I
ended up 9th in the Provo division but I didn't really mind at all. My tournament
goals haven't changed since last time: have fun, meet new people, run a unique
list for exciting results, and get sweet participation prizes. But apart from
all of that, I feel that I still won in many ways. I am happy to say that
during the whole tournament I never once clipped an asteroid! Ha! There were
some seriously close misses but every time I had to make a hard call I was able
to make the right decision. I only started playing X-wing this year and it
makes me happy to see how much I have progressed in my skill. My second win is
actually even sweeter: I walked away from the tournament with 4 large ship
kills under my belt! Moreover, my first game marked the first large ship I ever
took down in a competitive scene. My final win was that I was good enough to compose
a Scum list that got me a final score of 2/2 with a MOV of 400.
But
wait! The Poor Grey Pilot flew a Scum list? Haha, yes. I decided I wanted to
try something different and I also wanted to take my new Star Viper for a
whirl. I just barely got it this month and I have been having a blast learning
to fly the Space Butterfly. Here is the list I took to the Prelims:
Morgan's Scum Bucket - 99 points
Scyk w/ Serissu - 25 points
Expert
Handling
Stealth
Device
Viper w/ Guri - 33 points
Veteran
Instincts
Autothrusters
Hawk w/ Spice Runner - 26 points
Twin
Laser Turret
Intelligence
Agent
Moldy
Crow Title
Z-95 w/ Pirate - 15 points
Hot
Shot Blaster
After
practicing Scum for awhile I picked my favorite bits and threw them together in
a list that is pretty cohesive. Serissu isn't a surprise after I did a whole article on her. But Expert Handling might pique some of your interest. My first
choice was Juke but that hasn't been released yet. My second choice was Veteran
Instincts, thus making my Bothan a PS 10, but I only had one copy and I wanted
it more on Guri. So I looked at the rest of my EPTs and deliberated for a long
time. Finally, Expert Handling won out because it had everything I wanted: a
cheaper EPT that doesn't self-stress and still makes my ship a more slippery
target.
Next,
I wanted a Star Viper in my list. Normally, I speak of how one pilot sticks out
to me in an expansion. And when I opened my Viper I immediately fell in love
with Guri. To save space here I will save my analysis of her for my next Pilot Highlight. Suffice it to say that her ability is amazing! I have a blast every
time I fly her ship, the only downside is her low pilot skill. So for me,
adding Veteran Instincts was a must. That way I can get the most out of her
strong mobility. I also wanted Autothruters. I am a player on a budget so I've had to make do without AT for the longest time. But now that I had them I was
sure to make use of them.
My
third choice of ship was the Binayre Pirate. By adding the Hot Shot Blaster I
created a ship that can joust effectively for its cost and then, if ignored,
can slip behind enemy lines and take a turret potshot. I play-tested it in
several causal games and it was both effective and fun. It is quite fulfilling
to do a sharp turn when your opponent is expecting a K-turn and then you shiv
them in the back. Yeah, the card should be called the Space Shiv. lol. To visually represent my Hot Shot Pirate, I used the Headhunter model I modified awhile
back.
The
final 26 points were the hardest to fill. I wanted a Hawk but I couldn't decide
on a pilot. Palob was a good choice but I found that he drew more aggro than I
liked. Players don't like having their tokens stolen! I then decided on a Spice
Runner with the Crow title. Not only would PS 1 draw less aggression, he could
fly better with my Pirate. But the big question is this, why a TLT Hawk rather
than a Y-wing? The answer is that the Moldy Crow has much better action
economy. A focus battery is much stronger than the R4 Agromech or even the
BTL-A4 Title because it can give needed modification to both defense AND
offense.
In a previous article I talked about how the Scum faction mechanic works in-game.
I applied that knowledge to my squad. Here is what I mean. Rebel ship mechanics
rely on heavy shielding to outlast opponents. Imperial ships use high agility
and mobility to dodge attacks that would normally obliterate them. And I have
found that Scum ships excel at not getting one-shot! Haha, I know that sounds
funny but it makes sense. The Scum & Villainy of the galaxy rely on medium
agility and minimal shields to last long enough to dish out their punishment.
