

‘Yeah, but there’s only one of us that’s a National Champion’.

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There it was. The bantha in the room. He smiles. I give him initiative. The rocks end up looking fairly symmetrical.

You’ve already read the score. It’s not like I’m posting a spoiler or anything. I’m writing this from the Bye chair (for the first time in months).

I’ve been practising my opening and I feel it’s pretty solid with this list. The approach works much like Dengaroo, play the Fangs up front and keep Roo on the back foot, passing tokens and hopefully target locks.

With this match-up, range control is key. I want to get Fenn into range one but if it’s range one of Han, that’s a potential four hits. Of course, if it’s range one in arc, Concord Dawn kicks in and I have a guaranteed evade. At the same time, if I’m out of arc, the Autothrusters kick in. Worse than that, if I evade the first round of fire, Luke will kick in and that’s really tough, especially if you’re relying on the green dice.

Since the release of Wave 9, I’ve focussed heavily on controlling my range, making the most of repositional abilities and then moving wounded ships out of the fight to enable recovery time. Given my success of coming 2nd at the tournament in Tring last weekend, I felt that I really had a secure grip on these.
Not this game.

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The first 45 minutes were pretty tense. The first round of combat saw Teroch in range one and in Miranda’s arc, with Fenn just short at range two. To the left of these two, Han has a shot on both.

Somehow, Fenn manages to survive an attack from Han with only one damage. He uses this to attack Miranda and with focussed fire from the two Mandolorians, she’s down to one shield.

Screen Shot 2016-11-21 at 17.45.48.png

After Miranda’s TLT attack on Fenn, he’s now down to two hull. This should have been the point where I flew him out of there on the next round. Should.

I actually attempted a 2 talon roll and didn’t make it, stressing all. I’d planned for this eventuality and given Fenn a green manoeuvre but it still meant the guns from Teroch were facing the wrong way.

Fenn was down two rounds later. I used him to block Han successfully, but it was the TLT that did it again. At that point, Miranda had successfully regenned her way back up to three shields.

Meanwhile, Roo spent two rounds landing on a rock, followed by another on a debris’. I rolled two hits for each of the rocks, taking away the final shield. The debris stressed everybody.

It wasn’t long before Teroch exploded, leaving Roo with her plasmas to try and make an impact on Han, who still had three shields left.

My target priority had been wrong the entire time. If I had gone after Han, the risk would have been greater, but at least I would have been looking at a potential half points on the Falcon instead of this right now:

 

Consolation Brownie? Check.

Roo died in a rather anti-climactic fashion on the 70th minute.

I knew my mistakes. Roo’s landing on the rocks were a real kicker. Despite this poor flying,

‘Your opening was spot on and for the first 45 minutes, it was pretty hairy’.

Smiling assassin.

Game Three  Nathan 100-47

Nathan’s list was

Lancer-Class Pursuit Craft Ketsu

  • Fearlessness
  • Dengar crew (for the re-rolls)
  • Black Market Slicer Tools
  • Anti-Pursuit Lasers

YV-666 Bossk

  • Fearlessness
  • Gunner
  • Tactician
  • K4 Security Droid
  • Engine Upgrade.

I needed a win, I got a win. IT WAS BRUTAL. Fearlessness on both big base ships was tough and I was lucky with my dice rolls. Fenn had a Console Fire crit and only two hull remaining; the stress from Tactician and Ketso stopped me from being able to flip it three times – each time I rolled a blank.

I finally got my act together and used the Plasmas from Roo to take out Bossk, leaving Ketso with 5 hull to take down. When I did mange to get Fenn in a good position – I had a target lock at range 1 and managed a stupid succession of five crits including 3 Direct Hits, Stunned Pilot, Loose Stabiliser and Console Fire.

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Fenn can be a bit of a dick at times.
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I’ve never seen so many crits in one go.

 

 

 

 

 

 

 

 

 

 

Game Four Ben Cooper 22-100

YT-2400 Dash Rendar

  • Push the Limit
  • Kanan crew
  • HLC
  • Outryder title
  • Anti-Pursuit Lasers

Two Rookie T-65s affectionately called Shorty and Lofty.

The first round of combat saw me get shorty down to two hull so I decided to focus my fire there. My priority should have been taking out Dash as quick as possible; Fenn and Teroch were both very vulnerable to the HLC and target lock. I knew about the donut hole, but I just didn’t focus on it.

The things I got right in game three, I got so very wrong in game four. It’s unusual to see a Dash build that does not have Engine Upgrade, but Ben correctly blocked both of my Fangs, using APL to knock off a few points for two rounds.

Whereas game three and the previous weekend at Tring I would have used a bait and switch strategy, or at least moved ships out of play when they were damaged, this time I made poor decisions based on trying to desperately secure a much needed win. I was unable to see the wookies for the ewoks (or something like that).

So there you have it. I finished 11th and Tom finished 13th.

Three things to learn from this

  • Target priority
  • Obstacle placement (I will explore this in a later post)
  • Keeping things in arc with Roo to take opportunities with Plasmas (should I choose to keep them with this list).

What of Tring? Does it mean that we have got significantly better? Well, yes. Does it mean that we are champions of Tring? No. On that day, on that afternoon, out of those 16 people, we played better than 13 of them. That is all.

Do our failures at Conquest mean we have gone backwards? No. I made some silly errors and learned some serious lessons about target priority.

I still managed some loot for the droid.

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He didn’t have a Recon Specialist before, he does now.

Battle Report: Defend Alderaan – Warboar, Bromley

I have to admit, I’ve been pretty slack this summer. Not with the playing – I’ve been chucking dice weekly and this is my fourth tournament over the last five weeks. You might even say that I’ve been a slave to the plastic crack, too busy thinking about lists and the mechanics of the game to update my blog.

