I think this seems like a good overview of the current meta. It is fun to see so many options for each faction that at least on paper appear viable.
That being said, the top players won't share their lists on this website. They likely have already made them and have been practicing furiously behind closed doors. They will likely have answers for most everything listed, and maybe will include unique variants of popular lists that cover things the lists normally can't. Don't get me wrong, I am by no way attempting to to place myself among those players (not even close lol) but even the few players I know that are going to Worlds have only dropped vague hints about what they are flying.
All that just to say I'm excited for worlds this year and can't wait to see what comes out of it. Kind of like back in 2013 when the game really took off and had the first huge turnout for Worlds and there were so many neat lists.
Sear Necromancer Swarm
Sun Fac + 6
2x Ensnare + Thing
i4 Nantex + Things
Dooku + 6
Jendon + Tap Tap + Thing
Squad of Legend Trench Run
The Phantom Menace
Ketsu Trench Run
Iggy Iggy Ion
Supernatural Guri +
Luke Wedge Trench Run
Leia Beef Historians
Some Ghost List
A Luke Gunner List
Kylo Tavson Trench Run
QD+ ( 3 )
Kylo+ ( 3-4 )
Resistance Beef + Pods or Ports or both
That one guy trying to get Han or Rey to work
Republic 4 Ship
Trip Ace ( 3x Jedi, or 2x + Ric )
The Nantex Experiment: Phase 2- Counterplay
Part of the experiment and a running goal was to identify counterplay for Nantexes. So, let's see what we got so far:
1: pay attention to where the arc is pointing at all times. Arc pointed front is defensive, as the Nantex cannot boost forward and throw the tractor out of it's front arc, but it leaves both sides open allowing for maximum maneuverability and coverage. Arc pointed sides can be aggressive and is where you're most likely to see the Nantex lurch forwards at high speed to catch a target. In this respect, you need to keep the attention of Nantexes divided...not the squad as a whole, but individual fighters. If you allow a Nantex to focus all of it's attention on one of your ships, your ship will likely have serious problems.
2. Multiple Nantexes have a lot of options to tractor multiple targets. In this respect, a Nantex can be in the middle of your formation and completely safe. The ideal formation for multiple Nantexes is somewhat loose, but not completely dispersed. If it's too dispersed, the Nantexes can isolate and destroy unsupported targets. If you're too compact, you increase the likelihood of a single reposition getting out of multiple arcs (and then removing more arcs with their tractors).
3. Attack runs i.e. taking a shot and then running, is the most viable of general tactics since Nantexes are at their weakest at range 2 and not spectacular jousters. This approach has variable levels of success and requires a judgement call. A complete disengage can be detrimental, ideally you want to identify what the Nantexes are focusing on and speed that out while keeping other ships engaged (remember, keep their attention split). If you let them focus while you're running, you just die tired. If you try to hang with them in a turn fight, it likely ends badly.
4. The biggest damage source by far is the bullseye. Yes, they can turn and kite with turrets, but their bullseye arcs are absolutely lethal, so at least limiting their ability to use that will keep you in the fight that much longer and give you more opportunities to come back. the longer you can keep the game going, the higher the odds of success.
5. Take Debris Fields. Asteroids give the Nantex an offensive use for tractors and Gas Clouds let them stretch their limited defenses a lot more (especially because they can boost or roll over the clouds unlike most other ships making that much more of the table usable for them). Debris Fields do almost nothing for Nantexes and they hate getting stressed (and the risk of a bad critical is real).
As far as lists, Fat Han is the most intimidating by far. I have trouble imagining a board state where Han loses to Nantexes (although a Nantex supported by droids is a different game). He basically has to blunder into all 3-4 Nantexes which is super unlikely, even with good Nantex play. A medium or large base, in and of itself, is not sufficient to present a meaningful obstacle. It needs something more compelling than just requiring multiple tractors.
This advice is not much, honestly. It feels very limited and you can definitely run into setups where the Nantexes will kill you no matter what your dial says. A good bit of this counterplay is, itself, vulnerable to counterplay by the Nantexes. If the Nantexes read your formation or intent to disengage, they definitely have options to answer it and the amount of effort needed to counter it feels wildly disproportionate to the amount of effort needed to play the list with a mild degree of competence (I suck at flying aces and even I'm getting crazy value out of these things). Indeed, the games where I've done the worst have both involved poor early trades and a little bit of RNG help for the other player at least on those first few shots. A better early trade for me likely would've seen both games go in a completely different direction. I'm trying to mull around if I feel it's repeatable to get that good early trade in and...I'm just not sure. It's a lot of the game hinging on a small number of dice meaning that, even if you can set it up, it lacks reliability and you really need a plan B.
I hope this helped someone, later!
I don‘t understand. This idea has been put forward and shot down with very valid criticism and experience from other games for years.
Why not try the likely more feasible idea where only planning phase has a clock, and each player gets around 30-40min total? The best number could be identified and adjusted.
The point is that the worst occurence of slow play is during planning, and this version already fixes that while it can‘t be exploited as easily as others ideas. Others likethe one put forward by FFG.