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…