And so the
tournament season has begun again. For the first round, the store championship,
I wasn’t exactly sure what squad to use. I first wanted to bring a brobot list,
however I’m in dire need of further training with that kind of list. My second
idea was to re-use the same list as the previous season, ‘Corran and Ten’s
Amazing Duo (and a B-wing)’ but ultimately didn’t think it would be worth it
due to all the stresshogs and TLTs that were bound to appear.
In the end
I decided on something new, a simple scum list with low PS, lots of hit points and
fairly few upgrades. With that in mind I created my latest tournament list,
‘Scummier than thou’.
Binayre
Pirate
- Feedback Array
2 x Syndicate Thug
- Twin Laser Turret
- Unhinged Astromech
Trandoshan Slaver
- Bossk
- Gunner
- Feedback Array
2 x Syndicate Thug
- Twin Laser Turret
- Unhinged Astromech
Trandoshan Slaver
- Bossk
- Gunner
Anyway, the
strategy was fairly simple, the Pirate would go first, soak some damage and
hopefully survive long enough to block and use its feedback array. If the
circumstances necessitated it, it could also act as a break for the YV-666 and
block its speed for the first few turns. I certainly didn’t expect it to do
much beyond this and anything else would be considered a bonus.
The TLT
Thugs would skirt the edge of the main battle, staying at range 3 and slowly
grinding down the enemy. The unhinged astromechs would help them stay at the preferred range and enable swifter escape when needed.
The
Trandoshan Slaver was the heavy hitter. The Bossk/Gunner combo is especially
dangerous as the first shot will easily strip tokens or if the attack
missed/was evaded completely, will allow me a second, fully modified shot. It is
a rare day when this ship does not get it’s full number of hits.
As should
be immediately apparent, this is a list that lacks a lot in complexity but makes
up for it in simple effectiveness and hit points. I’ve always felt that hit points
are more reliable than green dice. Sure, you know the ships will go down, but
unlike token laden aces, you’ll rarely be surprised by blank dice results. In
fact, any successful evades are only positive side benefits.
Also of
note is that I built this list with stresshogs in mind. Sure, stress would
hinder me, but not as much as most lists. The TLTs rely more on lots of thrown
dice than modifiers and the Slaver brought its own set of modifiers,
independent of stress. In keeping with this theme I also selected the three
biggest Debris tokens I have. I could happily park my ships on those as I
didn’t really care about the stress they give.
First match
Academy Pilot TIE
Academy Pilot TIE
Academy Pilot TIE
Academy Pilot TIE
Epsilon Squadron TIE FO
Epsilon Squadron TIE FO
Howlrunner + VI + Stealth Device
Academy Pilot TIE
Academy Pilot TIE
Academy Pilot TIE
Academy Pilot TIE
Epsilon Squadron TIE FO
Epsilon Squadron TIE FO
Howlrunner + VI + Stealth Device
My first opponent
brought a TIE swarm! Never had to face one of those before. Now as this was a
store championship, lots of the local talent showed. As such I knew the guy and
I’ve faced him in battle on a few occasions. He admitted that he was perhaps
not the most experienced swarm player around and his tactics reflected this.
He deployed
his Academies along with Howlrunner on one flank and let the FOs roam more
freely in the middle of the deployment area. Not a bad idea in and of itself,
but he quickly broke off Howlrunner from the main formation and let her also
roam free, while the Academies spent far too long going down the flank before
they turned in to engage.
By then I
had managed to kill one of his FOs and gotten in fairly optimal positions with
all my ships, even my Pirate, who proceeded to do a nice block on the main TIE
formation. In short order I killed two Academy TIEs for the loss of my Zed, all
while his Howlrunner really wasn’t in position to help. It also helped that the
rest of my ships hadn’t taken much damage during the first few turns.
With a
clear advantage I proceeded to dismantle his ships mostly at my own pace and on
my terms. I did loose a Y-wing before the battle was over, but that could not
stop me from winning the game.
Second match
Scum Boba +
Veteran Instincts + Advanced Proton Torpedo + Glitterstim + K4 Security Droid
Torkil Mux + Twin Laser Turret
Syndicate Thug Y-wing + Twin Laser Turret
Torkil Mux + Twin Laser Turret
Syndicate Thug Y-wing + Twin Laser Turret
The second
match was against a good friend that has a pronounced tendency to bring lists
focused around specific ideas, pilots and/or gear and this time was no
different. Basically he wanted to see if scum Boba Fett could be made into a
decent Advanced Proton Torpedo carrier. His idea was fairly solid but I’m not
sure how well it performed in practice.
Advanced Proton Torpedoes or not, Boba is still a credible threat and I had to kill him as quickly as possible. With that in mind I tried lure my opponent in by offering my Pirate as the first target, possibly even blocking his Boba. That didn’t work out as planned and some seriously blank dice left my Pirate quite dead before he could contribute much to the battle. Still the sacrifice wasn’t completely wasted as my TLTs and the Slaver did some damage.
