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jamie nasmyth

Georgia Regionals

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Here are the lists.  I'll fill in the holes as I get it:

 

1 Matt B (32 points 4/0) Rebel 398

Advanced Gunnery/Hyperspace Assault/Minefields

AF2B (Ackbar/XI7)

AF2B (XI7)

MC30T (APT/OE/XI7)

6x YT-2400

3x Y-Wing

 

2 Gene F (30 points 4/0) Empire 387

Most Wanted/Hyperspace Assault/Dangerous Territory

Gozanti C (Motti/Comms Net)

Gozanti C (Slicers)

Glad2 (Engine Techs)

Glad2 (Engine Techs)

Glad2 (Engine Techs)

Glad1 (Demo/OE/Intel O//ET/Exp Launchers)

 

3 Chris O (29 Points 3/1) Empire 398

Most Wanted/Fire Lanes/Superior Positions

Gozanti C (Motti)

ISD2 (Relentless/Boosted Comms/Gunnery Team/H9/ECM)

Glad1 (Demo/ET/Expanded Launchers)

Gozanti C (BCC)

Jumpmaster

4x TIE Bomber

2x TIE Fighter

Major Rhymer

 

4 Chris F (27 Points 2/2) Rebel 382

Need Objectives

CR90A (Rieekan/TRC/Jaina’s)

MC30T (OE/APT)

MC30T (Toryn Farr/OE/APT)

MC30T (OE/APT/H9)

GR75M (Slicers/Quantum Storm)

GR75M (Comms Net)

GR75M (Comms Net)

 

5 Tyler P (27 points 3/1) Rebel 397

Most Wanted/Hyperspace Assault/Intel Sweep

CR90A (Rieekan, TRC, Jaina’s)

Neb B Support (Salvation/Spinal Armaments)

CR90B (Engine Techs)

CR90B (Engine Techs)

Neb B Escort (Yavaris/FC/FCT)

GR75 M (Bright Hope/Toryn Farr/Slicers)

Tycho

Dutch

Wedge

 

6 Chris W (26 Points 2/2) Rebel 391

Advanced Gunnery/Hyperspace Assault/Dangerous Territory

GR75M (Dodonna, Leia, Comms Net)

AF2B (Paragon, Adar Tallon, Flight Controllers, Boosted Comms)

GR75 M (Bright Hope, Toryn Farr, Boosted Comms, BCC)

GR75M (Boosted Comms, BCC)

CR90A (TRC)

4x Y-Wings

2x X-Wings

Nym

Luke

2x HWK

 

7 Adam N (26 Points 3/1) Rebel 400

Most Wanted/Hyperspace Assault/Superior Positions

AF2B (Ackbar/Gunnery Team/Boosted Comms/ECM)

AF2B (SFO/Gunnery Team/Boosted Comms/ECM)

GR75M (Bright Hope/BCC)

CR90A (TRC)

Jan Ors

4x X-Wings

2x Y-Wings

A-Wing

 

8 John W (25 Points 3/1) Rebel 399

Most Wanted/Contested Outpost/Superior Positions

MC80C (Ackbar/Raymus/Engine Techs/Tractor Beams/ECM)

AF2B (Intel O/Gunnery Team/ECM/ Enhanced Armament)

GR75 M (Adar Tallon)

A-Wing

Jan Ors

Scurrg

2x X-Wing

Dash

 

9 Mark C (25 Points 3/1) Empire 389

Need Objectives

Glad1 (Screed/ET)

Glad1 (Sensor Team/ET/ACM)

Glad1 (Demo/ET)

Glad1 (ET/ACM)

Glad1 (ET/ACM)

 

10 Ryan K (25 Points 2/2) Rebel 381

Most Wanted/Fire Lanes/Minefields

MC80C (Ackbar/Home One/Intel O/Engine Techs/ECM/H9/ Leading Shots)

CR90 A (Jaina’s/Intel O/TRC)

CR90 A (Intel O/TRC)

