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PaulTiberius

Covenant Store Championship Report (Swiss Rounds Only)

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Hello, all. I thought I would repeat my battle report from the Quad TIE/fo thread in the main forum, and let anyone else who attended the Covenant SC fill in further news on how things finished. Neither I nor my buddy, who did the driving from NW Arkansas, made the Top 4 cut, so we left after Swiss. He finished in 8th place with a Ten Nunb / Wes Janson / Stresshog build, with a 3-2 record. I finished in 13th place with my OZ Quad list, also with a 3-2 record.

 

A few observations on the Covenant SC experience:

 

I really like their store environment, although I must admit to being surprised that it wasn't a larger place, given Team Covenant's well-earned reputation in the X-Wing community. Let's just call it "cozy." The downside of their smallish store space is that they couldn't push tables together to make a surface 3 feet wide for all the players, so things were definitely crowded around the playmats, most of which were mounted on firm 3x4 boards. A few were only 3x3 boards, hanging off either edge of the tables, so cards and gear had to be placed off to the side. I was fortunate enough to play two of my 5 rounds on the standalone tables along the windowfront, which were at least 4x4 and had ample room to spread out.

 

It was a very friendly, upbeat crowd, with 35 in attendance for the first round of play. Lots of Imperial lists, and some beautiful repaints (which I got no photos of). After the initial pairings announcement, the TO couldn't get his pairings chart to show up on the overhead flatscreen monitor, so he had to read aloud the pairings for the rest of the rounds. Still, everything unfolded on time. Five rounds of 75-minute swiss, with 15-minute breaks in between. He was using FFG software, and there was never a glitch I was aware of. I didn't see an MOV/rankings chart on display between rounds, but maybe I just didn't look hard enough.

 

After Swiss, the TO called out all top 32 finishers by name and place for a little round of applause.

 

I look forward to playing there again.

 

 

 

 

January 30, 2016 Store Championships

Covenant Store, Tulsa OK

 

Field: 35 players, 5 rounds of Swiss, Cut to Top 4

 

My results flying “OZ Quad”:

Record of 3-2

Placed 13 of 35

MOV (didn’t record it)

 

Quick score summary:

Round 1: W, 100-0

Round 2: W, 65-47 (time called)

Round 3: L, 57-74 (time called)

Round 4: L, 13-100

Round 5: W, 100-49

 

=======================

The List "OZ Quad"

 

PS5 Zeta Ace (22)

Long Barrel Roll guy

TIE/fo (18)

Push the Limit (3)

Twin Ion Engine Mk. II (1)

 

PS7 Zeta Leader (25)

Self Stress for Extra Attack Die guy

TIE/fo (20)

Wired (1)

Twin Ion Engine Mk. II (1)

Comm Relay (3)

 

PS7 Omega Ace (27)

Spend TL+F to Make All Crits guy

TIE/fo (20)

Push the Limit (3)

Twin Ion Engine Mk. II (1)

Comm Relay (3)

 

PS8 Omega Leader (26)

Lockdown guy

TIE/fo (21)

Juke (2)

Comm Relay (3)

 

Typical starting formation: PS 7’s together, PS 5 at a wide flank, PS 8 in a box formation behind the PS 7’s or on a close flank.

 

==================

Games Summary (all opponents’ lists are approximate)

 

Match 1:

 

Christopher

Han (Kyle, Gunner, PTL, MF)

Poe (R2-D2, Lone Wolf)

 

This was a fairly straightforward win against a new player. I set up in the middle with his ships approaching my left. Han came straight down the left edge, but Poe aimed for the middle to try to maneuver through the asteroids to serve as a pincer.

 

I surrounded Han first and successfully whittled him down to a few hull after the second or third round of combat. Poe unfortunately clipped an asteroid on the turn where he could have gotten his first shots in, thus setting my opponent well off-schedule. Omega Leader got the killshot on Han, thanks in part to his lockdown ability (a theme that would emerge during the day), and after a brief chase, Poe was brought down.

