03 April 2016

Spring League Round 1 Results (EDITED)

Hello fellow nerd, nerdettes, compadres, compatriots, comrades!

Nic here....and today we will discuss the results of last weeks Spring League! In case you are unfamiliar with our league, here are a few clarifications:

Here are the week 1 match-ups with each associated list and outcomes:

(A) Matt J - Destroyed 50 Points

E-Wing : Coran Horn (35)
Fire Control (3), Push the Limit (4), R2D2 (4), Engine Upgrade (4)

YT-2400: Dash Rendar (36)
Outrider Title (5), Heavy Laser (7), Mercenary Copilot (2), Veterans Instinct (1)

Total: 100

A) Charles- Destroyed 51 Points

 JumpMaster 5000: Dengar (33)
"Gonk" (2), Unhinged Astromech (1), Glitterstim (2), Punishing One (12)

Firespray-31: Boba Fett (39)
Adaptability (0), Heavy Laser Cannon (7), Zuckuss (1), "Hot Shot" Blaster (3)

Total: 100

Wow! Talk about a close game! From what I can gather from the match (as it was not recorded) it literally came down to the last seconds of the game and Charles pulled out the last minute win with Dengar getting a last minute shot on Dash.

With the current meta (the one that involves a series of aces and a Palp Mobile), I am very scared of ever running two big ships. It is far too easy to get arc dodged by Ace squads. I understand that turret ships like the JumpMaster help with this, but if group of Aces focuses on him or is able to isolate Boba it could be over quickly. Moreover, multiple ships on the board at one time do require your opponent to plan his moves a bit more carefully.

Personally, these lists are not forgiving and any little mistake will hurt you. I have adopted the mentality that Nova Squadron discussed a while back about 4 ship lists and how it provides more flexibility and adaptability for counters. It also makes your opponent spread his fire out if flown correctly. Take it or leave it, that is my opinion.

(B) Thomas F- Destroyed 63 Points

VY-666: Bossk (35)
Veteran Instincts (1), Tractor Beam (1), Intelligence Agent (1), Zuckuss (1)

JumpMaster 5000: Contracted Scout (25)
Deadeye (1), Proton Torpedoes (4), Extra Munitions (2), Guidance Chips (0), Boba Fett (1), R4 Agromech (2)

Z-95 Headhunter: Black Sun Soldier (13)

Z-95 Headhunter: Black Sun Soldier (13)

Total: 100

(B) Nic - Destroyed 36 Points

VCX-100: Lothal Rebel (35)
Dash Rendar (2), Tactical Jammer (1) 

T-70 X-Wing: Poe Dameron (31)
Veteran Instincts (1), R5-P9 (3), Autothrusters (2)

Bandit Squadron Pilot (12): Z-95 Headhunter

Bandit Squadron Pilot (12): Z-95 Headhunter

Total: 99 

Now this match-up against Thomas - aka my nemesis for life - was rough. Plain and simple we both flew well, my dice (or maybe it was my lack of midichlorians count) were against me but they were with Thomas. For example, in Picture 1 you can see my Poe and Two Z's lined up for some shots on on Thomas Z-95 (the one behind Dengar). Poe rolls a nice two hits and a crit. Thomas looks at me and calls three evades and rolls three evades. It also does not help when Ghost was in range 1 and could not attack because of BlindPilot crit (aka - the one that says "F-You this round, good luck next time"dealt by Bossk. That was how most of the match went.

However, Thomas had a very nice list that allowed all of his ships to shoot prior to my Ghost (as I foolishly gave away initiative). In addition, the combo of Deadeye, Proton Torpedoes, Guidance Chips, and R4 Agromech on the Jumpmaster is a ideal. It works in this manner: At range 2-3 you shoot your PT. Deadeye allows you to spend your focus in lieu of Target Lock. R4-Agromech triggers and gives you a free Target Lock (prior to modifying your dice) because you spent your focus token. Finally, PT allow change a focus result to a crit hit and Guidance Chips changes a die result to a hit or crit (if primary weapon value is three or higher).

