Jump to content

Icareane

Members
  • Content Count

    353
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Icareane got a reaction from Sergovan in 2016 Nationals Results   
    French National semi finals:

     
    Triple defenders (Sithion) vs Palp Aces (Cachalop)
    Classic inquisitor
    Ryad, PTL, ion mk2, X7
    Omicron Palp
  2. Like
    Icareane got a reaction from R5Don4 in 2016 Nationals Results   
    French National semi finals:

     
    Triple defenders (Sithion) vs Palp Aces (Cachalop)
    Classic inquisitor
    Ryad, PTL, ion mk2, X7
    Omicron Palp
  3. Like
    Icareane got a reaction from darthlurker in 2016 Nationals Results   
    French quarter final, double IGvs Han and bomb warden:

  4. Like
    Icareane got a reaction from nogarder in 2016 Nationals Results   
    French quarter final, double IGvs Han and bomb warden:

  5. Like
    Icareane reacted to Panmedic in Gladiator Stardestroyer for Epic (Scratch build)   
    Hello,
    I want to share my scratch built project with the community.
    I tried to build a Gladiator Stardestroyer in the Epic Scale for X-Wing.
    As you can see it is 4 times larger than a Imperial Raider (150m to 650 m).
    I integrated an Tie Fighter Hangar as well.
    Hope you enjoy
    Best regards
     