I would be lying if I said I didn’t feel guilty for not writing up the tournaments.  The droid is most unhappy that I haven’t shared the pictures of his loot. Much like the Cabin Boy on the Scum & Villainy podcast, I have been locked away in the brig; living off of space weavils and the dregs of rum that have slipped through the floorboards. It’s a hard knock life.

I promised him that I would share these with you:

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This came from the Deal or No Deal tournament at LVL Up, Bournemouth
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These beauties came from the Summer Kit at iBuyWargames, Woking

The Lost Missions

I didn’t make it to Nationals, I couldn’t quite justify the travel costs, hotel fee and entry (Gots to eat yo!). What I did manage to do was to attend two alternative format tournaments that really did encourage my creative thinking around the game. The first was the Deal or No Deal tournament at LVL Up, Bournemouth where Tom and I paid £50 each for a semi-randomised collection of ships from a particular faction and put them into play. Think about it: you could get a bunch of A-Wings in a Rebel box, but no Autothrusters because those only come in the Autothruster Booster pack (you get a free Star Viper in with that one). You might get a Mist Hunter in a Scum Box but no FCS as these only come with the Tie Phantom or B-Wings.

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Qui Gonn posing as Noel Edmunds

Long story short: I got a Punishing One and a Hound’s Tooth in my box and went two and two for the day. I have drafted version of the write-up but quite honestly, I think the moment has passed. These ships have flown.  In no way did I fly as well as Tom, who went undefeated the entire day (you can read his report here).

 

R4dNiC

 

I digress.

The important reason I have called you here today is because we have received word that the Empire has built a moon sized station with the ability to destroy an entire planet. They call this the Star Deather, er…Murder Planet (I couldn’t well make a joke out of Star Killer), and it is primed and ready to destroy Alderaan.

Who am I kidding? We all know what really happened:

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Tom and I caught wind of another alternative format, the conditions were as follows:

ALL FACTIONS:
– Up to 100pts cap per squad
– No more than 50pts to be spent on a single ship
– No more than 1 ‘Twin Laser Turrets’ allowed in a list
– No more than 2 ‘Crackshot’ Elite Pilot Talents in a list
IMPERIALS:
– No ‘Palpatine’ crew card allowed
SCUM:
– No more than 1 Jumpmaster 5000 in a list
REBELS:
– No ‘R2-D2’ astromech card allowed

Jason and his staff at Warboar work incredibly hard to really make their events fly. There’s a healthy helping of role play that goes along well with atmosphere in store, not to mention the amazing prize support, at one stage someone’s ship was destroyed by the Death Star and they were rewarded with a brand new Tantive IV. Where else have you seen that happen, especially with only a fiver entry fee?

I’m a firm beliver that set boundaries encourage some healthy variety and creativity. I couldn’t go with my Phoenix Squadron or Den-Bot build (no Dengaroo welcome either). I  had been working on a build that really relied on developing some synergy – two words: Attani Mindlink.

I took the following list

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I call this Jumpmaster Flash, it comes in at 100 points.

Recently, Tom and I had been discussing the fundamentals of building a list

I ask myself this one question: How do I beat Soontir?

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Check his pockets for tokens

Tom had come up with an excellent point, Imperials will often turtle up and the /X7 Defender title doesn’t make it any easier.  If you have a two attack dice ship, let’s call them, I don’t know…er… A-Wings, how do you break through the defences of something that has three agility dice, a focus and an evade token? My answer, a mixture of blocking and ordinance, as well as some Scum shenanigans. Palob steals tokens; Dengar crew helps Manaroo with re-rolls; Feedback Array ensures hits get through, whilst also damaging yourself and the guidance chips help to push the ordinance through. Simple, right?

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Before I go any further, the Death Star was a constant sword of Damocles throughout the day, interupting games and firing at ships. If your ship was hit by the lasers (not rolling an evade from a given number of dice that decreased with each round), your ship would explode and would be down for the game.

Game One – Henry Westcott 69-100 (Loss)

Henry’s List was:

T-65 X-Wing – Wes Janson

  • Veteran Instincts
  • R3-A2
  • Integrated Astromech

T-70 X-Wing – Poe Dameron

  • Push the Limit
  • BB8
  • Autothrusters

Attack Shuttle – Sabine Wren

  • Push the Limit
  • Kanan Jarrus
  • Autoblaster Turret

Henry’s list is an admirable one. I love the repositional aspect of Poe, using both BB8 and PTL (it makes a good change from VI and R5-P9). The Attack Shuttle’s dial wouldn’t normally suit PTL, but the addition of Kanan helps to shift the stress after executing a white manouevre. Wes at PS 10 ensures he’ll often be shooting first. In short, both Poe and Wes could wreak havoc on my ships without me having rolled any red dice.

Henry took out N’Dru in the first round of combat before he even got a chance to fire off the cluster missiles. Having looked at the combined shield and hull of my ships still on the board, I didn’t lose hope, especially not when I used the Plasmas to help Poe’s explosion.

The remainder of the game was incredibly tight, with the Pirate exploding and then the Hawk using the Autoblaster turret at range one to bring Wes down to one hull.

Roo then attacked Sabine, whose green dice blanked out. Pew. Pew. She was gone. Nobody was more surprised than me.

As Jason sounded the klaxon to signal the end of the game we each had one ship left, both Wes and Roo were down to one hull. Henry asked if I would like to squeeze in another round and I reluctantly agreed. Having worked out the maths, I had nothing to lose except perhaps 20 more points of MOV. If Roo somehow survived, it would be 69 – 80. I set up with me attempting to get into range three to maximise the range bonus.