GR75 M (Leia/Comms Net)

2xX-Wing

Y-Wing

Jan Ors

 

11 Daniel J (24 Points 2/2) Rebel

MC80 Liberty with Mon karen gunnery teams and stuff Madine

CR90 TRC and other stuff 

Rebel transport with bomber command 

Rebel Transport with Toryn Farr 

2 Y wings 

4 X wings 

4 Awings 

 

(fighter numbers might be a little different) 

 

12 David K (24 Points 2/2) Rebel 400

Advanced Gunnery/Fire Lanes/Minefields

MC80A (Ackbar/Home One/ECM/XI7/Leading Shots)

AF2B (ECM/XI7)

AF2B (ECM/XI7)

2x YT-2400

2x A-Wing

 

13 Mickey F (23 Points 2/2) Rebel 392

Mosted Wanted/Hyperspace Assault/Dangerous Territory

GR75M (Madine/CommsNet/Bright Hope)

GR75 M (Comms Net)

GR75 M (Jamming Field)

MC30 T (Intel O/OE/Expanded Launchers/H9)

MC80BC (Intel O/Gunnery Team/Enging Techs/Leading Shots/XI7)

2x YT-1300

4x A-Wing

 

14 Matthew H (23 Points 3/1) Empire 385

Most Wanted/Contested Outpost/Intel Sweep

Gozanti C (Screed)

Glad1 (Demo/Intel O/OE/ET/ACM)

Glad1 (OE/APT/Insidious)

Glad1 (OE/APT)

Raider1 (Instigator/OE/APT)

Gozanti C (Suppressor/Comms Net)

Gozanti C (Comms Net)

 

15 Everett L (23 Points 2/2) Empire 370

Most Wanted/Hyperspace Assault/Dangerous Territory

Gozanti M (Screed)

Glad 1 (Demo/Intel O/OE/ET/Exp Launchers)

Glad 2 (Sensor Team/ET/APT)

Raider1 (OE/APT)

Raider1

Gozanti M

Gozanti M

 

16 Wayne G (23 Points 2/2) Empire 397

Advanced Gunnery/Contested Outpost/Dangerous Territory

ISD1 (Konstantine/Avenger/Engineering Captain/Flight Controllers/Boosted Comms/H9)

ISD1 (Relentless/Engineering Captain/Flight Controllers/Boosted Comms/H9)

Major Rhymer

Howlrunner

6x TIE Interceptors

 

17 Ben S (22 Points 2/2) Empire 398

Most Wanted/Firelanes/Dangerous Territory

ISD2 (Vader/Needa/Gunnery Teams/ECM/Ion Cannons/XI7)

Raider1

Gozanti C (Suppressor/EHB)

Gozanti C (Vector/EHB/Titus)

Howlrunner

Mauler

2x TIE Advanced

5x TIE Fighter

Jumpmaster

 

18 Josh W (21 Points 1/3) Rebel 399

Advanced Gunnery/Fire Lanes/Superior Positions

MC80BC (Dodonna/Intel O/Veteran Gunners/Nav Team/XI7/XX9)

MC80 BC (Mon Karren/Intel O/Veteran Gunners/Nav Team/XI7/XX9/SW7)

GR75M (Bright Hope/Toryn Farr/EHB)

Jan Ors

Luke

Wedge

Dutch

 

20 Wilson W (21 Points 2/2) Rebel 400

Precision Strike/Hyperspace Assault/Superior Positions)

AF2B (Dodonna/Adar Tallon/ECM)

GR75M (BCC)

GR75M (Bright Hope/Leia/BCC)

CR90A (TRC)

CR90A (Jaina’s/TRC)

2x HWK

2xYT-1300

8xY-Wing

 

21 Lucien N (20 points 1/3) Empire 400

Advanced Gunnery/Fleet Ambush/Superior Positions.