  6. Like
    Icareane got a reaction from Jiron in 2016 Nationals Results   
    French national about to finish. Final is triple defenders vessery,ryad,glaive all with crackshot and x7 vs palp soontir inquisitor prockets.
    Top 4 double crack fcs igs
    Palp ryad inquisitor
    128 players
    All triple scouts where knocked out in top 16 or 8.
  7. Like
    Icareane got a reaction from darthlurker in 2016 Nationals Results   
    French national about to finish. Final is triple defenders vessery,ryad,glaive all with crackshot and x7 vs palp soontir inquisitor prockets.
    Top 4 double crack fcs igs
    Palp ryad inquisitor
    128 players
    All triple scouts where knocked out in top 16 or 8.
  8. Like
    Icareane got a reaction from nogarder in 2016 Nationals Results   
    I know that a video was taken, no stream but it should be soon on youtube.
    Palp aces finalist won his top 8 mirror match with the final salvo, he had initiative and decided to run when both palp had died.
    I failed miserably to make the cut with my swarm, ending around 30th with 4-3.
  9. Like
    Icareane got a reaction from Sithborg in 2016 Nationals Results   
    French national about to finish. Final is triple defenders vessery,ryad,glaive all with crackshot and x7 vs palp soontir inquisitor prockets.
    Top 4 double crack fcs igs
    Palp ryad inquisitor
    128 players
    All triple scouts where knocked out in top 16 or 8.
  10. Like
    Icareane got a reaction from Sunitsa in 2016 Nationals Results   
    French national about to finish. Final is triple defenders vessery,ryad,glaive all with crackshot and x7 vs palp soontir inquisitor prockets.
    Top 4 double crack fcs igs
    Palp ryad inquisitor
    128 players
    All triple scouts where knocked out in top 16 or 8.
  11. Like
    Icareane got a reaction from Scarloochie in 2016 Nationals Results   
    French national about to finish. Final is triple defenders vessery,ryad,glaive all with crackshot and x7 vs palp soontir inquisitor prockets.
    Top 4 double crack fcs igs
    Palp ryad inquisitor
    128 players
    All triple scouts where knocked out in top 16 or 8.
  12. Like
    Icareane got a reaction from Chief Hugh in 2016 Nationals Results   
    French national about to finish. Final is triple defenders vessery,ryad,glaive all with crackshot and x7 vs palp soontir inquisitor prockets.
    Top 4 double crack fcs igs
    Palp ryad inquisitor
    128 players
    All triple scouts where knocked out in top 16 or 8.
  13. Like
    Icareane reacted to Duraham in Attani HLsycks in GENCON 2016   
    EDIT: This was before the new +1hp fix for the Scyks
    Greetings from Singapore! So I brought an extremely weird list to GENCON, and I did pretty well with it. Here's the story:
    Tansarii Syck + Attani Mindlink + HLC + title
    Tansarii Syck + Attani Mindlink + HLC + title
    Manaroo + Title + R5P8 + K4 security + Attani
    List Shopping
    First, I needed a list. I have a few criteria to meet, namely:
    1) The list must be able to defeat Dengaroo fairly easily
    2) It must be able to defeat palp aces fairly easily at the same time
    3) It must be able to handle 3x uboats
    4) I want it to have as much physical bodies as possible, comparable to a 4x T-70 list. (this made it slightly swarm resistant and bad green dice luck resistant)
    5) I do not want my opponent to be prepared against it, if possible
    Previously, I've had had a lot of success with a double ghost 1 Awing build (2x lothal / autoblast / fcs, 1x Green Awing / predator / juke), getting knocked out of the SG Open semi-finals after drawing into 2 blinded pilot on 2 seperate range 1 5 attack dice TL F situations. However, I discovered the maneuvering weaknesses of that list, and decided not to bring that.
    I tried out a Standard Soontir, VI Zeta Leader, adapt Omega Leader, TIEshuttle with both officers + TIEngine. It met all my criteria, but was way too dicey for my liking.
    2 uboats + 1 mini party bus could work, but I really didn't want to fly a Hound's Tooth; if it is your last ship and an opponent gets behind you, that's it, you can't do anything about him at all, and it is an instant loss.
    Fat chewy + Miranda sabine 3 bombs could work, fat chewy is very strong against dengaroo, and bomb based miranda is very powerful against aces, but if I lost Miranda early against aces, that is an instant GG for me due to the extremely bad matchup that fat chewy has against aces. Same if I had lost chewy early against fat lists or dengaroo, miranda cant dish out enough damage to close the game.
    (Wedge / Crackshot / R5X3 / integrated)(Jan Ors / adapt / chopper / dorsal)(Miranda / LRS / Homing M / xtra / ion cannon turret) was my top pick, until I realized that countermeasures can remove TLs. That was that.
    So I was down to either palp aces (palpmobile)(maaaaarek TIEdef / calculation / x7)(Vader / ATC / Engine / Lonewolf?? Outmaneuver??) or my attani list. I decided against bringing the palp aces. Too many opponents would be prepared for it, I cant do well against a mirror match that is aimed at killing another palp aces list, and I don't think I could cut it. **if 10 people brought palp aces, roughly 2 will make the cut, 8 will be in the 4w or 3w tier, and 2 will be in the bottom 1w 2w tier. I don't think I'm as good as some of the other palp aces pilots to be able to be one of that 2 guys to make it to the cut**. I still brought that list on standby though, in case I chickened out on my attani list. It is still a palp aces list after all, and the crits ensure that I will have a very good matchup against a dengaroo list.
    So why attani? In theory, my HLsycks will end up with TL F F E, which pretty much means that they have soontir's defense + whisper's offense, in one small convenient package. If the 1st HLsyck dies, my 2nd HLsyck can easily replace it, and enjoy the TL F F E as well. When both HLsycks kick the bucket, I would probably have exchanged enough damage with them that I'm in an end-game scenario, and a 3 atk turret ship with TL F every turn, plus a R5P8 to counter enemy aces, should be able to help me easily seal the deal. 2x HLC TL F + 1x 3atk shots will easily wipe any target, be it a F E ace, or a large ship, or biggs R4D6 integrated, and I technically have 4 bodies (1 large ship = 2 small ships) so it fulfills all my criteria.
    Moreover, attani based lists aren't well thought out against by the majority of the players. Too many players have the misconception that it is a bad funky list, and feel that it isn't viable. A lot of players also mistakenly think that stress will easily kill off an attani list, and they turn out to be quite wrong about it. (it doesn't even mildly inconvenience an attani player. All he has to do is have any 1 ship do a green maneuver and get a focus token. Without attani, your ships will be doing a white maneuver and taking a focus action anyway, so there's no difference whatsoever. Sure, you lose your 2nd action, but so what? no biggie).
    That said, I was still very shaky about bringing that list after much discussion with my fellow SIngapore Xwing community (they all agreed they wouldn't bring the attani list to such a large tournament), so I was having doubts about bringing it. Time for a quick detour!
    **Im terribly sorry I dont remember your names, I remembered your amazing lists and the great games we had together**
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Family Time Games GENCON warmup tournament:
    [round 1] (brobots CB mirror, HLC / crack / glitterstim / title / fcs)
    win 100-27
    I setup in the middle, with my HLsycks flanking Manaroo on both the left and right. My opponent setup his brobots side by side on the left corner (from my POV). I went slow with my leftmost HLsyck and faster with my rightmost HLsyck to do an enveloping sweep. His brobots proceeded slowly. On the first combat engagement, his inner brobot scratched my leftmost HLsyck with his HLC crackshot. HLC HLC manaroo 3 atk punched the lights out of that same brobot, and it is down to 2-3 hull left. The outer brobot was just out of range to take part. On the next turn, his outer brobot had problems turning in to engage and thus didnt have any targets within his line of sight. I bump his inner brobot with my damaged syck. while my rightmost syck was just out of the arc of both brobots. I punched the damaged brobot with a HLC TL F and a range 1 manaroo 4atk, and now we are down to 1 brobot vs a full 100pt list. Lots of chasing, flying and random k4s later, I took out the last brobot after losing the damaged HLsyck.
    [round 2](7x academy TIE, youngster rage)
    win 100-27
    My opponent setup his TIE swarm together in a large 2x4 rectangle on the left side of the board. I counter-deployed on the right side and went slow towards the middle. As he did a hard 3 into a forward 5 towards the right of the board, I made attempts to feint an advance towards the right of the board (bank right to feint, then I did a hard 1 left on the next turn). I spread out my ships to force the TIE swarm to either split up or pin down 1 target, with Manaroo circling up the left side of the board as fast as she could. My opponent decided to rush an engagement through the asteroids, and pushed his way into the middle of the board. With my higher PS, I took out 2 TIEs on the first engagement through HLC TL F. My rightmost HLsyck got pinned by 4 raging TIEs and got whittled down to 1 hp. From that point on, I dropped 1 TIE every turn with HLC TL F + manaroo's 3 atk dice, while he tore apart my rightmost HLsyck. Afterwards, I dropped a TIE every round, and very soon the TIE swarm didnt have enough TIEs left to function.
    [round 3](attani? Zuckass / Mist Hunter / Tractor Beam / 4lom crew)(attani? Palob tlt)(attani? manaroo with guidance chips and torps and stuff)
    loss
    I attempted a more cautious approach, due to his tractor beam. One good tractor beam hit and my HLsyck could end up on a rock and be unable to fire. I did the middle deployment with both HLsycks flanking manaroo, he deployed clustered up on the left corner. I approached in a similar fashion as round 1. During the first engagement, my rightmost syck was out of range of his Zuckass after he did a barrel roll, and my leftmost syck got demolished by a normal shot from Zuckass + a torp from the uboat. The following round was messy with a lot of bumps, and my HLsyck ended up tokenless after having his one F get stolen by palob. It died very quickly, and only Manaroo was left. I had my manaroo try and take out his injured palob asap, but didnt make it before getting decorated by Zuckass.