Game Two Daniel Hammond 100-34 (Win)

Daniel’s list was

Tie Defender – Countess Ryad

  • Outmaneuver
  • Twin Ion Engine Mk.II
  • Tie/X7

Tie Defender – Rexler Brath

  • Juke
  • Twin Ion Engine Mk.II
  • Tie/X7

Tie/FO Fighter – Omega Leader

  • Juke
  • Comm Relay

Take a moment and look back at the limitations on the format: no more than two Crack Shots – but what about those pesky Defenders? They’ve come off unscathed here, with the /X7 title out in force. With that brief moan, I really like Daniel’s list. Outmaneuver on Ryad seems like a good idea because of her potential repositional ability and Juke on Brath seems fairly solid.

Ryad was down in the first round of combat after a combination of feedback array and the Revenge Bot but 20 minutes into the game Jason approached our table announcing that the Death Star had fired at my HWK.

I had five evade dice and needed only one evade. No pressure. Just one evade right? The probability of that one hit getting through 5 agility dice with no modifiers is less than 10%. I rolled one evade. Yup.One’s enough.

Daniel caused an explosion for the Pirate, who seemed to act as a good decoy during this game as my remaining ships then focused fire on Brath, leaving only Omega Leader to tackle. After getting her down to one hull, she found herself in range one of Manaroo with me using Feedback array again to kill her and reduce myself to partial points on Roo.

Game Three Lloyd Boman 33-100 (Loss)

Lloyd’s list was:

Tie Defender – Glaive Squadron Pilot

  • Juke
  • Tie/X7

Tie Defender – Countess Ryad

  • Juke
  • Tie/X7

Tie Interceptor – Carnor Jax

  • Push the Limit
  • Royal Guard Title
  • Twin Ion Engine Mk.II
  • Autothrusters

I’ve spoken to Lloyd at tournaments a few times and he is well known for his double Ghost list, although he wasn’t playing that today. He’s a thoroughly nice man, which makes it even harder as he smiles while throwing dice at you.

He killed the Pirate first and then I managed to use both fire and Feedback Array to kill Ryad.

This game was really tense and, again, it came down to having each of our ships on only a few hull points (his were on one more hull than mine, Grrrr Boman!)

N’Dru managed to survive an amazing bout of attacks but eventually Lloyd got through the hit that he needed and I was left with only Roo on the board whilst Carnor and the Glaive Squadron Pilot each ahd two hull left. Roo pulled the Major Hull Breach Crit at just the right time, with only one hull left it didn’t really matter. Lloyd flew better and he knew his list better. There were points where I forgot the Revenege Bot and Guidance Chips. Silly Boy. A pleasure playing against Lloyd (I’ll get you next time).

Things weren’t looking good for the Pirate.

Game Four Tom Clements 100-67 (Win)

Tom’s list was:

Aggressor – IG88-B

  • Ion Cannon
  • Mangler Cannon
  • Fire Control Systems
  • Autothrusters
  • IG-2000 title
  • Glitterstim

Aggressor – IG88-D

  • Ion Cannon
  • Mangler Cannon
  • Fire Control Systems
  • Autothrusters
  • IG-2000 title
  • Glitterstim

I didn’t bring a standard Bro-Bot list to a friendly tournament because I didn’t want to be That Guy.

You’re right Tom, I know all about being That Guy.

I often enjoy the last game of a tournament the most, it can be the most fun and the most challenging. This was no exception.

By Game Four, the battle had got even closer to the Death Star and if it fired at your ship, you would be given only three green dice to roll an evade. It hadn’t yet destroyed a ship through the day so Lord Vader had decreed that the attacks would increase to one every 10 minutes. The table next to ours was called upon to be attacked before they had even finished deploying their ships. Brown trousers all around.

It was in this round that somebody lost their Mist Hunter, only to be rewarded with a Tantive IV for their troubles. How awesome is that?

Back to the game: it was R5-P8 that really clinched the game. I knew the Bro-Bots would be a tough match but when I saw that Tom had only brought small obstacles with him, I thought I mgt be in with a chance.

Again, the Pirate served as fodder whilst Palob got in close and stole tokens which then rewarded the other members of the list thanks to Attani Mindlink.

N’Dru did manage to fire his Clusters, which made short work of IG-88D. Manaroo couldn’t quite get into the right range to deploy the Plasmas.

IG-88B spent a fair amount of time with one hull left whilst Manaroo couldn’t quite get into the correct range to get off the Plasma Torps. This meant keeping her facing 88B Inman attempt to stop Autothrusters kicking in. Eventually, 88B pushed a Blinded Pilot crit through to Roo, halting attacks, but not the Revenge Bot. This was the final shot needed. A really tense game for all involved. Awesome.

Blinded Pilot

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Moments before I used R5 -P8 to secure my victory in game four, something even bigger was happening in the trenches of the Death Star; Biggs Darklighter (James Dowdall of the 186th Squadron) fired a lone attack dice at the Death Star and caused a monumental explosion that would really piss off Lord Vader.

Well done that man!

A further digression. I finished 14th with a new list; I’m fairly happy with two and two. Would I keep the list? Certainly, perhaps with some refinement. Maybe there’s a Fenn Rau shaped hole in it waiting for the boat for Wave 9 to come in.

My biggest consideration for now, is what to do with N’Dru. Dead Eye? Lone Wolf? If I went for the latter of the two, what would I drop?

