****** EDIT: ACT 1, ACT 2 AND ACT 3 NOW POSTED ******* (forgot I couldn't change thread title)
Texx’s (Dallas Parker) Report for World’s 2014
Howdy ya’ll! (Normally I don’t say that, but it works with the screen name).
Note that I’m more of an engineer type, so my story telling/english skills are not amazing. So there will be misspellings and typos for sure (although no Typo). It is also turning out to be long, so you may want to grab some popcorn or something while you read.
ACT 1
So last year, I had an absolute blast at 2013 Worlds, coming within 1 hull point of winning it all, but Paul beat me to the punch. I was really looking forward to Worlds all year, and made it a priority to attend. I had some good success this year, winning a Store Championship and the California Regional (just before Wave 4 hit). I didn’t do great at Gencon (went 2-3 on the final day), so I was hoping to pull out a better position this year. Although, as I joked with a couple friends, if I made to the final match and lost by 1 hull point again, I may have had to flip the table (after all the ships and stuff get removed for safety of course).
First up was the choice of choosing a squad list. With wave 5 poised to be released just before Worlds (like Wave 3 last year), I needed a list that could do well against anything. Over the past year, I had been doing very well with the Tie Swarm, being my go to squad. Wave 4 put a bit of a damper on things, with the introduction of the elite Whisper or Echo which, if flown well, can kill off 7 Ties if given enough time. However, with Wave 5, I was expecting a lot more big ships, with some nice Decimator builds, and the already infamous fast/3 action Dash.
Thus sticking with the Swarm seemed like a good idea instead of trying to work in phantom. However, with the announcement that Wave 5 would not be legal, it did give me pause, but I decided to stick to my guns and see if a Swarm could pull it out again.
For the list design, I took the swarm that had been slightly tweaked throughout the year. Originally, a formation of 6 ships with a flanker was not as good as last year. I was trying to plan against the three big scary archetypes (Swarm, Fat Falcon, and elite Phantom), trying to minimize any weaknesses. Both a Fat (and fast) falcon as well as a Phantom love to see a solo flank ship like Backstabber, charge forward and rip it apart before the swarm formation could catch up. Thus I figured half the time I would have to fly the flanker over to the swarm as protection. So, I might as well integrate the 7 th ship into the formation at that point. The original column formation from last year was not well suited for 7 ships, so I had to make some changes. I liked the horizontal offset formation (Nick has a good video on youtube about how it works with 4 bombers). So, I took that idea and ran with it, making a second turn ‘blunted diamond’ formation, that was 2 by 3 by 2 after two barrel rolls. This kept the formation rather compact, without worrying overly complex angles (an expanded pin-wheel formation would have given me fits). Its best firing arc angle is actually when the swarm banks, since most of the time this is the orientation angle of most first engagements in my experience. It also had the added bonus of every ship being within R1 of each other and gave me couple of speeds I could do Turn 1 instead of locking me into a single option.
For the final list, I went with:
Howlrunner+hull+VI
2x Black Squad+DTF
4x AP
100pts on the dot. It’s pretty much ‘Protect the QB’, wave 4 edition.
I always like running APs. Being able to move first with several ships can open tons of options, and can mess with your opponent while giving you assurance that nothing will mess with your final spot. Also, as most people have experienced (but may not think about too much), is the efficiency of shooting last. Playing a lot of 40k necrons, I have learned how it can be almost as advantageous to shoot second rather than first. If you shoot first and roll a focus, you have a really hard choice. Do you spend that focus and hope the defender doesn’t roll good evades? What if the enemy then sends all his shots at that one ship? If one ship out of 4 uses it, it makes it a clear target for being the target of all the later attacks. However, shooting last means that as the green dice come up, as the defender, you know almost exactly if you need to spend focus or not. Plus, with multiple 1’s, whichever ship is focused can use focus, while all the others can spend it on offense.
The Blacks were the newest addition. Having a single one, while nice, isn’t nearly as good as two. It lets them have a good shot at killing a weak ship (say another Tie or Z) with Howl’s pot shot before it can fire. One of the big changes was DTF. A single Black with DTF makes a really good body-guard for howl, taking those nasty crits away that result in a howl 1 or 2 shot. However, with two DTF’s it gets even better. It teams up perfectly with the APs, as well as the other Black. It really gives a no win situation for the enemy shots. If they focus on a front AP, it’s the cheapest margin wise, and a Black at the back of the formation can draw a crit off it. If that AP takes another crit, the other Black can draw that without risking a direct hit insta-gib. Same situation for howlrunner, it just usually even harder shots since she is in the back. Also it makes a shot on a black squad not good, since one can draw from the other. Note this is not as good come Wave 5, since there will be a significantly more heavy laser cannons out and about.