Advanced Proton Torpedoes or not, Boba is still a credible threat and I had to kill him as quickly as possible. With that in mind I tried lure my opponent in by offering my Pirate as the first target, possibly even blocking his Boba. That didn’t work out as planned and some seriously blank dice left my Pirate quite dead before he could contribute much to the battle. Still the sacrifice wasn’t completely wasted as my TLTs and the Slaver did some damage.
The next
turn proved pivotal as he tried to manoeuvre Boba close enough to one of my
Y-wings for a range one shot and thus an Advanced Proton Torpedo up the bum.
However he was a hair out of range and his normal attack didn’t do much
damage either. I then poured all my remaining fire power into his ship and down
it went. Of course, as we remembered later, he completely forgot to use Boba’s
special ability, something that could very well have changed the outcome.
Anyway, he managed to bring down my Slaver to half strength but that was about
it as his other two ships couldn’t offer much resistance.
Third Match
Blue
Squadron B-wing + Advanced Sensors
Blue Squadron B-wing + Advanced Sensors
Gold Squadron Y-wing + Twin Laser Turret
Gold Squadron Y-wing + Twin Laser Turret + BTL-A4 + R3+A2
Blue Squadron B-wing + Advanced Sensors
Gold Squadron Y-wing + Twin Laser Turret
Gold Squadron Y-wing + Twin Laser Turret + BTL-A4 + R3+A2
The third
opponent for the day brought a list that I very much approve of. Lots of HP and
simple, yet effective ships. Of course, I had built my list to not care about
stress so I wasn’t really bothered about his stresshog, however a hog can still
do good damage against low agility ships so I couldn’t disregard it completely.
Since both
of us had pretty much the same PS on our ships, initiative proved important. In
this case I managed to get the initiative and I deployed both the Pirate and
Slaver in one corner, while the Y-wings was deployed in the middle. My opponent
deployed all his ships in a in square formation, in the corner across my Slaver
and Pirate.
For the
first few turns we both slowly approached each other. When I felt I had managed
to get my ships in position I rushed forward with the Pirate, trying to block
his formation. Unfortunately I was slightly off in my estimation but the Zed
managed to survive the first turns of fire before it ultimately died, though
not before I managed to down one of his B-wings. My Slaver died a few turns
after that not having managed to contribute much to the battle, though the turn
after that I killed one of his Y-wings so we were once again fairly evenly
matched.
At this
stage the unhinged astromechs really came into their own as the superior manoeuvrability they afforded me made it easy to stay at range 3, taking whatever
shots of opportunity I managed to get. Usually this meant that I couldn’t
concentrate my fire, but on the other hand my opponent could seldom bring both
his ships to fire in the same turn.
With both
sides slowly grinding themselves to dust, I managed to kill his stresshog,
though one of my Y-wings followed shortly after. With only a B-wing on his side
and a Y-wing on mine, I managed to bring the game to a close by finally
finishing off his remaining B-wing, though with only 5 hit points left on my
ship.
Fourth
Match
Poe Dameron
+ R5-P9 + Veteran Instincts + Auto thrusters
Ell Asty + Veteran Instincts + Intergrated astromech + R5
Dutch Vander + TLT + R5-K6
Ell Asty + Veteran Instincts + Intergrated astromech + R5
Dutch Vander + TLT + R5-K6
The final
match saw me facing a list I wasn’t completely sure how to tackle. Poe can
certainly be a nasty git but I know how to handle him. However I had never
faced Ello Asty, nor had I ever seen Dutch Vander used together with Poe, or
much used together with higher PS pilots in general.
My
deployment was pretty similar to the third match, with the Pirate and Slaver in
one corner, and the Y-wings in the middle. My opponent put Dutch and Ello in
the middle and Poe on the corner diagonally across my Pirate and Slaver.
My first
few turns consisted of my Slaver and Pirate working their way up the
flank I had deployed them on, while the Y-wings made a right turn to catch up
to the Slaver. My opponent turned into the middle with Poe, most likely trying to
reach the battle in time, while he kept Dutch slightly behind and sped towards
my ships with Ello.
As usual I
tried to present the Pirate as the first target and amazingly it survived quite
a bit of fire for two turns while still managing to bring down one shield on
Ello. By then I had turned my Slaver towards the middle, with the Y-wings
speeding up behind it, staying at range three. I unloaded all my fire power into Ello, bringing the ship down to one HP left. My Pirate, also
having one HP left, used its feedback array to finish Ello off.
The next
few turns saw me killing Dutch, without suffering much damage in return, though
after that I had to spend several turns turning my slaver around so it could
draw a bead on Poe. Meanwhile, Poe did his best to catch up to my Y-wings,
doing his best to bring them down. Though one of them did die in the end, by
then my Slaver had once again reached position and could pound Poe into the
dirt.
Conclusion
Four
consecutive wins and tournament winner! Didn’t expect that, though the list
worked pretty much as intended. Looking to the future, it’s going to be very
interesting to modify it using the coming scum crew options. Dengar, 4-LOM,
Zuckuss and Boba crew can all contribute with some interesting combos and/or
effects, though I will probably have to drop the Pirate’s feedback array. In any case I had a fun day, and the next tournament promises to be even more fun!
Congratulations on the win. And very nice paint jobs on the ships!
ReplyDeleteWhy thank you!
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