The Attani Mindlink combined with Roo and Paylob’s abilities is a win. Some might go with Unhinged Astromech and K4 Security Droid, using Dengar crew saves a point. What about dropping Dengar for Zuckass and taking the R4 Agromech or the Overclocked R4? Whilst Mindlink gets around the need for an action at times, therefore mitigating possible problems caused by Zuckass crew, I’m reluctant to drop the Revenge Bot. Like Feedback Array, it will often help to push through some damage in an Aces heavy meta.

It is by no means a perfect list, but it is one I enjoy playing, and I’m pleased that I haven’t come across much else like it. Massave thanks to Tom for helping me refine it.

A huge thank you, as always, to Jason and his team for a tournament that thoroughly made my bank holiday. Nice work.

I have no clue what he does with his loot.

Summer Kit – Warboar Games, Bromley (or how I learned to stop worrying and say Zuck-Ass). 

I gave it far too much thought but I played #Dengaroo at the #Warboar #SummerKit last weekend and I got to meet ALEX DAVY!!! (bit of a geek out).

How badly do you want to win? One of the most important things to remember is that, despite the dice and the X-Wing swag, we’re still pushing little bits of plastic around a mat that looks like an imagined vision of space. Until now, I’ve been striving to find a list that contains ships I love; is fun to play; competitive and hopefully has a bit of fluff thrown in.

I say ‘until now’ because I have been faced with a bit of a moral dilemma. I’ve been to as many tournaments as I can muster since March 5th and written about every single one. I’ve tried to avoid netlisting and avoided lists that I thought might represent an instant ‘win button’. I dread the idea that I might come across as that guy, whilst still trying not to judge those that lay down triple jumpmasters or Palp Aces. I want to win, but I want to earn it. I certainly don’t want a win at the expense of my opponent’s enjoyment.

So – is playing Dengaroo putting all of my morals aside? Am I cheapening myself? Ultimately, am I being a bit of a dick by playing this list?

You can read David Sutcliffe’s thoughts on Dengaroo here. David’s blog is always a good read and I feel like I’ve learnt something from it with each pos. The main points are that Dengaroo reduces variance. If you’re playing this list, you’re aiming to win. He compares it to a Fat Han paired with a Palp mobile.

I’ve actually given Dengar quite a lot of thought since Wave 8 hit, I’ve tried to make it work with a couple of different variations, mainly focusing on my Den-Bot build. My post, Dirty Den(gar) hypothesises a number of different lists, and even looks at a Dengaroo (I want to add – this was months before JB’s Dengaroo, though I’m not sure why), but it wasn’t really like Jeff Burling’s at all. In fact, I’ve wanted to experiment with a Dengaroo build since playing Jamie at Marquee Models when I realised how great the potential synegy between the two could be (read about it here).

For those not in the know, Burling’s Dengaroo is as follows:

Dengar

  • Lone Wolf
  • Plasma Torpedoes
  • Zuckuss crew
  • R5-P8
  • Glitterstim
  • Punishing One title card
  • Countermeasures

Manaroo

  • Push the Limit
  • Recon Specialist
  • Unhinged Astromech
  • Feedback Array
  • Engine Upgrade

This beast of a list comes in at 99 points.

I’m not necessarily against netlisting but I think if you’re going to do it, you should see how the list works and then tweak it.

Tom had mentioned that he had played against a Dengaroo build where he had been bruised and battered by a Dengar with the Overclocked R4. This rang true with me when I thought back to Jamie’s Dengar and Manaroo list at the Spring Kit at Marquee Models. I hadn’t run Dengar with Zuckuss since then because of the mistake I had made with the stress. I had challenged Jamie to re-roll his agility dice at range three whilst already stressed – this gave me four tokens to clear. I lost the game because I hadn’t been anticipating the stress and didn’t know what to do with it all.  Jamie, on the other hand, had the Overclocked R4 and continued to gain focus tokens from Manaroo. Essentially, he had an infinite Glitterstim (which helps when you think about Dengar’s revenge ability), gaining another focus after spending it and gaining stress.  My Dengar, on the other hand, had no Manaroo and very little chance of clearing the four stress tokens. No actions. Pew. Pew. Boom.

My main changes to the list were to consider how I might keep Dengar with an opportunity to modify his dice despite the stress induced by constantly saying ‘Zuckuss’ to anything on a green dice with a bit of paint.

I also wanted to give Manaroo some deterrants from others attacking her. I dropped her Unhinged Astromech and gave her R5-P8. The possible perils here are that the dials is great on left hand side so the Unhinged Astromech helps when clearing the stress induced by PTL. I also put Gonk on her rather than Recon Specialist (thanks again Jamie), building her defences and keeping her alive longer to best support Dengar.

After some playtesting with Tom, my take on the list was the following:

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This is 98 points. It’s a list that I’ve tweaked rather than one that I’ve simply ‘stolen’.

My biggest problem when considering whether I should or shouldn’t play the list at this tournament was what my opponent might think of me. How would I feel being the guy that made them re-roll their evades? to quote Sutcliffe:

If there’s any part of the Dengaroo build that feels ‘unfair’ it’s probably this – the first time you roll three Evades and have to reroll them into two blanks and a Focus you’re going to feel like maybe Zuckuss is a problem for 1pt.

How much do I want to be that guy? What’s it worth? I practised saying ‘Zuckuss’ all week to see how it might feel.

To think back to my day job for a moment, even though it’s the holidays, I’m drawing on Atticus Finch

You never really understand a person until you consider things from his point of view … until you climb into his skin and walk around in it

How would I feel if someone Zuckassed me (I’m verbing it) at every turn? Well, actually is it any worse than Palpatine? How about Vader’s target locked crit? Is it broken, or is it levelling the playing field in an a meta that is already swayed towards the Imps?

