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| "Ready to kick arse... after tea and a bickie" |
The List:
This was a modified version of my previous rebel beef squadron, which leans more heavily into an alpha-strike strategy, at the expense of ships, and Cracken's combo with Ten Numb. I didn't have much actual practice with the list (foreshadowing!). Usually I'd at least spend time the night before an event dry-running some opening moves, but I've been a little time poor lately, so I was going in blind! The list was:
Wedge w/ Marksman, Proton Torps, R3 astro, Hull, Config.
Ten Numb w/ FCS, Proton Torps, Ion Cannon, Jamming Beam, Config.
Ibitsam w/ Ursa, VTG.
AP5 w/ R4 astro, K2SO.
Derek w/ Config.
My thinking was since games are only ~6 turns, frontloading accurate, high-damage shots is more impactful than defensive strategies. With fewer turns, the 'timer' on low agility, high HP ships is also more forgiving. The basic engine of the list is:
- K2SO gives someone doing a blue move a focus (usually Wedge or Ibitsam).
- AP5 coordinates a focus to Wedge.
- Ibitsam takes a focus.
- Ten Numb rolls and links a red lock.
- Wedge uses R3 to lock an enemy, and also a friendly to trigger Ursa. This gives Ibitsam a lock (at PS6!).
- Profit!
After all this, you end up with 2x double-modded Proton Torpedo shots (wedge's at -1 agility), and a double-modded 3-dice primary shot. Hobbie is on objective duty, and Ten Numb can operate independently too if needed, since he can generate his own double mods to bully PS1-3 ships.
The Matches:
Round 1: Assault at the Satellite Array against Republic:
Anakin w/ Instinctive Aim, Predictive, PRockets, CLT.
Obi-Wan w/ Instinctive Aim, Compassion, PRockets, CLT.
Barriss w/ Instinctive Aim, Concussions, CLT.
Handmaiden w/ Ion Torps, Passive.
Handmaiden w/ Ion Torps, Passive.
My turn 0 & 1 were ok, but this game began the tournament spanning trend of Wedge whiffing double-modded Proton Torpedo shots. This was a close game with me winning at time with a 1pt difference (10-9). We were both a little annoyed with the way the game ended, as the next turn was going to be the make-or-break turn. Nothing died, though I forgot AP5's calculate on the last turn, and as a result a Handmaiden lived on 1HP. Ten Numb lived on 2HP after absorbing a frankly silly number of shot throughout the game. - Win 10-9, with 5 turns played.
Round 2: Salvage Mission against Scum:
Boba w/ Marksman, Autoblaster, Maul, Greedo, Cybernetics, Seismic, Slave 1 Title.
Manaroo w/ EH, Jamming, R5-P8, Over Mod, Title.
Kad w/ Hull.
Ahhav.
My lack of practice hurt me this game. on my approach I missed out on grabbing a box early, which had me at a disadvantage all game. Luckily my opponent was also having engagement issues, with Boba spending the first 2 turns flying over rocks, which gave me a couple of Boba-free turns to engage Kad and Manaroo (Derek and Ahhav were off on the other side grabbing boxes and plinking at each other). As I had initiative, I decided to commit to Manaroo, rather than Kad (so Ten Numb could shoot a Proton Torpedo). Again Wedge's double-modded proton betrayed me with a measly 1 damage to Manaroo, after which Ten Numb followed Wedge's example and also whiffed resulting in another damage and no Ion shot. My alpha-strike was more of a beta-strike.
Manaroo and Ibitsam both died 2 turns later, with Ten Numb dead the turn after. Wedge did slightly redeem himself by 1-shotting Kad on the second last turn with his second Proton Torpedo, but by then it was too little too late. - Loss 15-19, with 5 turns played.
Round 3: Scramble the Transmission against Imperials:
Goran w/ Elusive, Shield, Config.
Turr w/ Crackshot, Shield, Config.
Nash w/ Elusive, Shield, Config.
Zertik w/ Afterburners.
AlphaSP w/ Elusive, Config.
Night Beast.
My memory of this one is a bit hazy. I do remember R3 on Wedge was clutch allowing me to mitigate Goran's ability to strip TLs. Wedge and AP5 went down the left side, with Ibitsam down the middle (still within R3 of wedge), and Hobbie and Ten Numb down the right side. AP5 absorbed an ungodly amount of fire, and limped away with 2HP, while Hobbie died turn 2 to Night Beast and Turr's combined fire. This made my objective game harder, and Ten Numb had to disengage from glorious combat to cap objectives like a commoner. My opponent made one major mistake, forgetting that Nash had a Loose Stabilizer with only 1HP, so he proceeded to turn and die. Goran did send AP5 to droid heaven, but with Nash dead Wedge was free to kill Zertik. The final turn saw Night Beast and Turr die to Ten Numb and Wedge. - Win 26-17, with 6 turns played.