Last up is howlrunner’s build. Hull was a great addition. Just watch the final match from last year and you’ll know why I swapped it for Stealth device. The hull pairs up well with double DTF as well. One extra hull is just as good as a shield upgrade if you are not taking any early crits. However, DTF will take care of the crits, so you can save a point . The last item was the most interesting. VI on Howlrunner. I know I know, it sounds really stupid, and that’s what I thought when I first heard it when the idea was thrown out in a brainstorming session during Gencon with Dave/Richard/Jonathan with whom I was rooming. However, it kept coming back into my brain over and over. The worst matchup for the swarm in the current meta is an PS 8 or 9 Phantom. That ship’s biggest advantage is seeing where everything moves and getting out of arcs, while lining up its own shot. Plus if anything shoots at PS8 or below, the phantom should be recloaked (most likely with a token or two), and laugh at the attempts to hit it with two red dice. Spending a SINGLE point flips it on its head. I know, Howl only has two attack dice without a reroll. However, just think about this scenario for a quick second. What if you are flying a phantom, and there a few moves that a single fighter could do to leave it with a 3 red dice, focused shot against your 2 green dice defense (maybe without actions) on your phantom? What happens if it comes up hit/hit/crit vs. blank/blank? What if there are a few more focused/reroll shots following that up later? Would that make you nervous? I would be, even more-so at a Worlds event. That is one of the reasons for my choice: make Phantoms, my counter build, sweat. It is also a defensive. The best moves for a phantom would be skirting around a Tie formation, and being barely in arc to shoot at high priority targets. However, they can never be absolutely sure where Howl will be now. Plus, with her native BR, I can get out of arcs if the phantom tries to get too fancy. It even has a bonus vs. a Pred Han. I can block him up, and know approximately where he is going to be. I can then fly Howl into Han, which means she could be safe. Just have to remind myself I can’t use Howl to block Han like normal. Note that I could have left VI off, and gone for 99pts. However, last year I went with a 98 pt initiative bid, and it either never mattered, or when it did it was up against 98 as well and I lost the roll. So I figured I would try to completely maximize my points total this time.
The other nice bonus for this squad is the simplicity. Gives me some options on maneuver timings, and there are few upgrades to remember, and they are mostly ‘passive’, meaning there is a lot less to focus on in the list so I can focus on maneuvers and my opponents squad and tricks. Plus 7 ships take a lot more effort than 3 or 4, so I could save some mental energy.
Unfortunately I didn’t get much practice with the list a ton (only like three games against a counter phantom list), but figured my odds were pretty good for not running into phantoms compared to say Falcons. I also didn’t get the time to try out Hothie’s death blossom move and modify it for my formation. Plus I had been flying versions of swarms off and on so I figured I should be able to do well enough when the time came.
Off to Worlds. I had entered into Flight 1 (which left me a *chance* at Flight 2 if I needed it following Gencon’s example). It sounded like it was close to full, so somewhere around 110 ish people playing. I’ll more or less give a summary of the games, as there are some I remember more about than others.
Note: I didn’t write down names, and I am very bad at remembering them, so please don’t take offense if I don’t mention your name (or just straight up get it wrong). Feel free to correct me in a reply.
Round 1:
I got my first matchup against 4 Blues and 1 Bandit.
Felt pretty good about the matchup, killing the bandit early for little return damage. However, with the pileups, the Blues where very resilient with, and the game came right down to the wire. I believe it came down to time, with Howl and an AP alive to 1 Blue alive. So I SQUEEQUED out a match win at a 12pt margin for my first game. Rocky start, but at least a win is a win.
Round 2:
E’than+PTL+R2, Tarn+stess droid, 3 Bandits.
At first I was happy my double DTF would be very useful vs his crits. However, then I released just how many crits he was churning out. I don’t remember many specifics, but the game was very bloody. I was almost able to kill Tarn in a turn, but he was able to live for an extra turn. It came down to him trying to chase down Howlrunner for the margin.
I do have to thank my opponent for being very gracious with me. With all the chaos of moves near the end of the game, Howls dial got pushed across the table into the pile with all the other Ties. I found it in the group, but it had rotated over to a 3 straight. He let me go ahead and put it back to the 3 turn I had originally planned, since it was somewhat obvious I wouldn’t let Howl fly toward the board edge and stay in arc of everyone in his list. I am very thankful to you sir, and it was a great example of the Fly Casual attitude I ran into over the whole weekend.
In the end, I ended up winning by about 20ish points, securing my second match win.
Round 3:
Farlander+HLC+PTL, Luke+VI+engine+stress droid, Biggs+hull?
I stayed behind the asteroid cluster, blitzing forward trying to come around on his side. My opponent did a good job moving up and coming back at an angle, picking off a ship for little to no damage in return due to arcs around the big asteroid. He then pulled a rather good 3 turn with Biggs to split my fire between a R1 Farland and a R2 rock Biggs. However, my dice where red hot on Farlander for the shots that didn’t have to aim at biggs, eating through his shields and landing a very big Blinded pilot. This allowed me to pile-up and block Farlander and drag him down without worry. He ended up killing 2 or 3 Ties, but I was able to finish off Luke and Biggs before time was called. This gave me a rather large margin match win.
