SC 4 pre
Rebellion (100)
Hera Syndulla — VCX-100
|
40
|
Accuracy Corrector
|
3
|
Autoblaster Turret
|
2
|
Intelligence Agent
|
1
|
Nien Nunb
|
1
|
Anti-Pursuit Lasers
|
2
|
Ghost
|
0
|
Ship Total: 49
|
|
"Zeb" Orrelios — Attack
Shuttle
|
18
|
Phantom
|
0
|
Ship Total: 18
|
|
Gray Squadron Pilot — Y-Wing
|
20
|
Twin Laser Turret
|
6
|
Extra Munitions
|
2
|
Proton Torpedoes
|
4
|
R4-D6
|
1
|
Guidance Chips
|
0
|
Ship Total: 33
|
Now, knowing how the rules for the Docked Attack Shuttle
work now, I would make a few changes…
But my plan was overall, bull rush in, hit them hard and fast and then
hopefully coast to the win…
Played Allan first, he had a dual YV-666 build meant to
fortress up in the corner by having one move the Red “0”, the second bumping
but with “Wingman”, pull off the Stress.
Meant I had to come to him, and he kept the lane clear to do so… I am not sure he was prepared for just how
much firepower my list brings to bear, and with my dice rolling VERY well, I
erased his blocker before it got a second shot off between Proton Torpedoes and
the base 4 Attack from the Ghost… And
his second ship wound up taking the brunt of the Ghost on Turn 3 as he came out
to pursue… 5 Dice Rear Arc shot to the
face, followed by the now reloaded Proton Torpedo and then the Ghost’s Turret to
finish it at the end of the turn…
Nothing much survives that, and certainly NOT a low Agility ship like
the YV-666…
Game 2 was against Joel’s Super Dash and Ghost (the only
other Ghost in the Tournament)… NOT good
for me with him winning initiative and thus seeing where I went before deciding
on his stuff… Dash with the HLC was able
to do enough damage to the Y-Wing early that I didn’t have much a chance there… Hurt his Ghost badly, but in the end, and not
realizing that the Shuttle DOES drop out after the Ghost is destroyed… Well, it was quick.
Game 3 was against Jake…
TIE swarm with Crack Shot… I
lost, but I had him down to his last Ace, and I had it damaged… The Ghost simply melts against so much
firepower… Mind, the Auto Blaster Turret
and Accuracy Corrector was AMAZING here…
Killed a TIE a turn while I lived at least… This was one of the Hard Counters I expected,
and I actually did a lot better than I thought I would have…
Game 4 was against someone not local… He brought Bossk and Boba Fett in their
YV-666 and Firespray-31’s… Neat build
and if I was NOT running the build specifically designed to deal loads of
Damage quickly, I would have been in for a fight… Unfortunately, he wound up pinging my Y-Wing
and then the Ghost a bit before I destroyed both of his ships… Quickly.
So 2-2 on the day, lessons learned and a few tweaks to be made… Assuming I fly this list again of course…
The eventual winner was a S&V 4 x Y-Wing with TLT build… Unfortunate, I know I could have taken that
one, but…
Have to say the weird Astromech I’d never tried before was actually the MVP for at least 3 of the games… Damage Mitigation was HUGE, changing a 4 Damage hit into a 2 Damage and 2 Stress hit allowed me to get my Proton Torpedoes into play, and with the Guidance Chips, they are almost “Dominion” (from STAW) in their accuracy and power… Every time I fired, I got at least 3 Hits/Crits, most of the time it was 4… And going after the Ghost I was hitting Hull for the Crits…
Have to say the weird Astromech I’d never tried before was actually the MVP for at least 3 of the games… Damage Mitigation was HUGE, changing a 4 Damage hit into a 2 Damage and 2 Stress hit allowed me to get my Proton Torpedoes into play, and with the Guidance Chips, they are almost “Dominion” (from STAW) in their accuracy and power… Every time I fired, I got at least 3 Hits/Crits, most of the time it was 4… And going after the Ghost I was hitting Hull for the Crits…
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