Monday, April 10, 2017

Titan X-Wing League Month 1 AAR

AAR

So, went 2/1 and did fairly well overall…  First game was a win, albeit a narrow one against a really well done almost mirror match.  Joseph was flying his Scouts as Torpedo Boats.  He gave me Initiative and so he’s be able to get the last move and either dodge or get Firing Arc.  My dice were Craptastic for the first half of the game, but was finally able to claw my way back and get the very narrow win.  MOV was bad though.  Running theme for this list I think.  Second game was against Jon’s Ghost build.  Massive fail for me.  Rushed in with Fenn, got to Range one…  Of Biggs, but JUST outside of Range one of the Ghost.  Then proceeded to blank out on my Attack of 5 Dice (I might have pushed through a Damage) then completely blank out on the counter shot from the Ghost…  Good Bye Fenn.  The game technically lasted a bit longer, but I have no real answer to the TLTs with the Scouts who were left at that point.  Game 3 was against Chad’s Imperial build.  Emperor Palpatine on the Shuttle, Pure Sabbac in the TIE Striker and Whisper in the standard “Buzzsaw” configuration (Gunner, Fire Control, Advanced Cloak).  This one I knew exactly what to do.  Bunched up, with the Torpedo Scout in front, flanked by Fenn and the other Scout bringing up the rear.  Straight joust against the Shuttle.  He moved Whisper to flank, probably the best possible move for him and kept the Striker in close to the Shuttle.  Unfortunately when I pounced, Fenn got into Range one with TL/Focus of both the Shuttle and the Striker…  Took the shot against the Striker and erased it.  5 Damage, and even rolling the 3 Agility dice…  Well, only one came up Evade.  His Whisper shot was also Range one, but with Fenn’s ability for +1 Dice and the Debris between us, he wound up only getting one damage through.  The Shuttle then ate a Plasma Torpedo to strip shields and the other Scout pushed through a few more.  His shot missed, being Range one in Arc of the Concord Dawn ships kind of sucks.  Next turn I think the Shuttle wend down and he maneuvered into position to chase Fenn.  By then he was more or less trapped, but I still had to sacrifice Fenn to get the Shuttles to position to deal with the TIE Phantom.  He wound up having to K-Turn to get to firing position, leaving him Stressed and uncloaked.  The Black Market Slicer tools actually DID something for me J…  Without the Cloak up and the Emperor to ensure Evades, Whisper is not nearly so scary.  Ended with the 2 and 1 record and Craptastic MOV as I said, so…

This brings me to the present…  What to do next?  My first thought was Rebel Regen:
MirandaNora (100)
Miranda Doni — K-Wing
29
Twin Laser Turret
6
Extra Munitions
2
Homing Missiles
5
Sabine Wren
2
Cluster Mines
4
Proximity Mines
3
Conner Net
4
Advanced SLAM
2
Ship Total: 57

Norra Wexley — ARC-170
29
Push the Limit
3
Seismic Torpedo
2
Nien Nunb
1
R2-D2
4
Engine Upgrade
4
Alliance Overhaul
0
Ship Total: 43


While this could solve my “Bleeding MOV” problem where either I’ll win big or lose completely since the Small Based ships do not surrender half of their MOV if they go below 50% health, it does nothing to deal with TLT ships I think.  Well, I’d have Homing Missiles and Nora’s potential 5 Dice Attack…  So, Bum Rush for the win or die trying I guess.  Not great odds frankly.  Not horrible though, so this is a potential one I think. 

Otherwise, what to do about the TLTs?  Need Autothrusters and 2-3 Agility ideally.  So, somewhat limiting for the Rebels certainly.  Imperials might do well with TIE Defenders, my original build with COL Vessery replacing Steele, Ryad and Deathfire looks like it would do VERY well in the Meta that was shown here this weekend…  Who knows what will change by next Month though. 
VesseryRyadDeathfire (100)
Colonel Vessery — TIE Defender
35
Juke
2
TIE/x7
-2
Ship Total: 35

Countess Ryad — TIE Defender
34
Push the Limit
3
Twin Ion Engine Mk. II
1
TIE/x7
-2
Ship Total: 36

"Deathfire" — TIE Bomber
17
Extra Munitions
2
Seismic Torpedo
2
Concussion Missiles
4
Cluster Mines
4
Long-Range Scanners
0
Ship Total: 29
This DOES provide burst Damage, Mines, Seismic Torpedoes and 2 VERY efficient Jousters in the TIE Defenders.  Would take skill and patience to do it, but I suspect that this would be able to take down the TLT based builds.  The TIE Bomber is unfortunately almost a write off.  Just NEED to get in and do 29+ points of Damage before it does die.  I especially like the Seismic option here as I can clear large chunks of the field to allow the TIE Defenders to have the clear field they really like for the various K-Turns they might be using.  So, one I could I think win with, but seems a bit boring to me…


Aggressor/Lancer is one I might try with S&V… 
Aggressor/Lancer (100)
Asajj Ventress — Lancer-class Pursuit Craft
37
Push the Limit
3
K4 Security Droid
3
Black Market Slicer Tools
1
Engine Upgrade
4
Shadow Caster
3
Ship Total: 51

IG-88B — Aggressor
36
Lone Wolf
2
Fire-Control System
2
Heavy Laser Cannon
7
Autothrusters
2
Ship Total: 49


I really like that build, just concerned that the Lancer will simply melt under the TLT fire.  With the Ghost reliably pumping out 4+ Damage/turn I’m not really confident I’ll kill it before the Lancer melts.  The Aggressor…  Well, that might live a lot longer against just the Ghost frankly.  HLC, try to keep at longer range, make a pass and then circle around. 

I suspect repeating with the same list, more or less…  I think I would just need more Torpedoes on the Scouts and it would perform fairly well.  Cut down on the fancy silliness like the BMST and Rigged Cargo to just get in and do Damage.  Run them together, don’t split off Fenn and focus fire into the target of choice.

Now, that deals with the TLTs…  Mines on the other hand are going to be an issue.  Looking very much like I have to choose one direction or the other and go with it.  Hope I do not draw the bad match…  Else you get to hear Adama say “Sometimes you have to roll the hard six”… 



Have not seen the Triple K-Wing list in a few sessions, but I know at least one of the Bloomington lads has played it.  It is a tough one to beat due to the sheer number of hits required to take it down.  The K-Wing really should be on a Large Base I think, but that’s just me…