    ~~~~~~~~~~~~~~~~~~~~~~~
    Ok, so with 2 convincing wins, and a loss (it's not like I'd meet that exact same list, right?), I was feeling pretty confident with this list. Off to GENCON!
    ~~~~~~~~~~~~~~~~~~~~~~
    GENCON 2016
    [round 1](Dash / marksmanship / HLC donut / merc copilot)(standard VI? Corran)
    win
    Great! I lost 2015's GENCON to 3 Dash Corran lists in a row, and I'm not very keen to let history repeat itself. I deployed in the middle with my HLsycks flanking manaroo. My opponent deployed corran on the extreme left, dash on the extreme right.
    I went straight up, and TL F F E my right HLsyck. Dash fired a marksman-ed HLC shot into that HLsyck, dealing it 2 hits 2 crits. Wow that really is scary! My HLsyck agreed and rolled 3 blanks, and that was 1 HLsyck gone on the very first combat round. Manaroo returned fire but missed. Left HLsyck and corran are out of range of each other. Yay, I'm gonna lose to another Corran Dash, just like last year.
    On the next round, my remaining HLsyck TL F F E while manaroo turned right to have a little 1v1 with Dash to buy some time. I lucked out as my opponent's corran rolled complete blanks against a HLC string of 4 hits. My HLsyck took no damage from corran's 1st and 2nd shots due to the faux soontir's F F E defense. With the change in the battle situation, I had manaroo return to the left side of the board to pin down corran's escape options, while my HLsyck k5ed behind corran and started chasing him down. 2 turns and some shield regen later, and corran was gone. My opponent arrived with Dash, and remembering the success against the 1st HLsyck, hammered relentlessly at the 2nd HLsyck, but could not quite punch through the F E 3 green dice defense. Luckily sycks have shield s ! The game ended rather quickly after a lot of combined HLC and manaroo range 1 shots.
    Glad that's not a repeat of last year.
    [round 2](Standard Soontir)(OMG shuttle / palp / jammer)(standard TIEinq)
    win
    My opponent did a standard shuttle deployment on the right, I counter-deployed on the extreme left with both sycks on manaroo's left. Soontir deployed just in front of me, TIEinq deployed with the shuttle. I made my way towards the middle, eventually having a syck on both manaroo's left and right flanks, while my opponent castled his shuttle and have soontir hard 1 towards the center of the board.
    His TIEinq engaged my group alone, and dealt quite a good punch to manaroo while escaping unscathed. I swung right to answer the Inquisitor's inquisitive inquisition, while preparing to shield my manaroo from Soontir's next turn's attack by placing a rock on manaroo's left.
    I then had my entire group turn my attention onto soontir. Manaroo did a hard left 2 onto the rock to attempt to block soontir's forward 4 move, while both HLsycks picked up a TL F on soontir. Soontir did do a forward 4 into manaroo (just as planned), but due to some turbulence with the uneven table surface, a judge was called in and ruled as a clear move. Soontir did a barrel roll left to attempt to escape, but decided against is and went for a range 1 exchange against my leftmost syck. My syck survived with 1 shield gone, my right syck punched out soontir's tokens with a HLC TL F, while my range 1 syck did an exchange that knocked off his stealth and gave him a damaged sensor array.
    Soontir escaped by my left, while both the shuttle and the TIEinq came in to rescue him. Manaroo and right HLsyck went after the shuttle head on, while TIEinq pinged down my right HLsyck. I had my left HLsyck kturn to pressure Soontir. With attani's extra focus, my attacks were not hindered by the shuttle's jammer, and I took out the shuttle in 2 combat turns. My right HLsyck got whittled down to 1 hp by both the TIEinq and the shuttle, and is forced to escape by turning right. Manaroo trapped the TIEinq with a bump later in the game, and a good HLC shot took him down to 1 hp left.
    Soon, the game evolved into a hot pursuit, where my 2hp HLsyck was chasing down 1hp soontir trying to chase down my 1hp HLsyck who is running after a 1hp TIEinq who is gunning after my 2nd HLsyck, while manaroo was stuck in the middle unable to keep up with the high speed battles. The game ended with time being called, and manaroo down to half mov.
    [round 3](mini PS2 partybus)(mini PS3 mist hunter / zuckass crew?)(manaroo / torp etcetc)
    win
    So much for not meeting the list that defeated me in the mini tournament! Although it is not the exact same list, this is close enough. My opponent deployed on the extreme left, with his manaroo nearer towards the middle. I counter-deployed on the extreme right, with manaroo in the middle and both sycks on the right of my manaroo. We both cautiously approached the middle of the table, with me repositioning one of my HLsycks to my manaroo's left. On the first engagement, I vaporized his mist hunter with HLC HLC Manaroo, while he traded a HLsyck with the partybus. My manaroo went for a lot of range 1 engagements against his manaroo in an attempt to dodge his torps, and with the help of the surviving HLsyck, his manaroo went down pretty quickly, but not before taking my HLsyck down with it. My shieldless manaroo then jousted for position against the unmolested partybus, and once I maneuvered my manaroo behind the partybus, the game was over, with me pinging at it for 1 damage every turn (i was stressed and had to continuously perform white maneuvers to stay behind it, out of its firing arc)
    [round 4](standard dengaroo)
    win
    A very fast match that played out exactly as I expected. I deployed in the middle with my HLsycks on manaroo's sides (to avoid being counter-deployed), my opponent had dengar in the middle and his manaroo on the extreme right facing inwards. Dengar comes in, gets knocked around by my HLC HLC range 1 manaroo, discovers he has 3 hp left and decides to make a run for it. Manaroo comes in, gets violently manhandled by HLC HLC manaroo, let off a torp on my manaroo, ate 2 HLCs next turn and promptly disappeared. 1 HLsyck died while trying to get my list pointed back at dengar. I think dengar eventually died from my R5P8.
    [round 5](lothal ghost / autoblaster / fcs / zeb)(lothal ghost / autoblast / fcs / chopper)(Ywing R4D6 autoblast)
    lose
    Hey that's my old list! (except the Awing was replaced by a Ywing). My opponent deployed on the extreme right, I counter-deployed on the extreme left. I zoomed straight ahead with manaroo and a HLsyck, while my other HLsyck crept around the bottom towards the right side. My opponent opted for a slow approach with forward 1s for 3 consecutive turns. I swung into the middle of the map on the exact same turn he decided to gun for it with a easy 3 bank inwards, and I have shots on his inner ghost. HLC HLC manaroo got 1 ghost down to 4 hp left, while he missed his attacks against a TL F F E syck. However, on the next turn, the damaged ghost survived manaroo's range 1 shot, and together with the Ywing took out 1 HLsyck via autoblaster shots. My other HLsyck sliced off a decent chunk of the other ghost before it got taken out in the same way. Soon, it was down to a full hp manaroo vs a 1hp left ghost, a 7-8 hp left ghost and an shieldless Ywing. I assumed wrongly that he would be flying his ghost in the same way I fly mine (lots of bumps to hold position, similar to lambda shuttles), and I opted for a move that would get me out of a range 1 exchange in that situation. Instead, he went for a hard turn 2 and had a range 1 5 attack dice exchange with my manaroo. OUCH! R5P8 refused to trigger the entire game, and 3 or 4 more such situations of mis-guessing my opponent's moves ensured that victory went to him.
    In hindsight, I could have easily won this duel, had I kept my cool. I was rushing my moves due to how slow my opponent played, and that really put me on tilt. I'm a naturally fast player, with most of my casual games around 15min to 25min, and I must admit that I was seriously frustrated with the amount of time my opponent took for every single move. Oh how I wish my next opponent would play much faster.
    [round 6](standard OL + stealth)(Ryad Juke x7)(Vessery Juke x7)
    win
    Be careful what you wish for! My opponent was so much faster than me that I felt breathless trying to keep up with his pace. I deployed on the extreme right, my opponent deployed in a single file abreast, with OL nearer towards me, Vessery on the left and Ryad in the middle. My opponent went for forward 5 with both TIEdef, trying to get them behind my group. I curved inwards, managing to just get in range to tap Ryad with the tip of my range rule to nab TL F for both my HLsycks. OL comes in and takes a shot at manaroo. I decided to gamble, and have my HLsycks fire at OL instead of Ryad. The first HLC took out OL's evade and stealth, the 2nd HLC took him out. Wow that was fast!
    Ryad takes a shot at manaroo and gets R5P8ed. HLC punched Ryad's tokens out to deal a nett 0 damage, 2nd HLC went in against 3 blanks/focuses to deal 4 damage, and manaroo finished Ryad off with her own shot. Vessery tries to come in and save Ryad, gets blocked by a syck and ends up landing on an asteroid, taking 1 damage. HLC + Manaroo range 1 meant the end of the game.
    In 7 minutes.
    ~~~~~~~~~~~~~~~~
    So that's 5win and 1 loss, putting me at 12th out of 164 on Thursday, and 19th overall with both flights combined. USING 2 SYCKS!!!
    On to the graduated cut!
    ~~~~~~~~~~~~~~
    [round 7](RAC / adapt / palp / engine / rebel captive )(standard whisper / no crew?)
    win
    Easily my most difficult opponent so far. I deployed on the extreme left, while he counter-deployed on the extreme right. We danced around for a very long time, until I decided to take a risk and start a fight by willingly entering the heavily clustered middle. His RAC boosted down the length of my deployment zone to challenge manaroo, while whisper was still trying to get a good entry approach. Manaroo traded, and proved to him that attanis arent bothered by stress. I had both HLsycks go after whisper, and my opponent swung RAC upwards to answer my attacks. Manaroo was chasing RAC from her position at the middle left portion of the map. I adjusted my offensive approach and diverted 1 HLsyck to take 2 bites off RAC, while my other HLsyck had a small range 1 1v1 with whisper to keep him away from RAC. The HLsyck that went after RAC died horribly, and my other HLsyck died very quickly within the next 3 rounds after attempting some escape maneuvers and found itself pinned down by a whisper doing a k turn. Manaroo traded RAC for that syck, and we are down to a shieldless Manaroo vs a shieldless whisper.