VSD1 (Motti/Corruptor/Chiraneau/Boosted Comms)

VSD2 (Warlord/Flight Controllers/EHB/XI7)

Raider1 (Instigator/OE)

2x TIE Advanced

2x TIE Bomber

Howlrunner

Major Rhymer

Soontir

 

22 JD (20 Points 2/2) Rebel 386

Advanced Gunnery/Hyperspace Assault/Minefields

GR75M (Ackbar/Comms Net)

AF2B (Weapons Liaison/Sensor Team/ECM/TRC)

AF2B (Weapons Liaison/Sensor Team/ECM/TRC)

MC30 S (Admo/SFO/Sensor Team/Adv Proj/Rapid Reload/TRC)

GR75M (Comms Net)

Tycho

 

23 Stephanie L (19 Points 2/2) Rebel 395

Opening Salvo/Contested Outpost/INtel Sweep

MC80C (Ackbar/Home One/Engine Techs)

AF2B (Intel O/Gunnery Teams/Quad Turbolaser)

AF2B (Intel O/Gunnery Teams/Quad Turbolaser)

4x A-Wing

 

24 Mary N (19 Points 1/3) Empire 399

Most Wanted/Hyperspace Assault/Superior/Positions

VSD2 (Motti/Intel O/Gunnery Team/XI7)

VSD2 (Intel O/Gunnery Team/XI7)

ISD2 (Gunnery Team/ECM/XI7)

Gozanti C (Comms Net)

 

25 Roger C (19 Points 1/3) Empire 400

Advanced Gunnery/Hyperspace Assault/Intel Sweep)

ISD1 (Screed/Gunnery Teams/Boosted Comms/Overload Pulse/H9)

GSD2 (Demo/OE/ACM/ET)

GSD1 (Insidious/OE/APT)

Boba Fett

2x Firespray

Major Rhymer

 

26 Dan K (18 Points 2/1) Empire 400

Opening Salvo/Hyperspace Assault/Superior Positions
ISD2 (Ozzel/ECM/)
Raider1 (OE/APT)
Raider1 (OE/APT)
Glad1 (Demo/OE/APT)
Soontir
Mauler
Howlrunner
Dengar
 

27 Matthew A (18 Points 1/3) Empire 400

Opening Salvo/Hyperspace Assault/Superior Positions)

Interdictor S(Interdictor/Tagge/EHB/G8/Targeting Scrambler)

Glad1 (Demo/Monferrat/ET/OE/APT)

Glad1 (Aresko/OE/APT)

Dengar

Darth Vader

Soontir

2x TIE Advanced

 

28 Michael K (16 Points 1/3) Rebel 389

Opening Salvo/Contested Outpost/Dangerous Territory)

GR75 M (Mon Mothma/Bright Hope)

Mc30T (Admo/SFO/OE/APT/H9)

MC30T (Foresight/SFO/OE/APT/H9)

MC30T (Lando/OE/APT/Advanced Proj/H9)

GR75M (Boosted Comms)

3x A-Wings

Tycho

 

29 Ben C (13 Points 1/2) Empire 393

Most Wanted/Fleet Ambush/Dangerous Territory)

ISD2 (Relentless/Intel O/Gunnery Teams/EHB/ECM/XI7)

Glad1 (Demo/Isard/OE/APT)

Gozanti M (Repair Crews/EHB)

2x TIE Advanced

Dengar

Howlrunner

4x TIE Interceptor

 

30 Dave S (11 Points 1/2) Rebel

Madine

AF2B

CR90 Intel O/TRC

CR90 Intel O/TRC 

CR90 Intel O/TRC Madine

3xXwing

Jan Ors

 

31 Jim B (7 Points 0/3) Empire 399

Advanced Gunnery/Hyperspace Assault/Dangerous Territory

VSD2 (Motti/Chart Officer/Veteran Gunners/XI7)

VSD1 (Defense Liaison/XI7)

Glad1 (Demo)

Raider2

Gozanti A(Suppressor/Comms Net)

Major Rhymer

TIE Bomber

2xTIE Interceptor

 