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| "Fear me!" |
Round 4: Chance Engagement against First Order (Vonreg, Blackout, Malarus, Static, Rivas) - Loss
Vonreg w/ Deadeye, Daredevil, Pattern Analyser, Shield, Hull.
Blackout w/ Trick Shot, Pattern Analyser, Sensor Scramblers.
Malarus w/ Clusters.
Static w/ Elusive, Ion Cannon.
Rivas.
This was another nail-biter of a game, but my approach let me down a bit here. Ibitsam came in slightly too fast, taking R3 fire from everyone except Rivas. Some hot reds and an unlucky crit chain had Ibitsam on 1HP with a console fire. In exchange Ibitsam stripped Blackout's shields. Rivas also lost a shield to Wedge's sub-par Protons. Turn 3 saw Ibitsam die to Malarus, Ten Numb got ionised by static, but his return fire dropped static to 1HP. Blackout used sensitive controls to roll and cut across the middle of the map, boosting to try and bug out. Unfortunately he was met with Wedge's double-modded Protons, but it was Wedge's smoko break, so he left a blank to roll his ciggy. Luckily where Wedge let me down, the damage deck was there to help, and kindly produced a direct hit to cut Blackout's reign of terror short.
The dogfight continued with Ten Numb spending several turns ionised before dying. AP5 again absorbed a silly amount of shots. Wedge and Vonreg faced off at R1, and stripped each other's shields. I continued to revert to 2.0 rules, deliberately planting Wedge on a debris to get a R1 shot on static only to be informed you can no longer shoot on debris (Whoops!). The game ended with me gambling on killing Vonreg. My 1HP Wedge and healthy AP5 trapped the 3HP Major and tired to finish him off. Wedge was double-modded, so he obviously whiffed his reds and only pushed 1 damage through, but AP5 (the god that he is) pushed another hit through at R1 (unmodded!). Wedge died to Vonreg's return fire, and I got one more attempt at the Baron the next turn with AP5's butt cannon into a jammed Vonreg, but it wasn't meant to be. Vonreg got the 1 evade required. - Loss 14-16, with 9 turns played.
Round 5: Salvage Mission against Scum (bossk, manaroo, some z95s) - Win
Bossk w/ Trickshot, Ahsoka, Qi'ra, Greedo, Deadman's, Hull, Title.
Manaroo w/ EH, Autoblaster, AgileG, Title.
Proach w/ Outmanoeuvre, Marg Sabl, Precision Ion Engines
Kaa’to w/ Fearless, Tracers, Failsafe.
N'dru .
Nashtah Pup.
This was the the game I player on the Fearless Gundark's stream, so rather than explaining what occured, I'll just link the clip: My round 5 game - Win 26-2, with 5 turns played.
Post-Tournament Thoughts:
My lack of any practice with this list let me down a bit. Tactically I'm an experienced enough player to manage decisions in the fights. I generally just need to dry-run a couple of openings and approaches the night before to sort out the strategy. It was particularly noticeable against manoeuvrable lists (Rounds 1, 3, & 4), which could quickly reposition to take advantage of my sloppy approaches. Also messing up my opening and failing to get an easy box in Round 2 likely cost me 1-3 VPs.
I think the list is really good, and only needs a minor tweak...
List Improvements:
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| "Did someone say hope?" |
The simplest change to improve the list, would be to drop K2SO + R4 astro, and take Leia crew. K2SO was ok, but throughout the tournament I was having issues getting Ten Numb back into the fight after the first pass. Leia would assist both him and Wedge in turning around, and getting their second volley of Proton torpedoes off. I think this change 'completes' this version of the list for me:
Wedge w/ Marksman, Proton Torps, R3 astro, Hull, Config.
Ten Numb w/ FCS, Proton Torps, Ion Cannon, Jamming Beam, Config.
Ibitsam w/ Ursa, VTG.
AP5 w/ Leia.
Derek w/ Config.
A more extreme change came when discussing Rebel lists with one of the regulars at the tournament. He was running a Wedge, Leia Falcon (with bistan + ursa), Jake, and Hobbie list. We were discussing a mashup of our two lists to compensate for each of our weaknesses (his being having only 4 ships, and mine being my damage dealer getting locked down). We arrived at something like this to test out:
Chewie w/ Hopeful, Bistan, Ursa, Baze, Title.
Wedge w/ Marksman, Proton Torps, R3 astro, Hull, Config.
AP5 w/ Leia.
Derek w/ Config.
Blount.
Again we've got the Wedge R3 + Ursa combo going, except chewie is a lot more resistant to being ionised, and can double-tap more reliably than Ibitsam with VTG. Chewie is just generally more resilient with his access to the evade action (+title), and his ability to mitigate crits. Also he has AP5 to coordinate boosts at PS1 for some escape and blocking potential. The addition of a 5th ship will make the objective game easier too.
Conclusion:
Overall I had a lot of fun at this event. All my opponents were friendly and good sports. The objective games are still new enough to me that I find them interesting.