My list has one goal: joust the enemy, take a black eye, but survive. During
the alpha strike my generics stay close to Serissu for protection. And after
the initial joust I break the formation and take the better positioning with my
aces and turrets. This greatly punishes enemies because I am now behind them
and I can hound them for several turns. Let's get into the details.
Round 1 vs Brobots - Loss
Honestly,
I was scared when I saw two Aggressors across the table from me. Ever since the tournament were I got slaughtered by two different Outriders I have been
somewhat averse to large ships. But I knew that large ships aren't inherently
overpowered, especially since the half HP rule change, and after watching small
ships take X-wing Worlds by storm. FFG has done so well at game balance that the
skill of the player is much more important than the ships that are flown. So
with a deep breath I courageously went into the fight.
My
opponent's Aggressors were letters B&C and were twins on upgrades: Mangler
Cannon, Predator, Sensor Jammer, Inertial Dampener, & Title. We placed our
asteroids in two straight lines, creating 3 landing strip lanes. I placed my
Scyk, Pirate, and Runner in the left lane and Guri in the middle. Both my
generics greatly need Serissu but my Viper flies better when tagging close to
the formation. Opponent 1 placed his ships in the left lane as well but boosted
the first turn towards the middle lane. I slow-played my squad up the lanes to
charge my hawk battery and to use the rocks for cover. Then the alpha strike came
and I was in great position. My mini swarm came out from behind cover and had a
clean shot and Guri flew a 4 straight right up the middle. I then boosted her
past the arc of Aggressor C and into range 1 of the second. Just as I planned,
my ships took a beating but none of them died. In return, I sure gave some
solid hits right back and Aggressor B took serious damage.
The
next round I broke the formation, with my generics going up the lane and
Serissu cutting across to stay out of arc. But sadly I was outmaneuvered
when Aggressor C did a 4 K-turn and B did a stall with inertial dampeners.
Serissu was sitting in a very deadly pincer move. I am still learning how all
the scum ships fly but I will be sure not to fall into that kind of trap again!
However, things went in my favor because my opponent forgot that use Predator
and his stressed ships didn't have actions for modification. My Scyk took 4
cannon shots and only lost 1 shield and the Stealth Device. Guri and the Spice
Runner's fired to bring the Aggressor down to 2 hull points and that is when I
knew I had to use the Hot Shot. I caught my opponent by surprise and my hot
shot dealt the final 2 damage to IG88 B. As I have said before, true subterfuge
in X-wing is not hiding your cards from your opponent but rather being able to
pull a fast one on them, even after they have seen every card in your list. And
this marked the first large ship I killed in a competitive game! I actually
felt that I had a chance to win this one.
However,
two things went bad for me here. The first was that the Tournament Officiator
stopped by our game and saw how my opponent was using Sensor Jammer. He said that
we were playing wrong and that SJ took effect AFTER I spent my focus token. I
wasn't sure that was how it worked, especially since I've specifically studied dice mod order of operation. But the ruling of a TO is final and I was willing
to accept it. Yet I do not blame my loss on that ruling. That was out of my control but
what was in my control was how well I flew.
In
the subsequent rounds I was outflown and outsmarted, which lost me both Guri
and Serissu. That took away my squad's high PS and high mobility. And that
effectively lost me any power to hunt down large ships. So for the rest of the
match I tried to fly evasively till time ran out to save some squad points. But
his Aggressor was too mobile and was able to catch both my ships each in a
boost to range 1. Though his supercharged Sensor Jammer gave him a definite
edge, I know that if I had flown better I would have at least had a chance. I
know this because Opponent 1 didn't take 1st, 2nd, or 3rd place at the end of
the tournament. One of these winners must have had to play him and was able to
eat through his ships, even with the unfair bonus. So I will learn from my
mistakes and move on.