32 Maxwell R (5 points 0/4) Rebels 390

Need Objectives

AF2B (Ackbar/Gunnery Teams//Adv Proj/Boosted Comms)

MC30S (FCT/TRC/APT/Foresight/ECM)

MC30S (Admo/TRC/ACM/Walex/OE)

2x YT-2400

3x A-wing

Edited by CaribbeanNinja

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No, definitely not a bomber list frenzy like Gautier was. I think there was a great spread of lists this time. We even saw a Dictor! (no, really, we did. It had a horn and a rainbow mane and everything.... :P )

 

This was a great event. 32 folks, and I don't think I heard about or saw any arguments the entire day. All I saw was smiles and comradery that makes this game so enjoyable. And getting to a table and seeing different fleets was the best part. 

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It was interesting and so variable in the lists that people brought with them. I spoke with a couple of players and they were surprised how the lists did not conform to the "meta" at all. I think this goes to show how variable the game is right now. I think there are only two real themes:

 

1) The interdictor is probably over priced for its abilities especially with the other choices available 

2) Demolisher works so well with pretty much any build. Only two or three players did not bring one. 

 

 

Lucien bought the other 2VSD list, Jim was the other. 

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No, definitely not a bomber list frenzy like Gautier was. I think there was a great spread of lists this time. We even saw a Dictor! (no, really, we did. It had a horn and a rainbow mane and everything.... :P )

 

This was a great event. 32 folks, and I don't think I heard about or saw any arguments the entire day. All I saw was smiles and comradery that makes this game so enjoyable. And getting to a table and seeing different fleets was the best part.

Most assuredly not, and I got lucky on that part. But also of note was a crazy 30 point bid. 10 of the recorded lists bid at least 10 points, and 14 lists were within 3 points of max cost (shameless plug here to say that my 397 bid was a lucky call for out-bidding 12 lists! Or over 1/3 of the comp). We have 5 unknown bids, which leaves only 3 lists with moderate bids. Bids are radicalized here.

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How did the new MC80's perform overall?

I faced 3 of the 4 MC80 Bs that were present (2 in one list). Overall, they're really fragile for the way they want to play. They want to go head-first into the action, which means they need to be able to take a punishment. Double brace helps, but not enough. It's just not as durable as an ISD, especially without the option of Motti, and a home 1 variant is just much more survivable with about the same capacity for damage output, in addition to Squadron commands.

In my first match, I chose advanced gunnery. I took that against a kitted out battle cruiser. It helped him pop an extra (small) ship, but it helped me more with the points tally. And without their Nav commands thanks to my slicer tools, they couldn't really go where he wanted them to all that well. Collisions are a really big liability for these things against any sort of Rieekan Swarm. It only takes 8 (got 1 beginning 4th round, 2nd on first activation in 5th), not counting damage from shots.

Edit: though I did lose against the other list, but his had a little more synergy, a lot more activationss, and an MC30. And my Salvation SUCKED. but he also played well and made really good trade offs.

Edited by Parkdaddy

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How did the new MC80's perform overall?

 

I'll just say that if my game against the one Liberty class MC80 I faced had gone on one more turn, it would have put a serious hurt, if not killed, my ISD-II. And that was AFTER he arc dodged like I've only seen a small base ship do prior to this. Speed 3 + Engine techs + Madine = A large base ship that goes where ever the heck it wants to go. Also my opponent was quite skilled with his piloting, I couldn't even visualize a way he could dodge my ISD front arc, but he did it no problem.

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How did the new MC80's perform overall?

 

I'll just say that if my game against the one Liberty class MC80 I faced had gone on one more turn, it would have put a serious hurt, if not killed, my ISD-II. And that was AFTER he arc dodged like I've only seen a small base ship do prior to this. Speed 3 + Engine techs + Madine = A large base ship that goes where ever the heck it wants to go. Also my opponent was quite skilled with his piloting, I couldn't even visualize a way he could dodge my ISD front arc, but he did it no problem.