 

I feel like I played it perfectly, but I also got the better end of a number of close maneuvering calls, where overlaps were a matter of microns and prior accidental nudges. We also completely forgot to let Poe activate Lone Wolf in the endgame, which I take as partly my fault, because I really treated the game as a learning experience for my opponent, and I was happy to help him be at his best.

 

Win: 100-0

 

 

Match 2:

 

Ethan

Palpmobile (Sensor Jammer – I think … I faced too many shuttles to remember well)

Vader (ATC, Engine Upgrade, Predator)

Soontir Fel (standard bells and whistles)

 

This was one of the most exciting and unbelievable games of X-Wing I’ve ever played that came down to the very last dice roll after time was called.

 

My main formation came up the right side, aiming for the Palpmobile. My PS5 came up the middle. I thought I had a good shot at tabling him because Soontir started out at my far left, and I didn’t expect him to get into the game soon enough. Debris was weighted to the left side of the board, giving his shuttle plenty of room to maneuver in the middle, except for one debris token in the extreme upper right corner, nearest the shuttle. (The shuttle was lined up to the inside of that token.)

 

After starting with a stationary maneuver, the shuttle banked left, toward my main formation coming up the right board edge, to begin the first round of major combat. However, the shuttle ended up sitting on that debris token in its near corner, and it would sit there for the next three turns nose-to-nose with one of my ships, and neither of us could get untangled for a while.

 

Much of the game is a blur, but I successfully killed the shuttle first, while he picked off one of my PS7s. Eventually he killed a second ship of mine, putting him in the points lead. The game featured ridiculous dice rolls (4 blanks on the attack, 3 or 4 natural evades, etc.) and when time was called, Omega Leader was lined up for a shot on a 1-hull Vader with TL and Juke evade at the ready. Since we were in the middle of the action, we completed combat. I rolled 1 crit. Vader rolled one natural evade. I juked it, resulting in Vader down, and a narrow points win for me.

 

Win: 65-47

 

 

Match 3:

 

Ian (finished Swiss in 5th place)

Howlrunner

Academy x5

Epsilon Ace (PS12 guy)

 

Believe it or not, I don’t think I’ve ever played a single game against a 7-ship swarm. I guess I got into the game during Wave Dash. Ian was well practiced with his swarm, and I was improvising and unsure.

 

His swarm started at my far right, with Epsilon Ace dangling out in the far left corner like a piece of bait (which I sort of knowingly took). Debris fields ended up lining my near side of the board, and this turned into a crucial advantage for my opponent.

 

I was set up in the middle right, looking like I could shoot the gaps in the debris, angle in right and joust with his Howl swarm. I began the game feinting left (away from the swarm) with 1-turns while his swarm shot ahead 5-straight and his Ace lolled in the left corner. Next I 1-turned right on the second round of maneuvers, mostly because I wasn’t confident in my ability to make the feint pay off, since his swarm had just covered half the distance to me. (Uncertainty like this tends to be the great common factor in most of my tournament losses.) His swarm had 3-turned right on the second maneuver, coming across the board in a phalanx of doom and setting up a few initial shots.

 

But I had also goofed. After that second maneuver, I barrel rolled long with my PS5 trying to be cute and assemble my squad in front of the same gap in the debris, but I set up a bumping conga line for myself, costing actions and pinning Omega Leader behind the line of debris fields, a position from which he would not really recover until late in the game.

 

Furball ensued, and I believe I was able to knock out an Academy on the first full engagement. Ian’s attack rolls were whiffing, letting me live longer than I had any right to, and it was looking like I might pull it out just through sheer fickleness of the dice. However, my initial bad maneuvering choices left my ships in uncoordinated pairs on opposite ends of the battlespace, while he was doing fairly well at keeping all of his TIEs pointed at mine.