Round 2 vs Outrider & Escorts - Win
I
wasn't scared this time as I sat down across from the third large ship in two
matches. The first reason I wasn't scared was because Opponent 2's HLC Outrider
had Dash with Veteran Instincts instead of Predator. That meant that his ship
had to choose between an offensive or defensive action. And that meant a
possible weakness in his strategy. The second reason why I wasn't scared was
because I had just had my first taste of large ship blood...and I was thirsty
for more. After doing it once, I knew that I could do it again. His large ship
was also escorted by Etahn A'baht with a Sensor Jammer and a Prototype A-wing.
I
played my asteroids safe, sticking my obstacles in 3 of the 4 corners of the
map. He placed his debris in a small cluster in the middle, thus creating a
circular arena. I placed my squad formation on the right side and he set up in
the middle. Trying to think like I had Dash, I would have flown fast forward
through the middle cluster to get to a flanking position. If he did that then
Etahn would be vulnerable so I decided to gun for the E-wing first. I again
slow played with my mini swarm while Guri boosted on ahead. Since Guri had VI,
she was higher than Etahn and so was able to barrel roll easily into range 3.
However, things got dicey when his PS 9 Dash turned sharply towards me instead
of flying for the obstacle cover. He measured for a target lock on Guri but
barely failed. And things were too tight for a barrel roll so he settled with a
focus token. Whew! The A-wing was on a wide sweeping vector and was well out of
range for the alpha strike.
Guri
fired on Etahn but didn't break through the SJ. His E-wing fired back and my
green dice blanked, giving me only 1 evade from Autothrusters. A hit and
critical went through on Guri, giving her a Damaged Sensor Array. However, Guri's ability specifically states that you ASSIGN a
focus token to yourself, rather than getting a FREE focus action. Therefore
Guri can still use her ability, even with the damaged sensors. I flew her straight at Dash, going for the block, and fixed the Damaged Sensor Array as my action.
Etahn casually moved 1 forward, wanting to keep his firing arc on me as long as
possible and the A-wing came in from its flanking maneuver. My mini swarm had
not yet received fire but I still had to split it to get around the debris
cluster. However, due to careful planning and lots of practice, I was still able
to keep both generics at range 1 of Serissu in a loose formation. Dash finally
moved and went 1 forward, nestling right in front of Guri. Not only did my
Viper get her free focus toekn, she was in the range 1 blind spot! Because of this my
opponent switched targets entirely, taking a target lock on my Hawk.
Here
was the strategy weakness I spoke of. Though the Outrider is fearsome, it has
no more damage mitigation than an X-wing. And without a focus token for
defense, Opponent 2's Dash was very vulnerable. My Viper and Hawk did a
combined 3 damage on Dash, not as much as I wanted but still good. And Serissu
& the Pirate were facing the A-wing at range 3, so not much happened on
either side. Both Dash and Etahn shot at my Spice Runner but his many focus
tokens and Serissu's reroll ability kept him from losing more than his one
shield.
The
next round I did a 1 sharp turn with Guri to stay in the direction Dash was
heading and used the Hawks IA to look at Dash's dial. The Outrider was doing a
2 turn back towards its starting edge and so I was able to barrel roll Guri
right back into the range 1 blind spot. The mini swarm moved further up towards
the A-wing. Dash moved and took a target lock on Serissu, my opponent now
seeing where my defensive strength came from. But again he left himself open on
defense. All of his ships fired on Serissu but her Stealth Device and focus
token allowed her to block all but two of the shots and she kept going with 1
hull. Guri fired at range 1 to take off Dash's final 2 shields. It was then
that I did the math and saw the solution: Opponent 2 had forgotten about my Hot
Shot Blaster. I shot with my Hawk first, dealing 2 damage with the TLT and
leaving 3 hull. I then announced that I was firing my Hot Shot at range 2 and
that is when things clicked for my opponent. I rolled 3 hits with the help of a
focus token and the Outrider rolled 2 misses. With shock I saw the YT-2400
leave the board and could barely believe it! That marked my second large ship
kill for both me and my Hot Shot Pirate.
Going
back to maneuvers, I did a K-turn with my Headhunter, a 1 forward with my Hawk,
a Segnor's Loop to get Guri Behind Etahn, and a 3 bank to rocket Serissu out of
harm's way. Sure enough, my opponent had come in for a pincer to try and catch
my 1 hull Scyk but found that she didn't stick around. He shot at my Hawk and
it came perilously close to death. I shot back with three of my ships on the
E-wing but the Sensor Jammer saved Etahn, allowing me to only deal two damage.