That is key to making up for their lack of durability. They can take maybe 1 big hit up close, but they need to arc dodge every other time, and they need Nav commands to do that. Madine is ideal for this, but not 100% necessary. He just makes it so much easier. I faced the same guy, Mickey, and he definitely dodged well, he just couldn't get it out of a ramming bubble on the turn he needed to. Slicer tools FTW (except I actually lost)

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How did the new MC80's perform overall?

 

I'll just say that if my game against the one Liberty class MC80 I faced had gone on one more turn, it would have put a serious hurt, if not killed, my ISD-II. And that was AFTER he arc dodged like I've only seen a small base ship do prior to this. Speed 3 + Engine techs + Madine = A large base ship that goes where ever the heck it wants to go. Also my opponent was quite skilled with his piloting, I couldn't even visualize a way he could dodge my ISD front arc, but he did it no problem.

That is key to making up for their lack of durability. They can take maybe 1 big hit up close, but they need to arc dodge every other time, and they need Nav commands to do that. Madine is ideal for this, but not 100% necessary. He just makes it so much easier. I faced the same guy, Mickey, and he definitely dodged well, he just couldn't get it out of a ramming bubble on the turn he needed to. Slicer tools FTW (except I actually lost)

It is a good approach, however another way to run them successfully is to bump up their engineering. A Liberty supported by 2 Proj experts ships and Redemption can get all 5 front shields back and remove 2 damage cards in one round.

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The new MC80s take a bit of practice to get used to flying them well.  As others mentioned, you can take one very solid hit, or a handful of smaller hits, but that's it.  I haven't tried a techy build like PT does, but I'm currently running a Madine/Raymus/ET version and I find that Nav dodging with Madine/ET while also having the option to get Raymus-Boosted tokens is helpful for keeping it alive.  One other key is remembering the purpose of the ship.  You really don't want to get into a slugfest with anything larger than it, but you can push anything else in the game around. So with the right builds, you should be one-shotting Corvettes, Raiders, and Flotillas.  Depending upon build, you've got a decent odds-on chance of one-shotting some of the middle tier small base units, and it won't take much more damage from other units to drop the medium based units.  You want a shot or two from your Liberty-class against anything large, but your other units need to be able to do some lifting on it.

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I was the one with the single MC80 BC who played Parkdaddy and Boston1809. The match against Parkdaddy was the only one where it got destroyed, and the reason was that I charged it in to kill his Rieekan CR90 before it was able to turn around and flee. It worked...it killed both Rieekan and Yavaris in one turn with its gunnery teams. When it died, it did so because his CR90's double rammed it...and they ended up dying too. One MC80BC for Rieekan, Yavaris, and 2 CR90 B's ended up being a good trade. :)

 

In my other games, I definitely worked to stay out of arcs as much as possible, and Madine and engine techs work great for that. I'm definitely going to keep playing with that idea. It doesn't always work, but it does catch people by surprise. 

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Daniel James from Memory was running: 

 

MC80 Liberty with Mon karen gunnery teams and stuff Madine

CR90 TRC and other stuff 

Rebel transport with bomber command 

Rebel Transport with Toryn Farr 

2 Y wings 

4 X wings 

4 Awings 

 

(fighter numbers might be a little different) 

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I guess I'll post a battle report:

 

I'm Bad at this Game

Faction: Rebel Alliance
Points: 398/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields


[ flagship ] Assault Frigate Mark II B (72 points)
-  Admiral Ackbar  ( 38  points)
-  X17 Turbolasers  ( 6  points)
= 116 total ship cost


Assault Frigate Mark II B (72 points)
-  X17 Turbolasers  ( 6  points)
= 78 total ship cost


MC30c Torpedo Frigate (63 points)
-  Ordnance Experts  ( 4  points)
-  X17 Turbolasers  ( 6  points)
-  Assault Proton Torpedoes  ( 5  points)
= 78 total ship cost