Disclaimer: by referencing To Kill A Mockingbird, I am in no way comparing my X-Wing woes to the black civil rights movement. This is not a valid form of inequality.

On the morning of the tournament, I listened to Jeff Berling talk about the list on Stay on Target (you can download it here). Until this point, I had my five A-Wings in my bag as well as my two Jumpmasters. Whether it’s fate, or luck, or Karma – I took this as a sign -for a day, I was going to own being that guy and see what happened.

When I arrived at Warboar and saw that UK Nationals Champion Jesper Hills was playing a very similar Dengaroo list, I didn’t feel so bad.

Game One 100-57 (win)

Michael’s list was

Tie Advanced X1 Darth Vader

  • Determination
  • Advanced Targeting Computer
  • Engine Upgrade
  • Tie/X1 Title

VT-49 Decimator Rear Admiral Chiraneau

  • Veteran Instincts
  • Moff Jerjerrod
  • Anti-Persuit Lasers
  • Dauntless Title

Tie Fighter Tie Academy pilot

Looking at this list, the potential danger is RAC. He’s set up to bang straight into you and make you suffer for it.

The Dauntless title encourages you to overlap another ship whilst still gaining an action at the expense of a stress token. Anti-pursuit Lasers lets you benefit of an enemy ship bumps into you.

Both Vader and Chiraneau benefit from being able to dole out Crits through Adv. Targeting Computer and RAC’s ability.

I introduced the list sheepishly as ‘something nasty I’m trying out’ I was jolly and apologetic.

I went straight for Vader and then when Michael realised this, he held the Datk Lord back and I focussed fire on the Decimator.

When I did cause Vader’s explosion, He then took out Dengar through simultaneous fire.

What of Zuckuss? After the first few rounds of combat, I owned it.

Game Two – Ghost Busters

100-57 (win)

Paul’s list

VCX-100 Lothal Rebel

  • Fire control Systems
  • Auto lasted Turret
  • Extra Munitions
  • Proton Torpedoes
  • Chopper crew
  • Sabine Wren crew
  • Guidance Chips
  • Conner Net

VCX-100 Lothal Rebel

  • Fire Control Systems
  • Twin Laser Turret
  • Hera Syndula crew
  • Ezra Bridger crew

When you have a list where the strength lies in the manipulation of the dice, facing two ghosts with agility dice is an interesting match up.

My biggest mistake here was to get both ghosts mixed up. I could have asked Paul to clarify which was which but I didn’t, instead, I ran away because I anticipated a bomb being dropped on me.

Dengar was is trouble when the Ghost with Sabine aboard was close enough to drop a bomb but Paul didn’t take the opportunity. Dengar took a final shot at Ezra and caused the final explosion.

Dengar then drew a Weapons Failure crit, this was awful considering the Jumpmaster’s poor relationship with dice. Lone Wolf. Lone Wolf all the way.

Manaroo only really came into play once throughout this game. She spent her time running away and passing tokens to Dengar. This was where I learned that I needed to work on when to use PTL and planning a move ahead, especially when trying to clear her stress.

It was a win, but for the first 30 minutes, this game was fairly tight. Had Paul remembered to use Sabine and dropped the bomb, Dengar would have been down. He would have damaged his Ezra but it still would have had 8 hull.

Dengar’s Sloop cutting it incredibly fine.


Game Three
100-49 (loss)

Dimitri’s list was

YV-666  Bossk

  • Marksmanship
  • Heavy Laser Canon
  • Dengar crew
  • 4-Lom crew

Jumpmaster 5000 Contracted Scout

  • Deadeye
  • Plasma Torpedoes
  • Extra Munitions
  • Overclocked R4
  • Guidance Chips

M3-A Interceptor Cartel Spacer

  • “Heavy Scyk”Interceptor title
  • Proton Rockets
  • Guidance Chips

After two wins, I was paired against Dimitris, who I had previously played at the London Regionals.

I wanted to stick to the plan; hold Manaroo back and play Dengar up front. By round two of combat, Dimitris had jousted me with both his YV-666 and Contracted Scout. Dengar melted. I should have flipped Counter-Measures early but I was so thrown by the unexpected combat that I fell to pieces. I managed to use Dengar’s revenge to make an impact on Bossk but I was still a ship down.

With everything resting on Manaroo and her pitiful two attack dice, my only plan was to run and use Gonk to build up shields whips using the range bonus to increase her agility dice.

I had an opportunity early on to use Manaroo to attack Bossk and change the odds a little, but I went for the Scout at range one instead without any modifiers for my dice. Silly move.

I eventually used the revenge bot to take out Bossk, ensuring that I wasn’t completely tabled.

“Keep your distance, Chewie, but don’t, y’know, look like you’re keeping your distance.”

As I went into Game Four, I noticed that the name just below mine on the leader board was Alex Davy. Coincidence?
As I approached the table, I noticed that said Mr Davy had an American accent.

“Excuse me, you’re not the Alex Davy are you?”

“Why yes I am!”

Shakes my hand.

He shook my hand?! Alex Davy playing on the table next to mine! I don’t really allow myself to use exclamation marks, but in this instance, I think it’s appropriate.