    I swung manaroo into whisper, aiming to have him bump me every single round until I could get into a position to fire at him from behind. A miscalculated move ended up with whisper blasting manaroo down to 1 hp left, with a weapons failure attached. I continued fighting and bumping for that position, until the turn where my opponent did a wrong decloak, and had to choose between cloak or a defensive token. My opponent went for the cloak, knowing that a decloak + kturn followup would finish off manaroo. Manaroo fired off a range 1 3 attack TL F shot at whisper, who konked out on his green dice. That was the closest fight so far.
    Having Frank Brooks spectating the match didnt make things any better. That was quite a "notice me sempai!" moment.
    [round 8](khyros's biggs + kanan)
    loss
    I was completely stunned by khyros' list making it this far. Back in my community, we pretty much agreed that ghost + phantom docked on was not playable for the points spent, and similar lists had zero success even in casual games against joke lists like TIEinterdictors or 3 Awings.
    Having no prior experience against similar lists, I have no idea how to tackle this opponent. I know for a fact that my HLsycks are very vulnerable against tlts, and I would want to trade them asap for as much damage as possible, hence I did not bother with the TL F F E combo for this game. I dove right in with both HLsycks TL F-ing his ghost that happened to just slip into pewpew range , but only managed to strip off its shields after rolling 2x 3hits against his 2x1evade through a rock. The double tlt shot took out 1 syck straight away, and we are off to the next round. Biggs came in, ate HLC and manaroo but survived that pretty well. Meanwhile, Manaroo was getting hammered hard by the tlt shots. I attempted a double bump with both my HLsyck and Manaroo to avoid the tlts, and traded range 1 shots with biggs. Biggs got down to 1 hp, but took out manaroo in that same turn. My last syck got hit by a primary rear arc attack after a k-turn to get behind biggs. I did a hard 1 to catch biggs and took him out via simul fire, after I got vaporized by the ghost's tlt.
    I was racking my brains, thinking about how i could have approached this game differently. It will be a uphill battle, given the PS simul fire and R4D6's protection against HLCs, but I think it could have been a closer fight had I waited for Biggs to be in range of my entire list before I strike.
    [round 9](brobot CB / HLC + fcs + crackshot/ Mangler + ptl advanced sensors / glitterstim / autothrusters)
    loss
    Well, if I cant get top 8, let's aim for top 16!
    And I just have to meet a brobot list at this stage in the competition. My opponent is extremely talented at piloting his brobot list, and I cant help but feel jealous of his skills. He sent the PTL brobot in first, which soaked up 1 HLC shot and 1 manaroo shot for 1-2 damage, while keeping out of range of my other HLsyck. A HLC crackshot ensured the OHKO of my 1st HLsyck, while my other HLsyck died from a major explosion dealt by the Mangler cannon in the same turn. Manaroo put up a fierce fight and got 1 brobot down to 2-3 hull, and he swapped it out for the other brobot. I managed to get that other brobot down to 1 shield remaining before manaroo runs out of hp and throws in the towel.
    ~~~~~~~~~~~~~~~~~~~~~~~~~
    So that's 34 out of 64 on the 3rd day. Definitely using the 19th position picture for bragging rights XD. Hey, that's not too bad for a list featuring 2 of the lousiest ships in Star Wars Uboat Miniatures.
    So it is with renewed confidence that I marched back to my local FLGS, attani HLscyks in hand, itching to play more Xwing, ready to fight off a couple of friends who have requested to test their stronger lists against it.
    And I lost all my games against them.
    Maybe it is time to take a break from this list.
    Time for a competitive TIE interdictor list.
    Just joking!
  14. Like
    Icareane reacted to Rauhughes in U.K. nationals recap - Mini-Swarm.   
    Top 32
    Soontir
    Standard
    Inquisitor
    Push
    Title
    Autotrusters
    Omicron
    Palp
    Engine
    I was happy to see palp aces over uboats or dengaroo on the table opposite me. I set up on the left, opposite his shuttle and his aces go on the right. I shoot forward and the shuttle banks in and boosts away whilst the aces fly up the other flank. My swarm goes around the central rocks save for OL who cuts in whilst the shuttle runs for the aces and they mill about for time. The next turn I belt forward with everyone, thinking OL will be in TL range of inquisitor. It's a coupe of mill short. Soontir and inquisitor fire at OL from range 3 and annoyingly both somehow manage to put a crit through. My shield saving me from Fel's but I get a stress token from the inquisitor. I put three shots into the shuttle for zero damage. Sigh.
    Thanks to rock placement and both aces being stressed a three forward barrel roll with OL with practically guarantee a block on the inquisitor this round, and fel may go right in the back of him. If not he'll have to break away and be no worry anyway, and I'm frustrated at the stupid 'I roll evades on every dice I get' shuttle already. Everyone else turns in through/around the central roids to shoot the blocked ships. I guessed correctly and both Inquisitor and Fel bump. Annoyingly, I went a bit too far forward on my barrel roll which put one black out of arc and gave Fel arc on OL, to which he roll yet another crit which I can't defend and yep you guessed it, direct hit. I'm frustrated at myself for this, and more frustrated still when we see my black has no arc. As one last throw of salt is the eyes, the completely unmodified inquisitor hits my focused black with get another crit. Let's see, oh what do you know, direct freaking hit!! I managed to delete Fel with no problems however which is a huge boon.
    Inquisitor now has to either fly over a rock to flee behind me or flee towards my board. Either is fine with me as he'll be out the fight for a while. I therefore sweep in on the shuttle as it turns the corner, sending one tie to block if he does go for my board edge as my whole fleet will be on his tail. The inquisitor 3 hard behinds me which we both know is over the rock but when the template goes down somehow he misses the freaking thing! This means he can boost right, again missing another rock by a fraction and rather than being out the fight for a few rounds will be straight back in in the next round and I'll have problems. I get three howlrunner focus shots at the shuttle including Zeta's for a total of... One shield. Sigh.
    Next turn is critical. The shuttle will block me and the inquisitor will hit my rear and I have zero prospect of engaging the inquisitor for the block or destroying the shuttle off in the next round. All I can do I use a black to throw into the shuttle and crash my remaining ships into the black/each other to pour some hurt on the shuttle and rely on howlie for rerolls. Inquisitor cuts in behind me and fires at howlie who whiffs her evades and takes hit crit. Go on. Guess what it was. You think it was a direct hit don't you. Well you're right. Boom. Dead howlie and as a result I only put two more damage in the shuttle. This stupid thing is invincible!
    The shuttle has his full stop on so I have to assume he'll take it. I K my injured black which should put him out of inquisitors range. I one hard my black who acted as a human shield so Zeta can bump him again and keep shots on, but the shuttle flees landing on a rock (no damage) so Zeta is left without a shot but in a good position to pursue the shuttle. The inquisitor is, annoyingly, barely in range of the injured black and he dies. I do two more to the shuttle finally stripping its shields. Next turn the shuttle full stops, taking a damage from the rock. The inquisitor fires at my blocked black. Hit hit crit again natural. One evade. And the crit. Go on. Have another guess. You know you know it. Direct. freaking. hit. Arrrgggghhhhhhhhhhhh!!!??!?!!!! Zeta hits the shuttle with 4 focus target locked dice and finally explodes the stupid thing but it's nothing but a consolation. With 13 mins on the clock he now does the sensible thing and flees and times out the game for the win.
    Loss 68 - 75
    Now let me preface this by saying my opponent was an absolute pleasure to play against, and an incredibly skilled player. Not having been in the game long this was his first ever cut and he was visibly excited and having a great time and that kind of enthusiasm is almost always contagious. Therefore know it is no reflection on my opponent when I say that was the most frustratingly unenjoyable game of X-wing I have ever played. Every roll of the dice brought new disappointment and the damage deck had suddenly decided to nail me to the cross. Don't get me wrong, I made my share of mistakes. My OL barrel roll being one of them, but to put so many dice into the shuttle and see if still cruising around with the windows down and the radio blasting without a care in the world was doing my head in. 7 shots he fired at me in that game, 22 dice, and two shots (7 dice) were without any modifiers. With that he did 13 damage to my 3 agility fleet. I don't the odds of that, but it feels like in should be minuscule. 4 direct hits! Grumble grumble grumble
    And that was the end of my day. Unfortunately I new I was too annoyed at myself to get any enjoyment from the side events and the early exit meant I had a fleeting possibility to spend a bit of time with the Mrs and start racking up some brownie points for the next event!
    Overall a great weekend and once again seven fantastic opponents of tremendous skill. I think I've probably had enough of the mini swarm now. I think it does have the tools to take a major tourney, but right now I need to work on back if it up with a higher level of play. I have fallen in love with the FO this season like I did wth the Defender last year. Looking forward, I can see a list with both these ships in being my mainstay for store champs. Stay tuned for more!
    Once again, thanks for reading and listening to the ramblings of xwing nut. These reports are as much of a log for me to refer back to as they are for your entertainment, so the more I feel I need to remember from the game, the longer the report generally is! Please feel free to correct any errors in my memory if you recognise the game.
    Cheers guys!
  15. Like
    Icareane reacted to Crabbok in Star Destroyer for X-Wing Epic   
    Did you guys order a Star Destroyer for X-Wing Epic play?  