 

The game was going long, and we developed a bit of an audience, including I think some gawkers outside the window next to us. I did successfully take down Howlrunner, but I don’t believe I ever landed a hit on Epsilon Ace, and his PS12 attacks counted. I was simply outplayed by a good opponent who overcame bad dice through skillful capitalization on my waffling and mistakes. After time was called, with only Omega Leader remaining, I believe I was able to 1-shot another Academy on the final dice roll, making the score a little more respectable.

 

Loss: 57-74

 

 

Match 4:

 

Dennis (finished Swiss in 2nd place)

Yorr (Vader)

Soontir Fel (bells & whistles)

2x PS4 TIE/fos (Crackshot)

 

This was a quick tabling, which gave me time to go get some dinner afterwards. Dennis had a great plan for his formation flying, which included inching his shuttle forward with bumps behind his TIEs, and Soontir rocketing past me to harass me from behind.

 

I set up in the middle, his formation at my far right. The battle ensued along the board diagonal, with all my ships basically jousting his Shuttle/TIEs block. His Crackshots successfully took out one of my PS7 heavy hitters early, I misjudged Soontir’s likely positions resulting in wasted target locks, and it went downhill quick.

 

Lesson learned is that you don’t joust a large base ship and its clustered support with TIE/fos that are self-stressing, because you can’t get turned around and de-stressed quickly enough to get more shots in.

 

I was able to strip the shields off the Doomshuttle for some consolation MOV.

 

Loss: 13-100

 

 

Match 5:

 

Eric

Palpmobile (Sensor Jammer)

Royal Guard Pilot (bells & whistles, including Shield Upgrade)

Soontir Fel (bells & whistles, including Shield Upgrade)

 

This turned into an entertaining match in the end, but frankly I was tired when we got started, and sick of facing shuttles and Fels.

 

Again, I prioritized taking down the shuttle first, which again was lined up at my far right, and again I lost one of my PS7s in the process.

 

There was much guessing and k-turning in the end game, and again Omega Leader got the killshot on his last ship, which was the only time I was able to do so much as ding a Soontir all day.

 

Win: 100-49

 

=================

 

All told, I like this Quad FO list, and it keeps me mentally engaged with enough variety of decision options that I don’t get bored flying it. My opposition was so monotonous, though, that I don’t know how viable it is, even when I’m not making poor decisions. I still haven’t faced a TLT or stress-dealing spam list, even in practice.

 

The biggest caution for myself is that when flying self-stressers, I really don’t want to be jousting a tight or wide-abreast formation. Chances are, my enemy will be able to get turned around for more shots faster than I will. So I need to have additional targets available in the background, or I need to choose the right moments not to self-stress.

 

 

Positives takeaways are:

 

Omega Leader is BOSS. And fun, too, because right now a lot of people haven’t really grasped for themselves how he works, and they marvel at his potency.

 

Comm Relay is good, maybe an auto-include on TIE/fos if you have the budget for it.

 

TIE Engine Mk II. is worth more than you think on self-stressing TIE/fos, even though its only gain is on the 3-banks. The chance to bug out of a furball with a 3-bank and clear your stress is very useful, and it won’t go to waste.

 

Edit: fixed Dennis' list

Edited by PaulTiberius

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What changes do you think you'll make to the OZ Quad to improve upon it? 

 

The two Leaders seem solid pieces, but the Aces look like they don't add much.  While it's awesome to crit for days with OA, a TL/Focus usage would likely get full hits anyway, and the ZA barrelrolling doesn't seem super useful since if you arc dodge a small base with your small base, you'd likely arc dodge yourself out of a shot too. 

 

Have you tried Epsilon Leader as a Zeta Leader wingman?  The stress relief will open up the dial more, which is something you expressed frustration over.  After reading the initial thread on this build, I have been wanting to try it myself, but with EL, OL, ZL, and a crackshot Omega.

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What changes do you think you'll make to the OZ Quad to improve upon it? 