Now it is not guaranteed that you will end up with a crit, however, the odds are with you with a large base ship like Ghost. In this case, Boba Fett jumped into my ship and ripped Dash right out into space while giving Lothal Rebel the finger. Currently, Thomas Boba Fett has around 30 points destroyed to his name (mainly punishing one Titles and the like) and the tally keeps climbing.

Personally moving forward Ghost needs Hera as a crew to provide more flexibility on maneuvers or all the bells and whistles. To clarify, Ghost with Fire Control Systems, Dorsal Turret, Recon Specialist, and Ghost Title with Zeb in the Attack Shuttle docked can provide Ghost with available dice modifiers for two shots each round.

At the end of the day Ghost is a good ship bu it dies fast against multiple ship and higher Pilot Skill lists.

Picture 1: Ouch to the face and nasty crit buisness

(C) Matt E - Destroyed 100 Points

G-1A Starfighter: Zuckuss (28)
Opportunist (4), Sensor Jammer (4), "Gonk" (2), "Hot Shot" Blaster (3)

HWK-290: Palob Godalhi (20)
Dorsal Turret (3), Stealth Device (3), Cloaking Device (2)

Y-Wing: Kavil (24)
Opportunist (4), Dorsal Turret (3)

Total: 100

(C) Tommy - Destroyed 0 Points

TIE Punisher: Redline (27),
Extra Munitions (2), Cluster Missiles (4), Proximity Mines (3), Cluster Mines (4), Stealth Device (3)

Firespray-31: Krassis Trelix (36)
Proton Rockets (3), “Mangler” Cannon (4), Proton Bombs (5), Mercenary Copilot (2), Slave-1 (0), Stealth Device (3), Extra Munitions (2).

Total: 100

This scum build by Matt is incredibly creative. Six attack dice is incredibly strong against two and one evade dice lists.

How does this work you ask? Zuckuss flies into range one adds a single attack dice for range one and adds a single attack dice for his pilot ability. If Palob is nearby and within range 1-2, he can remove a focus or evade from an enemy and assign it to himself. Opportunist allows you to roll an additional dice when your opponent does not have a focus or evade assigned to the ship. In the end you have the potential for six attack dice with Zuckuss and possible four attack dice with Kavil. Sound fun?

As for Tommy (who is a very new player to the game but has some fantastic ideas!), I like Redline and Krassis somewhat but they seem a bit heavy for my taste. To clarify, I typically do not run ships (like Redline in this list) that are loaded down with a plethera of missiles and mines. It requires time to set up each missile and bomb appropriately. In addition, it paints a large target on your back. Secondly, Prot Rockets on Trelix is an interesting idea, but not my favorite as it requires range one to trigger. I would prefer Tommy to drop Redline and the Prot Rockets on Trelix and replace with some TIE/fo or TIEs with Crack Shot.

(Spoiler: Tommy did very well in his week two build and won his match, but more on that next week)

(D) Floyd - Destroyed 100 Points

4 x Thug Y-Wings (18),
4 x TLT (6),
4 x Unhinged Astromech (1)

Total: 100

(D) Jeb - Destroyed 50 Points

Lambda-Class Shuttle: Omicron Group Pilot (21)
 Emperor Palpatine (8)

TIE Fighter: Black Squadron Pilot (14) x 2
Crack Shot (1) x 2

TIE/fo Fighter: Omega Leader (21)
Comm Relay (3), Crack Shot (1)

TIE Fighter: Backstabber (16)

Total: 100

Recently this list has been deemed by us in the league as "Push A to Win". This is a gamer term, but essentially fly in a circle and shoot. Not much fancy flying with four Y-wings with TLTs and your opponent must stay at range 1 and deal you a total of 32 hits. As such, a viable meta list that has people a bit discouraged with the X-Wing Miniatures due to the lack of technical flying skills required in this list.