I took a moment to ask him his thoughts on Dengaroo. At first, he gave me a rather non-committal ‘It took Jeff Berling to crack the code’ but after I bought him a beer,

‘We always intended it to have synergy…it’s not easy to fly…we are going to have to keep an eye on it’

Me with Alex Davy


Game Four 64-100 (loss

Alex’s list was

Tie Interceptor Soontir Fel

  • Push The Limit
  • Autothrusters

Tie Defender Rexler Brath

  • Tie/X7 title

Tie Defender Countess Ryad

  • Tie/X7 title


I think that Imperial Vets has done an amazing job of re-invigorating both Defenders and Bombers. The Tie/X7 title is one of the main reasons I considered moving away from Phoenix Squadron (my A-Wing Crack Swarm) in the first place; gaining an automatic evade when you make a 3-5 speed manoeuvre ad then having the opportunity for your actual action is tough to break through. Then there’s the White 4K-turn, which might make them predictable, but is still sound. Countess Ryad might only be a PS5 but her ability to turn all straights into a K-Turn is just plain awesome, especially as you get to decide when you have revealed your dial.

This list’s inclusion of Foontir Sel the. Makes it difficult as you’re facing three ships that can turtle up, each of them with a higher PS than Manaroo.

I felt good when Fel was the first to explode with a combination of shots from Dengar and Feedback Array to deliver the final blow. Simultaneous Fire meant that Dengar was badly wounded and the Defenders made short work of him.

Alex went straight for Manaroo and I didn’t protect her well enough. With Engine Upgrade and PTL, she can be quite tricksy but with only two attack dice, she simply can’t cut through the /X7.

I managed to help Ryad explode before losing.

Game Five 34-57 (loss)

Mark’s list was

Tie Interceptor Soontir Fel

  • Push The Limit
  • Royal Guard Tie title
  • Stealth Device
  • Autothrusters

Tie Adv. Prototype The Inquisitor

  • Push The Limit
  • Tie/V1 title
  • Autothrusters

Tie Defender Maarek Steele

  • Adaptability
  • Twin Ion Engine
  • Tie/X7 title

There’s a point at the end of a tournament where I have found myself accepting my fate and often having a great game. Not today.

My opponent and I were both two and two. After two losses, I was happy to just simply play. I knew that winning might well take me into the top 16 still but I had already met Alex Davy; I was on a high that outweighed a further win.

Aside from the Defender, two of my opponent’s ships had Autothrusters; I think the lists are fairly evenly matched.

I killed Steele first, again using both Dengar’s Torps and Lone Wolf with a focus token from Roo, then a range one shot from Roo that successfully meant my opponent was a ship down.

Meanwhile, both the Inquisitor and Fel had done some work on Dengar and he was out too. Dengar’s revenge ability left a nice dent in Fel and then Roo used Feedback Array to leave him at one hull. This had all happened in the first 30 minutes, it was now that my opponent told me how scared he was of Manaroo with Feedback Array and the revenge bot. He then told me he was going to run away. I giggled and gave chase.

He continued to run with both ships. To run and run.

I managed to Gonk Manaroo back up to full health and gave good chase, engineering at least two more opportunities to get a shot in on Fel where My dice blanked out each time.

45 minutes of chase are really not fun. I mean, it could be fun but probably not when you’re opponent has declared that he is running away on several occasions and refuses to engage your ship.

Perhaps this game was my karma moment for all of my Zuck-Ass shenanigans. Who knows.

I do know that this win must have been really important for him to have played this way. I begrudgingly shook his hand and then attempted to make make small talk after the game had ended. He promptly packed away and left, not making the top 16.

“You may dispense with the pleasantries, Commander. I am here to put you back on schedule.”

So, I played a a variant of a ‘nasty’ It list and I’m proof that it wasn’t such an easy win button for somebody of my experience.

Is the list too nasty to play? What if your opponent’s play experience? I want to say that it can’t be much fun for them, but then there is a (perhaps more ruthless side of me) that says the game is what it is. The list doesn’t abuse any rules or even bend them. The point cost makes it seem unfair and perhaps Zuck-ass might need an amendment. Who knows?

The Mynocks interviewed Jeff too (you can find it here), fittingly titled Episode 27: If it aint broken…no one flys it!

Jeff vehemently defends himself when Dee refers to the lis as broken. Jeff states that he came up with this as a Rebel player who needed a counter to Palp and Omega Leader. At one stage he will only accept that the list is ‘broken’ if it can be agreed that other aspects of the game are also ‘broken’.

Blair Bunke is certainly no fan of the list


What have I learned about the Dengaroo?

The loss of Manaroo disrupts the synergy and then Dengar is inevitably too squishy on his own, especially if you have the Over-clocked R4 on Dengar who is then too stressed to take any actions.

A final point to address from Sutcliffe’s article is how he perceives the list to be tier two in Europe, losing out to Aces and other ships that have a better hold on their dice.

A key point of difference between Han and Dengar is precisely what cost Jeff Berling the final game against Soontir Fel: Dengar doesn’t control when his ‘Gunner’ second attack triggers.

Dengar’s revenge isn’t quite a gunner ability. If your opponent chooses not to attack you and you are without initiative, you lose out on your ‘double tap’.

Would I play the list again? Certainly. Am I That Guy? I hope not.

For now, I’m going to pack my tournament case with both Phoenix Squadron and Dengaroo. Let’s see how that plays out.

So I didn’t make the top 16 and come away with my alt art Predator card. I did, however, completely geek out over Alex Davy and buy him a beer. I had a quick chat with him about Dengaroo and he signed two cards for me and one for Tom. I’ll take that as a win.

Getting Ready for Coruscant

I’ve been wanting to make a competitive #Starviper list for a while but never really managed to justify the cost of the ship.

I get a jolt of excitement each time I manage to go to Dark Sphere (our local plastic crack den in Waterloo) on a Thursday night and see Andrew Pattison, Yavin Open Champion and inventor of the Patti-swarm. I’m actually really lucky that I’m able to see Jesper Hills, UK Nationals Champion; Alex Bert, James Dowdall and Mike Dennis (all of the 186th Squadron Podcast) there on a regular basis. I can only hope some of their skill rubs off on me via osmosis. I’m not sure this has happened yet.