At the end of this round I realized I had a choice. The asteroid cluster
limited his E-wings movements and he really only had two paths: down towards my
edge or up towards his. I made the guess that he would go down and so I set up
my ships accordingly. My Headhunter purposefully moved across the debris field to get the block, Guri did a 1 forward,
and Serissu did a 5 K-turn to get way out of the way. However, I was outflown
as his E-wing did a 3 turn up! Not only were all of my ships out of position,
Serissu didn't have an action to barrel roll away. She shot at Etahn but with
no effect. And Etahn shot back and destroyed my Scyk. I will have to be more
careful of when I K-turn that ship in the future.
I
had done a 1 forward on Guri because it is a classic chase move. If your ship
is behind a lower PS enemy then you chose a maneuver that will place you where
they are right now. They will have to move first, leaving it open for you. And
since you end up where they started, you almost always have a shot on them.
Since I did that, Guri wasn't too far out of position when the E-wing went the
other direction. And so I was able to do a 1 sharp turn the next round towards
Etahn and get him back in arc. My Hawk kept his straight course, building up
focus again. My Headhunter was far out of the action and stressed, forcing me to take a slower path back to the action. Etahn did a 3 K-turn to attack while his
mobile A-wing started hounding my Hawk. However, the Prototype pilot was too
close to Guri and gave her the range 1 focus token.
My
Viper shot at the E-wing, getting 2 hits and a focus. Sensor Jammer turned 1
hit to another focus (since he was flying the system upgrade correctly) and I
used my token to get 3 final hits. He rolled and got 2 blanks and a focus,
allowing my Viper to eat through his last shield and 2 hull. Though I had made
a big mistake the round before, this sealed the deal on me winning the match.
For the next two rounds his Prototype tried to flee but I was able to catch it
with my TLT and with Guri's high PS.
Though
killing Dash was a great highlight of this match, it wasn't my favorite part.
During the first few rounds when we placed our ships and jockeyed for position,
my wife showed up unexpectedly! She brought some lunch and only stayed 30
seconds to give me a hug and kiss. It was a simple gesture but it was really
sweet of her. Some people pin their wins on skill or the luck of the dice. This
win was definitely because of my wife! lol. Not only was it a great morale
booster, it meant that I didn't have to run out during the quick 30 minute
lunch break, trying to find something to eat. I would greatly recommend the
institution of marriage to anyone. :)
Round 3 vs Triple Imperial Ace - Loss
As
I said in the analysis of my squad, it was built to joust and then take better
positioning. It had worked really well so far but in the third round I was up
against 3 Imperial Aces. Opponent 3 was running Darth Vader with Ruthlessness
and the Advanced Targeting Computer, Whisper with Veteran Instincts and Fire
Control System, and Dark Curse with a Stealth Device. I wasn't quite sure how
to approach the enemy but I did know one thing: I would have to get blocks to
overcome his higher PS and throw the balance in my favor. If I didn't block
then he would have plenty of actions to stay mobile and fly circles around me.
Asteroid
placement was similar to last game with a cluster in the middle and a few on
the outskirts of the map. I approached on the right while Dark Curse came down
the middle and his PS 9s came from the left. As our squads closed, both Guri
and Dark Curse approached an asteroid on the top right side. His TIE Fighter
flew up next to the asteroid for cover and I decided to do the same, barrel-rolling
my Viper behind the rock so we both faced each other obstructed. However, this
turned out to be the wrong move and I found out why when Vader activated. He
flew in fast and was able to catch a target lock on Guri. If I had barrel
rolled towards Dark Curse instead of away, or if I had just taken a focus token
then I would have been in better shape. That is because the Advanced Targeting
Computer doesn't care about asteroids! Sure, the enemy gets an extra defense
dice but you are already get a guaranteed critical hit. So despite my range,
cover, and Autothrusters, Vader hit Guri hard with an unanswered hit and crit
to give Guri a console fire. No one was close enough for Ruthlessness to take effect.