Early in the game Jeb ran his shuttle in front of his TIEs and got in the face of the Y-Wings (See Picture 2). He ended up with setting a nice blockade with the shuttle. His idea was to corral the Y-Wings and try and get the TIEs at range 1. However, almost all of the TIES ended up at range two as a Large Ship base is approximately 80% (thanks for the correction Table Top General!) of the range band for range 1. As such, the TIEs fell rather quickly but were able to deal some damage to the Y's.

For Jeb's list, I would drop Palpatine, the shuttle, crack shot from Omega Leader, and Backstabber. I would then add:
1 x Black Squadron with Crack Shot
Juke and Stealth Device to Omega Leader
Omega Ace with Juke, Comm Relay, and Twin Ion Engine Mk. II

This can give you more damage output and more viability to stay at range 1 and Juke is similar to Sensor Jammer. If you are able to strip the actions from some of the Y-Wings and then change a hit dice to a focus, you have a mini Sensor Jammer on TIEs. Again, personal opinion so please provide some feedback if you disagree.

Picture 2: Shuttle in the face

(E) Neal - Destroyed 24 Points

TIE/fo: Omega Leader  (21)
 Comm Relay (3), Juke (2), Stealth Device (3)

TIE/fo: Omega Ace (20)
Comm Relay (3), Push the Limit (3), Twin Ion Engine Mk. II (1)

TIE/fo Fighter: Omega Squadron Pilot x 2 (17)
Comm Relay (3), Juke (1)

Total: 100

(E) Nate - Destroyed 56 Points

T-70 X Wing: Poe Dameron (31)
Adaptability (0), R5-P9 (3)

Y-Wing (24) x 2
Gold Squadron Pilot (18), TLT (6)

A-Wing: Green Squadron Pilot (19)
Chardaan Refit (-2)
Crack Shot (1)

Total: 100

This match-up comprised of two flexible grab bags with some well thought out lists brought to the table by both players. Nate's list has around 8 to 10 combinations within his bag and Neal has round 5 to 6. This provides the flexibility and makes the future match-ups difficult to predict for future opponents.

One quick note: this was some of the original intention of the grab bags. If players were able to provide enough cards and pilots to make a large combination of lists, you will have to out-think (as you know your opponents list a week ahead of time) as well as out-fly your opponents each week. This type of league is not for everyone as it requires commitment and brain power. Some players just want to show up and play a game with a random person. Others enjoy the strategy behind being able to out-wit your opponent.

As for Neal's list, I really enjoy the Juke and Comm Relay combination (see Floyd and Jeb's match up for some specifics). Omega Ace with Push the Limit is a creative idea as you need a target lock and focus to take advantage of his pilot skill. In this case, it worked out for Neal and he was able deal a decent amount of damage against Poe at range one early on. I am not sure what I would change in this list currently as it seems rather viable and flexible. My only issue is that TIE/fo are still just TIEs and can get destroyed in one shot by higher PS high damage output ships.

As for Nate's list, I like the idea of an A-Wing with crack but I am not sold on a single ship with a single crack shot. I am not sold on the idea but I understand why Nate had it in his list. He included it because A-Wing dials are fantastic, have a higher evade potential against a probable TIE formation, and it just fit within the 100 point scheme. His four ship list has the potential to spread out his opponents fire and give him more HP overall for his opponent to chew through. In the end, I think the Y's won it for Nate as Neal focused on them as they had the potential to deal the most damage to his ships. The one thing I would bring against Neal in this case is debris (Picture 3) rather than asteroids. That way if the TIEs fly over it they are stressed and that could alter the formations. However, this is again just a thought.

Picture 3: Debris Cloud rules

Picture 4: Omega Squadron and Green/Black/Gold/wha?? Squadron

As such, with the outcomes here are the current standings:
(1) Matt E
(2) Floyd
(3) Nate
(4) Thomas F
(5) Charles
(6) Matt J
(7) Nic
(8) Neal
(9) Jeb
(10) Tommy

Overall this league is fun! I have enjoyed the challenge.

See you on the flip side.

No comments:

Post a Comment