  16. Like
    Icareane reacted to SableGryphon in Last Winter's Night - Dallas Regionals 2016 Recap   
    As the 2016 Regional Season draws to a close, I attended my second Regional. I had previously attended Tulsa, where I placed Top 8. Tulsa had always been intended as a warm-up for the Regional season for Austin. I had won the Austin Regional last year, so I was fully prepared and ready to defend my title there. Unfortunately, it was not to be as I came down sick and was unable to attend. This was a huge blow to my moral moving into the Dallas Regional Championship. Further, my stamina hadn’t yet fully returned from the illness, so I chose not to wear my signature steampunk gear, going instead in a shirt that read ‘I’m Kind Of A Big Deal.’ I’m nothing if not self aware and I couldn’t pass up the opportunity to poke fun at my podcast status.
     
    This year the Dallas Regionals was once more held at Madness Games & Comics in Plano, Texas. This is a huge store, run by good people. It was able to comfortably hold the 113 players. The number was actually a bit low, being 2 less than last year. I noticed a lot less casual locals showed up this year. The competition was much stiffer this year, with at least 25% of the players in attendance having won a Store Championship, though only 12 used their Byes at this event.
     
    Just as an aside, if you haven’t been to this store and you find yourself in the Dallas area, you really should stop by. It’s a massive store, full of interesting things and plenty of play area. They regularly get 200-300 magic players every Friday night, along with 20+ X-Wing players. It’s quite the experience.
     
    During the opening announcements, they revealed the added prize support. First, they broke open several league kits from 2014 to pass out to random players each round. Further, the store provided a huge number of playmats to play on. The official FFG starfield mats. These were also given out to random players at the time of the cut. It was neat seeing players, especially those who never had a chance at the prizes from 2014, to get some of the old promos and acrylics.
     
    The list I chose was ‘Last Winter’s Night’, a list I’ve had much success with.
     

     
    Crack Shot is an excellent, cheap upgrade. For one point, and the cost of an EPT, you can cancel one critically important evade result. The fact that this is during the Compare Results step means the opponent is forced to overspend tokens in order to prevent damage. One of these is decent and can change the entire course of a game. A swarm full of them is a serious threat to most lists. But the pure Crack Swarm is vulnerable to certain threats. Ships able to arc dodge and defend well, such as Soontir, can pose a great danger to a Crack Swarm. While Crack Shot does give the list some teeth against such a threat, it is often not enough, especially if multiple such threats are in a single list.
     
    Omega Leader helps deal with such threats. She is an existential threat to any ship in the game and can reasonably go one on one with anything. She is especially terrifying to those ships that normally threaten a Crack Swarm, such as Dash or Soontir. But alone against multiple threats she is often quickly destroyed. That’s why having a Crack Swarm backing her up is so potent. They can protect her just as she protects them.
    Finally, add in Wampa. Another potent craft that can threaten the best of aces. Ships with low hull are especially vulnerable to his shenanigans. He also had the added side effect that he exerts a huge psychological impact on the average player. At 14 points with no upgrades, he is the cheapest ship in my list and yet often draws the heaviest fire. As such, he often acts as Biggs, drawing fire away from other targets.
     
    I was using the 3 largest asteroids and the new damage deck. Because I don’t have Howlrunner, I don’t have to worry about flying in formation, which allows me to fly around asteroids far more easily. I will often start in formation, but break apart as needed to block or box in a foe. Most players are not ready to deal with 4-6 threats acting independently.
     
    I have played this list many, many times. My dials are starting to turn white because of it. I know how it flows and how it fights. It’s the list I am strongest with right now. As such, it was time to test it at the last Regionals I would be attending. I took it to Tulsa where I lost at Top 8, so I knew there were risks.
     
    The doors opened at 9am for Registration. The first round started promptly at 10:30. It was a well run tournament with a tight schedule, though there were no official breaks, even at the cut, so it was an endurance test. There would be 6 rounds of Swiss followed by a cut to Top 16. Potentially 10 rounds of X-Wing in a single day.
     
    Note: Please let me know if I got any lists wrong or misspelled any names. I might also be wrong about how many TIEs I lose in any given round, so my MoV total might be a bit off. I didn’t take as many notes as usual.

    Round 1 – Eric Riddle

     
    Eric’s list was slightly concerning. First round and I am up against a RAC with Gunner and Darth Vader. I know Omega Leader is going to be in trouble. He gives me initiative, as his list is 98 points. I setup my brick of TIEs in one corner and Omega Leader in the center screened by asteroids. RAC sets up across from my TIE swarm. I move in slowly with OL and quickly with the swarm. On the second turn, RAC turns in sharply, pointed right at a rock, in order to get a shot at Omega Leader. Right off the bat he does a shield and a Vader crit to Omega Leader, giving her blinded pilot. I get a few shots on RAC but not enough to seriously threaten him.
    I go for the block on RAC with Omega Leader while aggressively banking in the swarm. He takes a different maneuver than expected, going over the rock. He then easily dispatches Omega Leader. Not good. Then my swarm just barely kills RAC. That’s an acceptable trade to me. Then it’s five TIEs versus the Inquisitor. Most of my Crack Shots are still operational. I break apart the swarm and suddenly my opponent doesn’t know how to fight that many threats. I burn him down in a few rounds without losing anything else. Victory. MoV for the round is 174.
    Round 2 – Raul
     

     
    Raul is a local I play semi-regularly. Great guy. He brings a threatening list. No pilot skill conflicts means initiative doesn’t matter. Kath can be a serious threat to a swarm. N’Dru can seriously threaten Omega Leader. And the Slaver is bad news for OL as well. He sets up his slaver in the center. Unable to directly joust it because of rocks, I setup in the corner with my TIEs and decide to tuck OL in the corner, surrounded by the crack swarm. N’Dru and Kath are setup across from the swarm.
     
    I punch it with the entire swarm, with OL only slightly trailing behind the formation. He slowly inches forward. Second round I leap forward again, getting close to his ships, with OL trailing enough to get a Target Lock on N’Dru, who proceeds to hurt Wampa but not kill him. A long range shot from Kath had done two damage to Omega Leader. I was then able to destroy N’Dru, even with Glitterstim, and take the shields off Kath. Then the Slaver kills Omega Leader. Not good. Due to positioning, I send one TIE to chase Kath off while the rest of my TIEs turn around to destroy the Slaver. I lose a TIE in exchange. That leaves four mostly crackless TIEs versus Kath. Several rounds of long range shooting and I manage to put the PS 0 crit on Kath, giving me the edge I need to hunt her down. I lose a third ship during this time, but manage my second victory of the day. OL has been lost twice though, so I’m not feeling as confident as I was walking in. Still not feeling as capable as usual. MoV was 144. Total at this point is 318.
    Round 3 – Daniel Murphy
     

     
    A Crack Swarm. And one that is better at jousting due to Howlrunner and the two PS7s, all with Crack Shot. I luck out and win the roll for initiative and choose to take it. I need to kill Howlrunner before she can help reroll dice for the PS 4s. I setup my brick in a corner. My preferred formation is a checkerboard formation, as it gives me the most flexibility and blocks a significant amount of board real estate but keeps my fire focused. He setups up across from it in a standard brick. I then place Omega Leader near the center to bank in.
     
    I start off with a 3 forward and Daniel chooses to slow roll. I then make a mistake and move three forward in my next round, matched by the opposing swarm, so we are all range 2-3 of each other. Had I done the 5 forward, I would have blocked his formation. But OL banks in and scores a Target Lock on Mauler. First shot and he takes 2 damage. Not bad. Then the pain begins. I lose a Black Squad Pilot to Howl, Scourge, and Mauler. I retaliate by killing Howlrunner and Mauler, losing another in the process. We’ve both lost two, but I’m ahead slightly, having taken away most of his advantage in jousting. Next round I K-Turn behind with most of my ships while using Wampa to attempt to block a K-Turn, though he instead moves forward to clear the joust. OL and the swarm manage to down one of the Blacks. The joust is rejoined, but now breaks in my favor. I quickly press my advantage, and though I do lose Wampa in the exchange, I am able to clear the board. MoV was 156. Total is 476. I’m now 3-0. I just need to win two more to make the cut.

    Round 4 – Gordon Pinkerton
     

     
    Pinkerton? Blast, they sent a detective after the Scum and Villainy. His list is a bit of a threat too. Three PS9 ships? That could be bad for Omega Leader. We’ve already seen her struggle this tournament. I setup my standard checkerboard brick in one corner and OL in the middle screened by asteroids. Dengar and Zuckuss are across from the swarm while N’Dru is across from OL. I decide to be a bit aggressive and see if I can catch Dengar with my Crack Swarm and burn him down. Omega Leader moves up and gets a Target Lock on N’Dru during the second turn, expecting him to come after her. Instead he turns in towards the swarm. He’s going to try and destroy my swarm and leave OL alone. This could end poorly.
     