 

The two Leaders seem solid pieces, but the Aces look like they don't add much.  While it's awesome to crit for days with OA, a TL/Focus usage would likely get full hits anyway, and the ZA barrelrolling doesn't seem super useful since if you arc dodge a small base with your small base, you'd likely arc dodge yourself out of a shot too. 

 

Have you tried Epsilon Leader as a Zeta Leader wingman?  The stress relief will open up the dial more, which is something you expressed frustration over.  After reading the initial thread on this build, I have been wanting to try it myself, but with EL, OL, ZL, and a crackshot Omega.

 

I have another SC coming up next weekend, so I think I'll keep the list static for now. See how it does against (hopefully) more diverse competition. I know for a fact there will be a good number of stress-dealers in this local scene.

 

Omega Ace only activated his ability a couple of times on the day, and the advantage was not so much in dealing crits, but in guaranteeing output on a R1 3-dice attack.

 

Zeta Ace is, as I've said elsewhere, the pilot I'm least excited about. I really just stuck with him for thematic purposes and treated it as a dare for myself. I had more than one occasion where his 2-BR resulted in me misjudging things and bumping my own ships into each other. On the other hand, I have had multiple occasions where his 2-BR gives him a shot no one else would be able to get. Did it land any crucial damage that changed the course of the game? I don't remember any such instances.

 

Be careful with this one:

* Epsilon Leader removes stress at the start of combat.

* Zeta Leader gains his stress (and with Wired, likes it) during combat.

 

These two do not synergize. And honestly, I played them together at first thinking I could make them work, but it just mucked things up and influenced me to try to fly them in formation when the battle state did not call for it.

 

TIE Mk II is my stress cure.

 

Honestly, the thing I wanted most all day was BOOST. If I tweak anything, it may be to sacrifice the points from Zeta Ace to get an Engine Upgrade or two into the list.

 

Other than that, I'll just go back to an ATC TIE Advanced to up my damage output.

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Good call on the lack of EL/ZL synergies, without seeing it on the table (obviously) not something I would have picked up on.  /FO's seem to take up a similar niche as the lower end of the AC/ATC Advance, so it's nice to have variety and choices.  I look forward to seeing the next write up and well done making 4 TIEs a reasonable list.

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Thanks.

 

It suddenly occurs to me that a PTL Zeta Leader, counting on Epsilon Leader to de-stress him before combat, could be pretty potent at getting 4-dice R1 shots with modifiers. He could BR to get the R1 shot and still target lock or focus, or just straight up PTL TL+F on his prey.

 

I would hate giving up the utility and open options that come from Wired, however. It's especially helpful when you get a good roll with only 1 eyeball showing, because you can keep your focus token for the next roll that may not be so kind. But it's only half useful, since higher PS aces will attack ZL before he's had a chance to stress himself on his own attack and gain Wired's effect.

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Have you thought about Predator on ZL instead of Wired?  Keeps you fairly offensive and doesn't cost your action/need eyeballs.  PTL ZL with Epsilon leader could be solid too, allowing you to recharge your Relay and still get offensive modifications.

 

GAH, too many choices for awesome little TIES

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What changes do you think you'll make to the OZ Quad to improve upon it? 

 

The two Leaders seem solid pieces, but the Aces look like they don't add much.  While it's awesome to crit for days with OA, a TL/Focus usage would likely get full hits anyway, and the ZA barrelrolling doesn't seem super useful since if you arc dodge a small base with your small base, you'd likely arc dodge yourself out of a shot too. 

 

Have you tried Epsilon Leader as a Zeta Leader wingman?  The stress relief will open up the dial more, which is something you expressed frustration over.  After reading the initial thread on this build, I have been wanting to try it myself, but with EL, OL, ZL, and a crackshot Omega.

 

I have another SC coming up next weekend, so I think I'll keep the list static for now. See how it does against (hopefully) more diverse competition. I know for a fact there will be a good number of stress-dealers in this local scene.