The
next round for movement I decided to fly Guri in fast to slip past Dark Curse
and get the block on Vader, using my action to stop the console fire. And his
Whisper was in the middle of the map so I sent my squad to block the most
favorable approach vector, a gap between two obstacles in the middle. If I
guessed right on Whisper's movement then she would have to deal with my whole
squad's firepower. However, when she decloaked she didn't move forward like I
hoped but rather up, past the debris field that I was sure she couldn't get
around. And when Vader and Whisper moved, they nestled right into range 1 of
Guri, rather than being blocked. My opponent decided to fire first with Vader
and struck the killing blow on my Viper. However, when he measured for
Ruthlessness he found that Guri was just out of range of my mini swarm and so
had to put a damage on Whisper. That was somewhat consoling. lol.
Whisper
shot next at Serissu but the range and the SD kept her from taking fatal
damage. I shot back with my squad but only managed to take off the remaining
shields of Vader and Whisper. I had one last hope and that was my hot shot
blaster. I moved into knife range and actually did the best I could have hoped
for. My Hawk managed to get the block on Dark Curse. And I was able to see
where Whisper was going to move from my Intelligence Agent. So I barrel rolled
Serissu out of what would have been a horrible spot, which removed the target
lock and left Whisper with no shot and no use of the Advanced Cloaking Device.
However, despite all my success I was still outmatched. Vader causally moved
into range 1 and shredded my poor Spice Runner in one shot with a Direct Hit
critical. My opponent then measured for range and put the Ruthlessness damage
on Serissu's last hull, killing her despite her first miraculous escape.
With
a chance to earn some points this round I used my Hot Shot blaster on a very vulnerable
Whisper. Yet the dice went in my opponent's favor and the Phantom survived. In
the next few rounds Whisper flew away to safety while Vader and Dark Curse did
a dance with the Pirate. My opponent was actually impressed with how well I was
able to fly my Headhunter to keep it alive but finally the inevitable came and
I lost the ship for a final MOV of 100-0.
Thankfully
it was the only time I was fully wiped in this tournament. And I came from the
battle happy, especially since I knew I had had a good chance of getting
Whisper. Now that Three Ship Aces is a popular meta build I will have to start
practicing against it.
Round 4 vs Bossk & IG88 B - Win
Opponent 4
had a Hounds Tooth and an Aggressor. His Aggressor was IG88 B with a Heavy
Laser Cannon and Predator. His Hounds Tooth had Bossk with a Mangler Cannon,
Marksmanship, and the Title. Hehe, I spotted the combo right away, have you?
Bossk shoots with the Mangler Cannon and Marksmanship, giving himself an almost
guaranteed 2 criticals every time. He then uses his ability to change one critical
into two hits for a powerful offensive volley. For the same amount of points,
Bossk gets a HLC that can also give critical hits. Now I had never flown with a
Hounds Tooth before but it is a large ship and it follows the same large ship
mechanics. So it was time to hunt it like the others I had that day.
My opponent placed his asteroids in a wall in front of my starting edge and I placed my
in the corners. This created a box arena with my side closed. Perhaps my
opponent wanted me to be delayed while he got into position but all I did was
place my squad on the right side and bypassed the wall. He set up on the
opposite left corner and the first few initial rounds was us moving up past the
obstacles and turning 90 degrees into the box. Things were set up for a harsh
joust in the alpha strike. But remember, my squad strength is in shrugging off
initial joust damage.
We
approached each other at extreme range three and his Aggressor targeted Guri
while Bossk was just barely out of range. The Aggressor
fired and rerolled a blank to get a critical. Since the HLC's ability triggers
only after your roll the first time, IG88 B got to keep the critical. Guri
blocked two of the hits but took a shield damage and an Injured Pilot hit.
However I wasn't deterred by this because, just like with Damaged Sensor Array,
Guri always has two avenues to get her focus token. Without her ability, it
just meant I had to fly smarter to hunt the now higher PS enemies. Then my squad's concentrated firepower took off
the Aggressor's shields.