    N’Dru is JUST inside Range two of Zuckuss, meaning his clusters are only 3 dice each. This is a huge break for me, as he only manages to get two damage onto that TIE. Zuckuss manages to melt one Black Squadron Pilot. Dengar gets greedy and tries to kill a full health Wampa, who takes on damage. However, I’ve spent most of my focus tokens. I do a damage to N’Dru with OL. Then take two shots on Dengar and only manage to do two damage, spending one crack shot to do so. I decide to switch targets with the TIEs that have a shot on Zuckuss and manage to do three damage to him. Not great, but most of my ships are alive.
    N’Dru doesn’t have much of a choice as where to go, so OL follows him. My swarm breaks apart, blocking Dengar to ensure he doesn’t get any focus token for that second Proton Torpedo. N’Dru hops in front of OL as expected and Zuckuss turns towards her, though is blocked. Still, Zuckuss manages to do a damage or two to OL. I luck out and neither N’Dru or Dengar do any significant damage. N’Dru is quickly burned down and Zuckuss is dropped to a heartbreakingly tantalizing 1 hull left.
     
    Zuckuss then is able to bug out the next turn and Dengar finally breaks free, though not facing any of my ships. I proceed to chip away at Dengar some, though I miss the shot on Zuckuss. Over the next couple turns, due to brilliant flying by Gordon and a bit of luck, I’m not able to take out the one HP Zuckuss for three turns, losing Wampa and a Black in the process. Finally though, I’m able to crush Zuckuss and drop Dengar to one HP. I then block Dengar onto a rock, which does the honors. Another 156 MoV victory and OL has survived half of the matches. 4-0 with a total MoV of 632.

    Round 5 – Andrew Quick
     

     
    An Imperial Aces list. I’ll have to be flying my best to face off against this. He wins the initiate roll and gives me to me. That was not unexpected. I setup my Checkerboard on the left side with Omega Leader tucked in the bottom left corner. Soontir sets up across from me, Inquisitor in the middle, and Vader on the far right. Soontir is so obviously a bait that I take it and zoom 5 forward. I do this because it also happens to be the exact speed I need to get to an opening in the dense asteroid field. The asteroid field that the Inquisitor is going to have to carefully fly through. The second round, when the Inquisitor is committed, my entire TIE swarm turns into the field. Omega Leader breaks off to go chase Soontir. Even though she isn’t getting shots on Soontir, she ensures he’s not able to stop the disaster that’s about to unfold. I take a couple damage on the lead TIE from the Inquisitor, including the Weapon Malfunction crit. This isn’t ideal, but I immediately use that TIE to block the Inquisitor and burn him down. Vader had zoomed all the way to my right corner before coming back. He got greedy and went after the hurt TIE that was blocking the Inquisitor, but didn’t manage to hurt him. In the exchange I manage to strip the shields off Vader.
     
    OL continues her pursuit. Once more, it isn’t about catching Soontir, it’s about keeping him from supporting Vader. Meanwhile, my swarm breaks apart to surround Vader. I miss the block, but he doesn’t get a shot and loses two more hull. The next round Soontir is boxed in and OL finally gets a shot, doing two damage to him. Vader escapes the trap and I’m not able to finish him off. Soontir manages to destroy a TIE next round, but OL finishes him off. Then it’s just a matter of hunting Vader down. Victory. I’ve done it. 5-0 in a 6 round tournament. I’ve made the cut. MoV of 185 puts my total at 817, not that MoV matters anymore.
    Round 6 – Erik Larson
     

     
    I went into this round expecting to Intentionally Draw. That way I could get dinner and relax before the cut. But my opponent wanted to play. He apologized to me but I brushed it aside. I wasn’t upset. If he wanted a game, we’d have a game and I would give it my best. I quickly put my stuff out, as we weren’t able to ID until the clock started, and I hadn’t setup anything. Starting five minutes late also hurt my chances for dinner. I might have to send someone to get me dinner during the cut if I didn’t have any other options.
     
    I win the roll for initiative and he gets it. He sets up his Gray in the left corner for I setup across from it. Miranda goes middle right, so OL goes in the center. Poe deploys on the far right. I can sense when I’m being baited. So my entire swarm turns hard right 3. Sure enough the Y-Wing turns away from me. Miranda slowly banks in and Poe moves down the right side. OL had banked in slowly towards Poe to feel things out. I see the trap for OL as it is forming. There is a rock in to lower right corner that OL is somewhat near, which makes banks in that direction difficult.
     
    I look at the board state and see an opportunity. My entire TIE swarm banks in at speed three and focuses. OL then turns hard right, towards my right corner and goes under the asteroid. This leaves Poe out of position and Miranda out of range to get to her. Miranda kicks things off by attacking one of the TIEs who incredibly takes no damage. My green dice really decided to show up this game. I proceed to roll precisely enough green each attack this round to avoid all damage. Critically, Erik decides to switch targets with the Y-Wing between shots, giving two TIEs one stress each. My return shots go to Miranda and manage to strip her shields and give her the stunned pilot crit, though I burn crack shots to do so.
     
    Next round OL completes her circuit of the rock and gets a TL on Poe. My entire swarm banks in to try and catch the Y and Miranda, though the Y-Wing goes faster than expected and gets a couple blocks. Miranda does a surprise three bank and lands on a rock. She takes two damage from this, due to Stunned Pilot. My TIEs manage to burn her down while doing some damage to the Y-Wing. The Stresshog doesn’t have anywhere good to go, so does a hard two away from the fight, keeping the three stress it has on it. Rock placement and angles meant I couldn’t K-Turn everyone. OL is now behind Poe and harassing him. OL does strip some shields from Poe, but she moves too fast not to overshoot him. Wampa begins to shine, rolling TWO crits. Poe manages to dodge one, so I opt for the damage card instead of the shield.
     
    Because OL is simply too fast to engage Poe, she breaks off to destroy the Y-Wing while my swarm converges on Poe. One lucky shot takes out a TIE fighter and he is able to slip away with no shields and two damage cards, but I can’t press the advantage. He begins to rabbit, regenerating shields. But that is put to a stop when Wampa gets a range three shot and rolls a crit. Boom for an MoV of 185. 6-0 with a final MoV of 1002, but I didn’t get the recovery time I wanted. I did end with 40 minutes to spare, meaning the game only took 30, so I rushed for dinner. I made it back in time for the round to end.
     
    I am the top seed and I’m feeling good. I start to think I can win three more matches, but I’m looking at the field and there’s some scary lists out there. The heat, humidity, and lingering weakness are taking a toll on me.
    The results are announced and I setup on Table 1, waiting for my opponent.

    Top 16 – Daniel Bates
     

     
    Blast, another Crack Swarm, again with Howlrunner. I win the initiative roll and I take it. No fooling around here. I setup in the right corner with Omega Leader in the center of the map while he sets up in the opposite corner. I setup rocks along that side to make turning in difficult so I know where the engagement is going to happen. I turn my entire list two and barrel roll towards the board edge. Omega Leader moves cautiously into the center of the map to get her evade token. Sure enough he screams along the edge. I then move my swarm at a sedate 3 speed, though I probably could have gotten shots if I had been a bit more aggressive. Still, it’s creating the engagement I wanted. I bank aggressively while he turns in to try and catch O. Omega Leader moves in on his flank and barrel roles out of arc.
     
    I manage to burn down Howlrunner and one of his Blacks, but lose one ship in the exchange. Still, I’m happy with that trade. My swarm banks in, hungry for blood. His entire swarm turns towards an asteroid to get Omega Leader and disaster! It works. She’s caught and destroyed. And my dice fail me. I was able to destroy one ship, but that’s with four Range 1 attacks. Still, I have four ships to his three. I’m feeling decent with these odds, even if my ace is gone.
     