 

Omega Ace only activated his ability a couple of times on the day, and the advantage was not so much in dealing crits, but in guaranteeing output on a R1 3-dice attack.

 

Zeta Ace is, as I've said elsewhere, the pilot I'm least excited about. I really just stuck with him for thematic purposes and treated it as a dare for myself. I had more than one occasion where his 2-BR resulted in me misjudging things and bumping my own ships into each other. On the other hand, I have had multiple occasions where his 2-BR gives him a shot no one else would be able to get. Did it land any crucial damage that changed the course of the game? I don't remember any such instances.

 

Be careful with this one:

* Epsilon Leader removes stress at the start of combat.

* Zeta Leader gains his stress (and with Wired, likes it) during combat.

 

These two do not synergize. And honestly, I played them together at first thinking I could make them work, but it just mucked things up and influenced me to try to fly them in formation when the battle state did not call for it.

 

TIE Mk II is my stress cure.

 

Honestly, the thing I wanted most all day was BOOST. If I tweak anything, it may be to sacrifice the points from Zeta Ace to get an Engine Upgrade or two into the list.

 

Other than that, I'll just go back to an ATC TIE Advanced to up my damage output.

 

I enjoy flying Zeta Ace, but I won't fly him unless I can fit EU on him with PTL. Makes him expensive, but then he's able to better get back into arc after a long BR. 

 

I may even try Daredevil instead of PTL...Hmmm...

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I enjoy flying Zeta Ace, but I won't fly him unless I can fit EU on him with PTL. Makes him expensive, but then he's able to better get back into arc after a long BR. 

 

 

I may even try Daredevil instead of PTL...Hmmm...

 

 

That just seems like a lot of hoops to jump through to make a 2-attack, PS5 pilot with a minimally useful pilot ability ... have the chance to maximally use his pilot ability.

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I lost my first elimination game to the #3 player.

He had a Chewie with Predator, rec spec, 3po, and two TLT y wings. I wanted to jump on the Ys, but slow played one turn too many. He turned and ran right as I gave chase, and got me to start hitting Chewie instead of the Ys. He did a good job of not letting me focus down any one target.

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I lost my first elimination game to the #3 player.

He had a Chewie with Predator, rec spec, 3po, and two TLT y wings. I wanted to jump on the Ys, but slow played one turn too many. He turned and ran right as I gave chase, and got me to start hitting Chewie instead of the Ys. He did a good job of not letting me focus down any one target.

I understand he won, beating an undefeated player for the final.

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I've had similar success with Omega Leader, but I tend to run him a bit cheaper. (just Predator) 

I was wondering on how you feel comparing O-Leader and O-Ace. I haven't gotten to play with Ace, since initially I feel that Leader's ability is stronger. 


And just a quick suggestion from personal experience:
I feel like going after the Shuttle in Palp + Aces match is a bit of a trap. If the shuttle is the only thing that is left it is the easiest ship to maneuver around and arc dodge to allow easy clean up.

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Omega Ace has had his moments. Mostly just used for guaranteeing 3 hits on the R1 shots. If you're debating just taking one or the other, obviously O Leader is better. Especially with Juke Comm Relay.

I flew Palp Aces the weekend after the Raider hit and won a 10-man tournament, so I felt good about knowing how to manage the risks of targeting the shuttle first. As you can see, it worked out to 2-1 at Covenant against such builds.

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Ian is a top notch player. I would suggest not feeling bad about losing to him.

I commend you for taking a thematic and uncommon list!

I also think killing palpatine early is the way to go. It takes to long to kill the aces if palpatine is alive.

I really like dunderwoods palp aces take. Ive been flying vader alot lately and that dial is so frustrating.

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As soon as I sat down across from Ian, I had the sense he was a world-class opponent and got a bit of the intimidated jitters. Haha. That's a match I will remember.

And yes, Dennis' list seems like a brilliant one. With Yorr and the CrackFOs having the same PS, he has lots of good maneuvering options for the Shuttle.

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