3 Y-Wing Squadrons ( 30 points)
6 YT-2400s ( 96 points)

 

So, being one of those hopeless mutants who likes going second because they feel the missions provide a lot of value to take advantage of, the meta right now is basically Christmas for me.  I can spend all of my points and my opponents just give me what I want anyways.  The list originally had double MC80s with Madine, but I kept running into the speed bump of not really liking any of the possible mission regimes for it.  For me at least, that's a nail in the coffin.  Might come back to the double MC80s with YT2400s later because it was suitably brutal, but for now I settled on this.  Not really a huge fan of the Assault Frigate (non-redundant defense tokens annoy me a lot), but it made the most sense for the fleet.  The MC30 is basically first turn insurance (if they do give me first turn I want a ship that can abuse it) and the primary Hyperspace Assault ship as it's pretty easy to give your opponent lose-lose scenarios with it's broadsides.  The Y-Wings could be two more YT 2400s, but the extra anti-ship punch provided by 3 bomber black dice vs. 2 non-bomber black dice is really strong into lists that didn't bother with a meaningful squadron presence.  The name is a dig at the fact that
I had never played this fleet variant before the day of regionals...don't try this at home kids.

 

Round 1:

vs.

31 Jim B (7 Points 0/3) Empire 399

Advanced Gunnery/Hyperspace Assault/Dangerous Territory

VSD2 (Motti/Chart Officer/Veteran Gunners/XI7)

VSD1 (Defense Liaison/XI7)

Glad1 (Demo)

Raider2

Gozanti A(Suppressor/Comms Net)

Major Rhymer

TIE Bomber

2xTIE Interceptor

 

Thoughts going in:  Jim is kind new to Armada and his fleet is about as scattershot as I'd expect from a newer player.  He pick Hyperspace assault, so naturally I deployed the objective tokens as a pseudo shield around the area I wanted to fight.  He ends of deploying far away from the tokens, but at the end of the day, that's good for me.  The YT-2400s offer a substantial bit of standoff and his fighters really won't kill them, so if he's too slow to engage they can just zip in, grab some VPs and leave.  Right away I notice the VSDs just aren't going to fire a shot.  They're way off in the corner and there's no reason for me to abandon my position to try and get them.

 

The game went about as expected, the VSDs struggled to limp across the table, his fighters got chewed up.  When he noticed this, Jim effectively went all in and sent his small ships at me to try to get some VPs, but this was basically just feeding them to the grinder.  The Gald, Raider and Gonzantis were all mauled by YT24's, Y-Wings and broadsides.  I abandonded Hyperspace Assault and just jumped in the MC 30 on turn 3 even though it wouldn't mean immediate value because the situation wasn't shaping up to need it and I wanted the Y-Wings on the table to take down Demonlisher.

 

Final Result:  195-0

 

Round 2:

vs.

14 Matthew H (23 Points 3/1) Empire 385

Most Wanted/Contested Outpost/Intel Sweep

Gozanti C (Screed)

Glad1 (Demo/Intel O/OE/ET/ACM)

Glad1 (OE/APT/Insidious)

Glad1 (OE/APT)

Raider1 (Instigator/OE/APT)

Gozanti C (Suppressor/Comms Net)

Gozanti C (Comms Net)

 

Thoughts going in:  This could be an interesting fight.  I figured he would go for an aggressive push to get all the black dice in play and minimize the impact the squadrons could have before the ships meet.  He picked Hyperspace Assault...and I was immediately a little surprised.  Really aggressive fleets can't afford Hyperspace Assault, they simply lose too much time trying to avoid the tokens and if they don't try to avoid them, the MC30 can break their backs.  As with last game, the Hyperspace tokens are being used as a shield around the primary engagement area. 