    I realize I have to get the Omega Squad Pilot off the board and I focus my efforts there. I take some damage, leaving two of my TIEs at one HP and two at full, but I manage to destroy it. But I just can’t finish off the other TIEs. I watch my lead begin to evaporate. He kills the two 1 HP TIEs, leaving us at 2 healthy TIEs versus one healthy TIE and one at 1 HP. I’m still feeling confident. Then he one shots Wampa. I’m not feeling confident now. I begin chasing the wounded TIE, but he’s running and evading. I don’t have a lot of choice though. I can’t let it escape. Finally, I find myself in a bad position. If I’m going to chase it, I have to hit a rock. If I do, I’ll be actionless and possibly lose a precious hull. But I don’t have a choice. I risk it and rush over the rock. He then moves the wounded TIE right in front of me. He evades. The other TIE slams into me, getting no shot. And my unmodified attack manages to kill the wounded TIE, punching through the evade. Finally!
     
    One on one. Two health TIEs. I have initiative, so if it goes to time, I win. I could run, but I’m not that kind of player. I turn to joust him. We K-turn, shoot, do nothing, and try again three times. But each time I edge closer to a rock. I can’t risk it and I break away. But this puts him behind me. Still, the angle isn’t great for him to bank. I K-Turn out of range. The next turn I move in cautiously and he meets me at range one. We are both focused. And I roll two blanks and an eye, deciding to keep the focus for defense. He rolls a single crit and I blank out. Blinded pilot, no! I immediately break away and evade. Sweat is pouring from me, due to heat, humidity and the stress of the situation. He follows me and there’s two turns of free shots on me, though I’m saved by the evade token.
     
    This time is not wasted though. I get in a spot where I can K-Turn and be out of his arc, so I take it. The shot misses. Now I’m in a bad way, as he has a bunch of options. But I suspect he’s going to do a 4-K Turn. I bank towards it and evade. He does K-Turn and clears. We have shots. I roll a crit and it gets through. Stunned Pilot! YES! His return shot does nothing. He’s stressed and I’m not, so I turn directly in front of him, hoping either for a shot he if goes fast or a damage if he bumps. He tries to turn left, which bumps. Damage from Stunned pilot. I then do a one hard in front of him and he slams into me and explodes. Victory with 3 minutes to spare! Easily the most hard fought battle to this point of the tournament and I’m feeling it. I’m not sure how much more stamina I have in me. Still, I made Top 8 and scored a second set of the awesome dice, even if it was with an MoV of 115. Total MoV is 1117, though we are well past Swiss and MoV by now.

    Top 8 – Erk Larson – Rematch
     

     
    Erik Jackson, my 6th round opponent has returned for blood. He’s clearly learned from our last match, but I can tell I’m also in his head a bit. He wins the initiative roll this time and gives it to me. I setup the same as last time. He setups his Gray in the middle, with Miranda in middle right and Poe far right. I setup OL behind my formation this time. Even though he’s not jousting my swarm with the Y-Wing, I decide I want the engagement to be in the middle of the map. I turn my entire swarm hard right three, with OL doing a hard right 1. He turns his Y-Wing away from me again while Miranda and Poe slow way down.
     
    Next turn I bank my entire formation in, with OL trailing significantly behind. He turns his Y-Wing back in, but I’m eyeing Miranda as she moves slowly in. Poe moves a bit more rapidly south, clearly going for the flank. I have a choice. Pounce on Poe and hope to take him out or go after Miranda. I think OL can take Poe, but I have to prevent him from double stressing OL.
     
    My entire formation rushes forward to get at the Y-Wing, but I don’t move far enough with some of the rear TIEs, meaning I only have three shots on the stresshog and my dice go cold, not even stripping the shields off. Next round I don’t have an option, OL is going to be double stressed. So she moves in and focuses. The Y-Wing banks towards her fast. My swarm only gets one shot on it, but forces Miranda to SLAM to escape a lot of range one shots. OL puts two damage on the Y-Wing, but takes two stress and a damage in exchange. And Poe is in a flanking position. I threaten Miranda with two TIEs as the rest move to deal with the Hog. OL guns it three forward, clearing a stress and moving her past the firing arc of the hog. I finally put down the Y-Wing, who had no shots, but Poe is rushing after OL and manages to put another damage on her, forcing her to spend her evade.
     
    Omega Leader hides behind a rock, finally clearing the stress and getting her evade back. Poe is in a bad spot to chase her, so he turns the other way to try and stop the TIEs from chasing Miranda. This works poorly as he lands on a rock. My TIE swarm is converging on Miranda and whittling her down. Remembering the lessons of last game, Miranda focuses on Wampa and manages to take him out. But my swarm has converged and destroys her. Poe’s rock debacle resulted in no damage and I couldn’t capitalize on it at the time. But now I have an entire swarm hunting Poe, and Omega Leader is out for blood now. The rest of the game is Poe being constantly blocked, harassed, and harried by the swarm, before he is finally destroyed. Victory! I made it to the Top 4! And an excellent MoV of 186, taking me up to a total of 1303. I’ve now won 8 consecutive rounds of X-Wing and it’s getting late.

    Top 4 – Clay Longino
     

     
    This is a match I’m feeling pretty sanguine about. He’s going burn through ordnance quickly, giving me the advantage, especially if I can keep OL from being nuked. Blount can’t really do any damage directly, which means simultaneous fire will be a thing, but then I end up with Initiative. I setup in my checkerboard in the right corner and he sets up to joust me. I setup Omega Leader a little right of center. My swarm moves 4 forward, meaning there is no way he can get shots the first round. OL moves slowly forward to get her evade. I rush forward 5 and he inches forward 1, leaving him with actions and shots. Omega Leader banks in and manages to get a TL on one of the Talas, sinking a damage into it. Then Blount drops a stack of TLs on one of the blacks who is obliterated in a couple shots. The other Tala drops a stack of TLs on Wampa, who also is destroyed. In exchange I destroy two Talas. He has one Concussion Missile left, so I need to silence that. The one that OL has a Target Lock on tries desperately to block her with a three bank, but I was cautious and she moves slow enough to clear and focus. Two of my TIEs K-Turn behind their lines, but one does a hard turn and barrel roll to block their K-Turns, but they instead do 4 Forward and clear. OL melts the Z that decided to block her. Then it’s mostly cleanup. My ships hunt the Zs down and that’s game. Woo! Final table! And I scored an MoV of 171 for a total of 1474. 9 and 0.
     
    So our match is finished and I look over at the other board, which has a Crack Swarm versus Triple U-Boats and nothing is dead yet. Seriously? This is going to take forever. The game goes to time, but is offered an extension due to some issues at the table. Still, it’s inevitable at that point that the crack swarm player is going to win. Joy, yet another Crack Swarm.
    Finals – Chris Williams
     

     
    Here it is. Final table of a the tournament. Round 10. I’m exhausted, but I can tell I’m doing better than my opponent. During the remaining hour of their game, I spent time psyching myself up and planning strategy. I’m feeling ok, but as I found earlier, a bad move or maneuver can end Omega Leader. He has 99 points and is debating who should get it. He initially wants to take it, but starts to regret that decision, so I let him know that he can change his mind if necessary. He gives me initiative. I could not be more happy with that choice.
     
    I setup in the left corner. He sets up to joust. Omega Leader goes in the center. I do the math and figure he’s going to rush me. I move three forward and I was right, he goes 5 forward. Just out of range. So I jump 5 forward. He sees the danger too late and stalls with a 2 forward. He’s smart enough to leap the rear ships over the front ships where possible, but Howlrunner can’t do that. Only two of his ships have actions. Then Howlrunner attacks and one shots one of my TIEs before it can shoot. Blast! This is bad.
     