Anyway, with the impending Coruscant Invitational as part of the Star Wars Celebration Weekend, Andrew Pattison invited some of the other Open Champions for friendlies. I shit you not, last night Dark Sphere had the regular members of the 186th Squadron, as well as Pattison, Ryan Flemming (the Hoth Open Champion, America) and Sascha Glitch (the Naboo Open Champion, Denmark).

The public have spoken and the Scum mandatory ship has been announced as the Star Viper. Wow.

I’ve wanted to create a viable and competitive Star Viper list since I started playing but I could never really justify the points.

What I’m most excited about, is that by the end of this weekend, we may well have seen eight Star Viper builds that really kick ass (That’s providing they get played).

Paul La Rue’s ace alt art Guri

Why Guri? I can’t help but feel sorry for Guri, she’s the ace that never was. The dial for the Star Viper isn’t awful (it could be better, but it could certainly be worse – it’s no HWK) and her ability when coupled with both the boost and barrel roll seem to scream ‘arc-dodger’.  Still, look at her PS -5?! Really? At 30 points? And then there’s the unique title card at an extra two points. That’s 32 points before any upgrades. It further re-affirms the notion that the Scum faction were really poorly costed when released in Wave 6.
If I had to play a Star Viper, I’d show Guri some love.

Guri’s Goofs (99 points)

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What’s the logic? The two Bin-yarr-ee Pirates at PS1, they’re prime blockers and they have Feedback Array to help them out.

The Black Sun Soldiers move in a close second behind the Pirates, being a PS3, with the Thread Tracers giving everybody a target lock. They’re also going to help with the blocking.

What about Guri? With this build, I’ve used Adaptability to lift her PS (or not). Autothrusters and Sensor Jammer here help increase her survivability by reducing the risk of variance. I might be tempted by Advanced Sensors, it’s a point cheaper.

I could put Lone Wolf on Guri, but with four other ships in play, it’s unlikely to work. With that, I could also put on Predator, but I’m actually going to go for Glitterstim as it poses a good psychological threat. There’s space for Crack Shot if I want, but I like having at least one list here with an initiative bid.

Guri’s Gotta Party (100 points)

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What’s the logic? Guri and a Party Bus. I can hear the whistles now; the face paint; the mirror ball. Reach for the lasers. Safe as fuck.

Alex Davey has apparently hinted that there will be a Star Viper fix with some sort of Scum Veterans pack. Scum Outlaws? I’m not so sure it hasn’t already been offered to us in the form of Attani Mindlink.

Palob can steal an enemy focus token and then Guri gets one via the AM. The pitfalls are the possibilities of gaining an unwanted stress token, but I think it should be ok here. I’ve gone with the Blaster Turret as a range 1-2 as I couldn’t afford the Ion or TLT. Alternatively, you could drop Attani Mindlink and go for one of these. Really, Palob is there to support and provide tokens.

The Party Bus? This is the traditional build, woth Dengar enabling re-rolls (two if it’s a unique pilot); 4-Lom demanding a re-roll of your opponents defence dice and Zuckuss stopping your opponent spending tokens.

If you prefer, you could take a Trandoshan Slaver with Bossk and Gunner instead. This comes in at 36 points instead of 34 for the Party Bus, so you would have to find two points elsewhere.

What about Guri? I couldn’t afford Sensor Jammer this time in the Systems Slot because of the cost of two Attani Mindlinks. Instead, I have gone for the cheaper Fire Control Systems. I’ve lost the EPT to Attani Mindlink and so have gone with Glitterstim again.

Guri’s Gifts (100 points)

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What’s the logic? Both Manaroo and Zuckuss being able to pass tokens around. Win.

I think Zuckuss’ ability at 28 points is incredible. The Tractor Beam can be a lot of fun but really, you’re paying the 1 point for the benefit of an additional barrel roll action. Adding in Fire Control Systems at an additional 2 points seems a no brainer.

This is a really basic Manaroo build and I’ve put her with Dengar to benefit from the re-roll ability whilst also freeing up the EPT slot for the Attani Mindlink. Let’s not forget the fluff either. Does she really need Attani Mindlink? This way, everybody benefits rather than one person; she also gets to keep her own focus token. How else might she be built? This is a tough one as I like the Revenge Bot acting as a deterrent, even though it might be costly at 3 points. I could drop both of these for an Engine Upgrade and then give her Adaptability instead. Well worth considering.

What about Guri? This is the most basic Guri, with only Autothrusters and the Virago title as she benefits from the AM.

Why take this basic Guri? Well, she’s supported so well through the potential of the Attani Mindlink, although there is the risk of stress from the red on the G-1A Starfighter dial. I think she might benefit from at least having FCS, but you can use target locks, relying on focus tokens from the other two ships.

Not that kind of Prince.

I didn’t have a Nintendo 64 and I didn’t get to play Shadows of the Empire. The N64 had such a stilted release in the UK, I’d pretty much given up on Nintendo at that point. If only it were on the Nintendo store now.

I know of Guri’s history in the EU after having researched it when first getting into X-Wing in January.

I want to read the SOTE novel but I’m too busy re-reading the Thrawn trilogy (it’s still as good as when I was in my early teens) and the awesome Darth Vader comics by Kieron Gillen et al.

Vader pulls apart an AT-AT before it crushes him.

I have a second Star Viper, I’ve actually had two extra ones that I bought for the additional Autothrusters. I’m tempted to paint one purple and make a Prince list.