 

As soon as turn 1 ended, I thought "that's game".  At the start of turn 2, I jumped the MC 30 into a position with the Raider and a Gonzati on it's right and a Gozanti and Gladiator on it's left.  So, now my opponent has a fake choice.  He can activate a single ship to get it out of the MC30 broadsides and still lose 1-2 ships...except as fake choices go, that won't save the ship since it just puts it in broadside range of the two unactivated Assault Frigates and the YT-2400s, so it probably dies anyways.  He has the Raider take a parting shot at the MC30 and move up to engage the YT24s.  Then the MC30 one shots a Glad and a Gonzati and mozies on over.  Later in the turn, the radier loses it's last health to a YT24.  At this point, he's lost three ships and the only ship on my side that's taken damage is the MC30 that he's not in a position to meaningfully attack.  This is just too many unanswered points and lost damage output to recover from.  Demolisher does manage to take its pound of flesh in the form an Assault Frigate, but the game ends with Screed's Goznati all by itself at 1 hull being chased by YT24s with the Assault Frigate as the only loss.

 

15267850_10153897434391924_2078183189514

 

Final Result:  336-78

 

Round 3:

vs.

9 Mark C (25 Points 3/1) Empire 389

Need Objectives

Glad1 (Screed/ET)

Glad1 (Sensor Team/ET/ACM)

Glad1 (Demo/ET)

Glad1 (ET/ACM)

Glad1 (ET/ACM)

 

Opening Thoughts:  He picked Minefields, which doesn't feel like a terrible play if 1-2 glads act as minesweepers and the rest leapfrog past them.  In deployment, though, I instantly know how this game is ending.  He tries to fly around the minefield that I have screening my engagement area.  If I didn't have all the squadrons, I might be forced to press the issue, but the YT-24s and Y-Wings can easily pick up 1-2 Glads and his ability to respond will be limited to non-existent.

 

That's pretty much how the game went, Glads getting mauled by squadrons as they try to cross the field.  He made a desperate play for some VPs after he realized he had already lost, by plowing Demolisher through the minefield, but ended up losing it to 2 mines and an asteroid.  There was a single attack made all game that involved more than 1 die and it was a long range Assault Frigate shot that did a whopping 1 point of damage, but he still lost 3 Glads. 

15219619_10153897762096924_1789459840079

 

Final Result: 223-0

 

Round 4:

vs.

3 Chris O (29 Points 3/1) Empire 398

Most Wanted/Fire Lanes/Superior Positions

Gozanti C (Motti)

ISD2 (Relentless/Boosted Comms/Gunnery Team/H9/ECM)

Glad1 (Demo/ET/Expanded Launchers)

Gozanti C (BCC)

Jumpmaster

4x TIE Bomber

2x TIE Fighter

Major Rhymer7

 

Opening Thoughts:  So, all I have to do is not botch this game and I make the cut.  No real incentive to play aggressively...which is good, because I've mostly been playing conservatively up to this point.  He picks Minefields and away we go...except not really.

 

He wasn't eager to engage me and I was happy with a quick 6-5 win with the YT24s beating up on his squadrons, so that's just kind of what happened.  While it didn't affect anything, the YT24s were rolling like absolute garbage with all 6 of them unable to kill 2 TIE fighters and having to get help from the Y-Wings.  The game probably ended a little closer than it should have, but it was pretty unlikely I'd get anything but a 6-5 anyway, so meh.

15267820_10153898168976924_3296788854456

 

Final Result: 55-48

 

Round 5 - all the marbles:

vs.

2 Gene F (30 points 4/0) Empire 387

Most Wanted/Hyperspace Assault/Dangerous Territory

Gozanti C (Motti/Comms Net)

Gozanti C (Slicers)

Glad2 (Engine Techs)

Glad2 (Engine Techs)

Glad2 (Engine Techs)

Glad1 (Demo/OE/Intel O//ET/Exp Launchers)

 