Now
was the time for me secure better board position. If I didn't then I would just
be taking more of a beating. The Pirate did a 4 forward to block the Aggressor
and my Hawk did an unexpected red 4 forward to block the Hounds Tooth, with
Serissu following up right behind. Guri did a Segnor's Loop to put her on the
side still facing the right direction. My block half worked. The Hounds Tooth
was caught in my snare but the Aggressor did an S-loop himself, putting him
right behind my pirate. But that was ok because Guri was still able to keep him
in arc. The Aggressor shot at my Hawk but didn't have a focus and so couldn't overpower
my Crow's focus battery paired with Serissu. And Bossk fired at my Pirate but
Serissu helped so that he only lost his shields. I then fired into the
Aggressor with extreme prejudice. The combined efforts of Guri, the TLT, and my
Hot Shot brought the large ship down.
Like
a pack of orcas swarming a space whale, my squad now had the board position to
dog the Hounds Tooth. My opponent flew it on a red 2 turn though, which I
didn't expect since I don't the ships dial very well. Serissu was caught out in
the open. Bossk used his combo at range 1 and one-shot the poor Scyk. However,
the Hounds Tooth only has 1 evade die and I was able to shred through it
quickly since I stayed behind the ship and outside its 180 degree firing arc.
The
match wasn't over since I still had to deal with the Pup. It launched from its
dock, doing a backwards 3 K-turn to put Bossk behind my whole squad. And I
learned that the Pup keeps Bossk's PS of 7. What a crazy, cool upgrade card! I
turned Guri into a blocker to make sure that Bossk couldn't finish off my badly
hurt Viper. And my Pirate and TLT Hawk were able to finish off the Pup for a
good win of 100-25.
As
I said before my final score was 2/2 with a MOV of 400, which is literally 50%.
So not half bad! And it makes sense that my placement was 9 out of 16 players
in the tournament. It still amazes me how well balanced this game is. My hat is
off to you FFG! I want to give a shout out to everyone who worked so hard to
put this tournament together: you did an amazing job! This article has already
gone quite long so I will put my post-analysis in the afterwards, if you want
to stay for that. Thank you so much for reading. I hope you have an amazing
week and have fun flying your own unique, fun builds! PGP out.
Afterwards:
First things first, the original damage deck punishes this list. The new one would have been much better but I do not have the new Core Set. But even with the old deck I wan't debilitated by the criticals. In fact, this squad is strong at still pressing on even with critical damage. Serissu
died every game but she did her job of keeping allies alive at key points.
Expert Handling, though not used often, was crucial at the times it was needed.
So I stand by my previous statement that it was the best fit for my build. But
as soon as Juke comes out I will be enjoying that! Guri did a remarkable job,
though she was still vulnerable to enemy aces. Perhaps I should consider using
my own Sensor Jammer. The Hawk exceeded all my expectations! Though weak on its own, it added immensely
to the strength of my squad and the Moldy Crow title came through time and time
again when a Y-wing or a Recon Specialist would have failed. And finally the
MVP of my squad was definitely the Binarye Pirate. His hot shot blaster was on fire and he was generally the last target of most engagements. I really have fun
flying ships that people underestimate and, as such, give me the upper hand.
Apart from the Juke, and maybe the Sensor Jammer, I really don't have anything
else to tweak on this list. I feel it is as perfect as it can be. The only
thing that needs improvement is my own skill, so we'll see how that goes.
Awesome tournament report! I have run a Guri-based list with sensor jammer, autothrusters, and predator, a tlt y-wing, a tlt spice runner, and a pirate with feedback array casually without losing a game. We have a store tourney at my LGS in February and I might take that list. After reading your report, I really want to find a way to fit in the Moldy Crow title. Like you, I really love that Guri can very effective, even with stress or without traditional dice modifying actions. Also, with the sensor jammer, she laughs at opposing tlt's.
ReplyDeleteI really love the Moldy Crow Title. But I realize now that my Hawk build would be better for a Rebel list since the same price would get me a PS 2 for the Rebels. Your list is pretty solid even with the Crow title but it couldn't hurt to have it. Thanks for sharing!
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