Besides that, I’m tempted to have a go at each of the lists above now that I’ve given them some thought. I’m attracted to the Bug Zappers in Guri’s Goofs but I’m really keen to go with Guri’s Gifts too.

What will we see at Coruscant? It will certainly be interesting. Good luck to all of the players. I know I’ll be thinking of you through the day.

Jesper posted online earlier today explaining that they were unsure that there would be a twitch or YouTube broadcast of the day’s events. They’re hoping to live tweet some of the day from @186Podcast

Dirty Den(gar)

My response to Dhaus’ arc-dodging #Dengar build #Xwing #Scum #jumpmaster #itsgettinghothinhere

DHaus, of the Stay On Target podcast, published a Dengar arc-dodger exploration on Team Covenant last week that you can find here.

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DHaus’ optimal Dengar build.

I’ve been working on my own Dengar build for a while, Den-Bot, and wanted to throw my own into the ring. You can find the evolution of my list, along with my most recent successes and woes from the Womp Rats tournament in Aldershot here.

I see Dengar as a bit of a puzzle; he has an awesome ability that encourages players to fly the ship with your opponent in arc, rather than simply using the turret. Couple this with the ship’s dial and he is the most interesting PS9 large ship pilot, especially as he’s Scum.

Den Re-con

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Above was my previous list of Dengar with IG-88B, which barely left room for anything else to be removed unless I stripped down Dengar entirely, giving him just Predator and then Engine Upgrade.

I don’t want to leave Dengar naked, so I’m willing to substitute 88B in order to make room for EU and maximise Dengar’s potential as an arc-dodger.

Dengar with Predator, the Punishing One title, Engine Upgrade come in at 52 points. Through experience, Dengar also could do with Recon Specialist to make the most of his revenge ability, that’s now 55 points. I’m a big fan of the revenge bot, R5-P8, but it’s a little too expensive here, so I’m going with the R4 Agromech, which takes me to 57 points in total.

Jump & Fire (100 points)
Pairing Dengar with Kath Scarlet allows you the advantage of having a turret and a second ship with an auxiliary firing arc. Kath’s ability allows you to gain an extra attack dice from the back arc.

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Standard builds for Kath allow an Engine Upgrade, VI, the K4 Security Droid and some sort of canon. I think that the Outlaw Tech is a better as it’s less limiting than the Security Droid. Nonetheless, points are a factor so I’ve tried to be inventive with my Kath build.

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Firespray movements

I don’t have room for the Engine Upgrade on Kath and have swapped VI for adaptability, therefore still increasing the PS whilst not losing any points. Looking at the dial, the Firespray does have a one forward and a one bank.  It’s not a boost but it’ll have to do.

 

I’m determined to find a slot for the Boba Fett crew card and so therefore need to take the Mangler Canon to maximise the potential for using it.

This brings my Kath build in at 43 points and a 100 point total.

Den of Razz(matazz) (100 points)

John Wainscott played a Latts build at my first tournament in Aldershot (you can read about it here).

I like the Gunner ability and I love the irony of waiting for your ship to miss when you combine it with Bossk.

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To make Dengar fit the points here, I have to drop Predator for Lone Wolf. When you look at the odds here, you’re looking at a 37.5% chance of rolling a blank to enable the re-roll.

There isn’t room for an Engine Upgrade on Latts, but when you look at his dial the red zero makes up for it.

Denaroo (98 points)

Pairing Dengar with Manaroo allows a little room for fluff (she is his wife in the EU), as well as giving you a big bag of tricks for the pairing.

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As far as the Dengar build is concerned, I am able to include Predator and R5-P8, as well as Glitterstim. I can load Up Manaroo with Plasma Torpedoes and Extra Munitions with Deadeye.  I haven’t yet used Feedback Array on any of my builds, this seems a fairly good spot.

For that final touch of fluffiness; Boba Fett crew card. See her soar over the Sarlacc Pit.

I could even substitute the Plasmas for Protons and make Boba earn his money.

Jamie’s Dengar Manaroo build from the Spring Kit at Marquee Models (you can read about it here) really impressed me and reminded me how my Scum lists could use a little more imagination and more synergy.

When I look at Manaroo’s ability, I can’t help but wonder if Deadeye and loading her up with torps isn’t a waste here?  What I do know is that once I’ve fully loaded both Dengar and Manaroo, the list comes in at 98 points, that’s not a bad initiative bid.

Even a Sith Lord is no match for my warriors. He put up quite a fight. Blasters, cannons, that glowy thing, voom-voom…

I started writing this a week ago. By now, Yavin has come and gone and the party bus build has emerged:

Slaver (29)

  • Gunner (5)
  • Bossk (2)
  • 4-LOM (1)

Slaver (29)

  • Greedo (1)
  • Fett (1)
  • Dengar (3)

G1a – Starfighter – Zuckaus (28)

  • Mist Hunter/Tractor Beam (1)

Look at that bag of tricks. All of it. What does this do to my thinking above? Nothing, except perhaps confirm that the Bounty Hunter crew cards are where it’s really at, rather than simply going for high PS.  Dee Yun had published a web comic with the Party Bus here

I like this version of the party bus, but I’m working on something a little more varied:

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If you’re interested, this comes in at 98 points.  I’ve spent a long time trying to figure out how I could get Gunner in there too – it just doesn’t work if you want Zuckuss.

I began this post wanting to explore how these list ideas measured up to my original Den-Bot list.  Each one offers an increase in shields; a decrease in agility dice; a loss of Autothrusters and slightly less manoeuvrability. I can’t see why you wouldn’t go with the fluff of Jump and Fire or Denaroo.

What are your thoughts?