Opening Thoughts:  It's a rough list and he picked Advanced Gunnery, so I'll get a tactical edge in the fight, but the mission isn't affecting his overall strategic picture.  I started my deployment with the little fish facing the left side of the table and matched his ships with YT24's to avoid committing the Assault Frigates.  As he was deploying I figured I had 2 options 1) stack a bunch of navigates on the little fish and get it swing around with the Assault Frigates facing right.  The YT24's and Y-Wings can easily move to form up.  The major issue with this plan is that as soon I do it, he's spamming Navigate commands and with ETs on everything, he's still going to catch up pretty fast.  2)  Face left and use the board edge as a shield.  Approaching me via broadside is going to be hard in this scenario both because he'll be running head first into the Advanced Gunnery ship and he'll need to angle to avoid going off the table which limits time on target.  Getting in front and approaching head on will force a pseudo congo-line making it hard to get more than 1 ship on me at a time.  Chasing me is mostly out of question just because black dice are so weak in a pursuit engagement.  I go with option 2.  I'm going to have my back to wall, and no real method of escape with the hopes that the board edge can stagger and attenuate his firepower enough to win it for me.

 

The game starts with me flying towards the lefthand corner of the field and him trying to get ahead of the broadside arcs and the squadrons forming a screen.  Demolisher starts to take minor damage turn 2 from the YT24s...very minor, they rolled like garbage here which had me a little concerned.  Turn 3 is where the real fighting starts.  I've got the little fish out front because it's A) the cheapest ship here and B) it hits too hard at Gladiator ranges for him to leave alone.  Demolisher uses the last activation to jump on the MC30 and pop it for some damage, but Redirecting keeps it all off of the hull, then the YT24's pound Demo down to 2 hp.  Turn 4 starts with another choice that is not really a choice.  Demo has to go first and it has to kill the MC30.  All that I really need to happen is for the MC30 to survive the first shot and force demo to burn it's second volley on it as well.  Sure enough, the little fish lives with 2 health, meaning Demo's second attack has to go on the MC30 or he'll lose Demo and the Glad trailing Demo without any points to show for it.  Predictably, the second shot finishes the little fish off.  At this point I make a gamble.  There's a Gladiator closing from the flanks that's about to shot by Y-Wings and is in a broadside position for both Assault Frigates.  If I hit it with one broadside from the flagship and two from AG ship on top of the Y-Wings, that will basically mean that ship is dead as it simply won't have the hull left to limp away before getting killed.  If demo dies as well that leaves a single glad in front of the Assault Frigates.  With the points from those three ships, the game is over even if he picks up assault frigate.  I go for the broadsides and hope the YT24s can finish off demo (after it gets rammed by an Assault Frigate).  The plan pays off, Demo gets killed and the other Gald is limping on 2 hull.  The game doesn't go much longer as the wounded glad tries to run, but gets kill by the aft batteries on the Assault Frigates and the Glad out front comes well short of a kill before getting dropped.

 

Result:  Regionals win

 

Total losses for the day- 204pts

1x MC 30

1x Assault Frigate

3x YT2400s

 

Total kills for the day

10x Galdiators (4x Demos)

3x Gonzanti's

2x Raiders

Major Rhymer

4x Tie Bombers

2x Tie Fighters

2x Tie Intercpetors

1x Jumpmaster

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Daniel James from Memory was running: 

 

MC80 Liberty with Mon karen gunnery teams and stuff Madine

CR90 TRC and other stuff 

Rebel transport with bomber command 

Rebel Transport with Toryn Farr 

2 Y wings 

4 X wings 

4 Awings 

 

(fighter numbers might be a little different) 

Cool.  So Dan K must have had the Ozzel list because I know Dave S was running Madine with TRC90s and a AF2

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Daniel James from Memory was running: 

 

MC80 Liberty with Mon karen gunnery teams and stuff Madine

CR90 TRC and other stuff 

Rebel transport with bomber command 

Rebel Transport with Toryn Farr 

2 Y wings 

4 X wings 

4 Awings 

 

(fighter numbers might be a little different) 

Cool.  So Dan K must have had the Ozzel list because I know Dave S was running Madine with TRC90s and a AF2

 

Thank you for posting all the Lists! 

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