    Omega Leader sinks two damage into his OSP, which is excellent news. Then I’m able to kill Howlrunner and the OSP. His return volley kills Wampa. Ok, so I’ve lost two ships, but he’s lost his big two. I can deal with this. My adrenaline is pumping, but Chris is looking exhausted. I see the danger to Omega Leader, but I can’t do much. Two of my TIEs K-Turn behind their formation, but one does a hard right towards the board edge and barrel rolls. This prevents one of his TIEs from turning to OL. Omega Leader banks in and focuses. His Wampa is range one of my OL, with two others at Range 2. I attack Wampa and get two eyes and a hit. I’ve got a focus and an evade and three attacks coming back at me. I decide to spend. He gets one of each symbol, which Juke takes to two eyes. Wampa is forced to spend the focus. I attack with my TIEs and manage to kill one of this ships, but it still gets to shoot. Wampa attacks OL and rolls three eyes. YES!
     
    The other two attack, doing two damage to Omega Leader and forcing her to spend her evade. Still, she’s alive. I have four ships versus three. I block the one TIE again and the other two bank in to harass the remaining ships. Omega Leader banks in and evades. Nothing dies that turn but OL has to spend her evade again.
     
    Next turn she jumps clear while my ships block and attack his. Over the next two rounds, I destroy one ship and get the other two to 1 HP. I have a two to one advantage in ships, I’m outflying him, and OL is on the board and alive. He concedes. Victory! I win the tournament! MoV for the Match was 171. Total 1645.
    Conclusion
     
    I’m still stunned. It was along, hard fought day. It had trials and tribulations. More than once I wasn’t sure if I was going to pull it out. In Top 16, watching my 4-2 ship lead turn into 1-2 was heartbreaking, but then pulling it out at the very end was so very sweet. Chatting with so many other good X-Wing players between rounds. Our community is important. I was never a jerk to my opponents. I tried never to be unsportsmanlike and I tried to remind them of forgotten tokens and actions. I tried to be the best player, and person, I could be. I can walk away from this tournament knowing that I did my best. I’m happy. And I hope all of my opponents would be happy to play me again.
     
    Thank you once again to the venue, for hosting such a large group of gamers. To the tournament organizers, for running a tight, well run event. To the excellent players who came out to make it the awesome event it was. And thank YOU for taking the time to reach this rather wordy document.
     

  17. Like
    Icareane got a reaction from Q10fanatic in 2016 Regionals Results   
    Orléans regional (53 players) won by :
     
    Futil (99)
    Black sun ace, crackshot, concussion missile, guidance chip
    Kaa’to Leeachos , crackshot, concussion missile, guidance chip
    Palob, dorsal turret
    Gand finder; crackshot, FCS 
    Facing:

    Pelayo :
    Inqui PTL AT TIE/v1
    Soontir PLT AT stealth
    Carnor PLT AT stealth
     
    Video: 
     
    Top 4:
     
    FrereSender : Heaver 2015
     
    Larkin :
    Grey stresshog
    Miranda, TLT, C3P0
    Tala, conc missile, guidance
    Tala, conc missile, guidance
     
  18. Like
    Icareane got a reaction from MajorJuggler in 2016 Regionals Results   
    Orléans regional (53 players) won by :
     
    Futil (99)
    Black sun ace, crackshot, concussion missile, guidance chip
    Kaa’to Leeachos , crackshot, concussion missile, guidance chip
    Palob, dorsal turret
    Gand finder; crackshot, FCS 
    Facing:

    Pelayo :
    Inqui PTL AT TIE/v1
    Soontir PLT AT stealth
    Carnor PLT AT stealth
     
    Video: 
     
    Top 4:
     
    FrereSender : Heaver 2015
     
    Larkin :
    Grey stresshog
    Miranda, TLT, C3P0
    Tala, conc missile, guidance
    Tala, conc missile, guidance
     
  19. Like
    Icareane got a reaction from Kdubb in 2016 Regionals Results   
    Orléans regional (53 players) won by :
     
    Futil (99)
    Black sun ace, crackshot, concussion missile, guidance chip
    Kaa’to Leeachos , crackshot, concussion missile, guidance chip
    Palob, dorsal turret
    Gand finder; crackshot, FCS 
    Facing:

    Pelayo :
    Inqui PTL AT TIE/v1
    Soontir PLT AT stealth
    Carnor PLT AT stealth
     
    Video: 
     
    Top 4:
     
    FrereSender : Heaver 2015
     
    Larkin :
    Grey stresshog
    Miranda, TLT, C3P0
    Tala, conc missile, guidance
    Tala, conc missile, guidance
     
  20. Like
    Icareane got a reaction from IG88E in 2016 Regionals Results   
    Orléans regional (53 players) won by :
     
    Futil (99)
    Black sun ace, crackshot, concussion missile, guidance chip
    Kaa’to Leeachos , crackshot, concussion missile, guidance chip
    Palob, dorsal turret
    Gand finder; crackshot, FCS 
    Facing:

    Pelayo :
    Inqui PTL AT TIE/v1
    Soontir PLT AT stealth
    Carnor PLT AT stealth
     
    Video: 
     
    Top 4:
     
    FrereSender : Heaver 2015
     
    Larkin :
    Grey stresshog
    Miranda, TLT, C3P0
    Tala, conc missile, guidance
    Tala, conc missile, guidance
     
  21. Like
    Icareane got a reaction from heychadwick in 2016 System Open Series Results   
    Dengar Guri list was:
     
    -dengar + gliterstim, EU, Tactician, R5P8, Predator, punishing one

    -Guri +Lone wolf, autothruster, virago, cloaking device and sensor jammer. 
  22. Like
    Icareane reacted to skotothalamos in Deployment: Guides ("nubs") off the back edge?   
    I need you to reconcile that with the rule: "These guides are ignored for all purposes except executing maneuvers and overlapping obstacles and other ships."
     
    When did deployment become a maneuver?
  23. Like
    Icareane got a reaction from WWHSD in The Wisdom of the Ancients: Rule of 11   
    If you play in France (and probably other localised countries with the metric system) the recommended field size is 90cm not 3 feet.
    This means that you loose those 14mm and the rule of 11 becomes the rule of 10. Small bases are strictly bigger than a 1 template (about 40.2mm and 80.5mm for a large) which means that if you both deploy on the edge and together advance 10 forward you will be at extreme range 3 by a very small margin.
  24. Like
    Icareane got a reaction from R5Don4 in Why don't we see the 7 or 8 tie swarm?   
    As for the 8 Tie swarm : it's still a very solid list, but it suffers a lot in the palp aces era. It's also unreliable compared to a crackshot swarm if your opponent green dices are slightly hot.
     
    I had a game last month against triple scouts with my 7 Ties, shooting at range 2. I landed 5 damages, spending  my 5 crackshots in the process. With 8 ties I would have landed at most 1 or 2.
     
    Crackshots also have an exponential effect because it can force the opponent to spend tokens they would not spend otherwise.
     
    The 8 swarm was great in the falcon/decimator era, but now even if you do manage to block Soontir or the Inquisitor, you 'll most probably only have a couple of guns on it and it's just not enough with palp around.
  25. Like
    Icareane got a reaction from ParaGoomba Slayer in Why don't we see the 7 or 8 tie swarm?   
    As for the 8 Tie swarm : it's still a very solid list, but it suffers a lot in the palp aces era. It's also unreliable compared to a crackshot swarm if your opponent green dices are slightly hot.
     
    I had a game last month against triple scouts with my 7 Ties, shooting at range 2. I landed 5 damages, spending  my 5 crackshots in the process. With 8 ties I would have landed at most 1 or 2.
     
    Crackshots also have an exponential effect because it can force the opponent to spend tokens they would not spend otherwise.
     
    The 8 swarm was great in the falcon/decimator era, but now even if you do manage to block Soontir or the Inquisitor, you 'll most probably only have a couple of guns on it and it's just not enough with palp around.
×
×
  • Create New...