Round 4:
Vs. Bernie running Echo+VI+ACD+FCS+Rebel Captive, Doom shuttle+scopes+intel agent?, BH+intel agent?
So, got matched up against a phantom, and unfortunately its Echo (whisper is harder to hit, but can get blocked easier). So, the basic plan against phantoms is to more or less ignore the phantom, kill everything else, then either block the phantom up or run away from it. I started on the left, with the shuttle middle, BH shifted right and echo on the left-ish. I moved up slow, and echo danced around in his deployment zone while the BH and shuttle start to bank in. I held straight, covering the left of where echo could be going, which kept the BH out of range, and the shuttle with a single R3 shot on my front AP. As such, he had to move echo kinda to the side of the shuttle, facing at an angle away from my swarm. Next turn was amazing for me. I got a 3 hard in with everyone, landed almost everyone at R1 of the shuttle (even though the shuttle moved first). The BH had to go straight, and barely missed his arc on the swarm. Most surprisingly, echo went 4 straight, AWAY from the whole swarm. I’d like to think the VI howl helped with that
I was able to melt his shuttle (only eating a direct hit from vader on Howl). The BH fell shortly after, and then it was Echo vs 7 Ties. I tried a couple times to block him up and land some hits, but with all his cloak options open, he was able to skirt over half and then one shot Ties a couple times. At this point we only had a few min, so I ran Howl away, and Echo gave chase. Thankfully she was able to survive a long range shot, so I was able to get a match win without it being too scary.
Round 5:
Vs. Josh who had Whisper+VI+ACD+FCS+Intel agent, and 5 AP.
Dang, it was another Phantom matchup. Also the worst kind of phantom. Per my basic Swiss pairings plan, I had to go after the Phantom’s support, kill it all, and hope the phantom wasn’t one-shotting Ties. However, Ties have a real hard time killing other Ties fast, so I knew I was in for a hard game. Hopefully I could kill all 5, while only losing 4 of my own. I lost the initiative roll so I knew it would be even more uphill…
He sets up his 5 on the right, and I setup my formation to joust. This would force Whisper’s hand and she would probably have to either miss the first round, or engage from long range. However, he had my number. I also didn’t quite get my starting speed right, so he was able to block most of my formation going full speed for two turns. Without focus, whisper was able to punk a Black squad at R3, and the other APs where able to drop one of mine while I was able to drop one of his. Unfortunately I was in a bad spot, so I figured I’d try to see what shenanigans Howl could pull. After some good moves by Josh to block a couple of my K-turns, he banked in Whisper to avoid a shot from one of my hard turning APs, while getting to the flank of one of my now stressed APs. However, Howl at PS10 did a 3 hard, and landed in point blank range of Whisper and focused. I shook those red dice so hard, hoping for the magical 2 hit+1 crit roll, and got 3 hits with the focus. He evaded 1, so I got two shields off. Not bad, but not great. However, I had one more shot from an AP who had made his K-turn. He got a single hit (barely out of R1 of Howl), and Whisper blanked her roll, leaving her with 1 hull left. ARGGGGGGG. I had one more chance to try and drop Whipser next turn, so I did some moves trying to block whisper and K-turned howl. However, Josh banked Whisper away, using Intel on howl, and did a pro BR to be JUST outside Howl’s range. He was then able to drop another Tie, and the two APs of his were able to drop Howl at R2. It was mop-up from him from there. In the end I lost, having 2 Ties to his 2-3 Ties and Whisper. He definitely out played me, and the end result proved it, although I had a couple small chances to try and hang on.
Thus I had one more shot to get at least a Tie/Mod/Match win in the final round.
Round 6:
Vs Jonathan Gomes running 3 Blues+E2+Tactician and 1 Gold+ion+stress droid.
The good news is it wasn’t a phantom build. The problem was it I was paired against Jonathan. Since last year when we both were in the top 4 at Worlds, we have chatted a lot and hung out together all through Gencon. We had even gotten dinner the night before and talked about our lists and strategies. And here we are paired together, both at 4-1 in the final round of Swiss. So whoever lost this match was almost guaranteed to get knocked out of the top 16 (since our Margins where about ave).
Asteroids are setup in a pyramid shape, with the base long my deployment zone. I setup my blunted diamond left while he sets up his ships in a line mid table-ish. I start moving quick, while he banks away and then does 4 red straights. However, I make a small mistake. Before he reveals his 4 red straights, I decided against Rolling my formation up and left. This would leave me very tight to the center asteroid next turn, with my back right Black Squad going over the rock. I elect to focus, hoping to do some free long range damage instead. It does pay off, and I get 3 shields of the gold (only thing in range/arc) with no return shot.
Next turn gets interesting. I hard 3 turn the four APs to try to block the blues from my view, while being in their flanks at R1. However, when he 1 banks the blues, they move out far enough from the Ties, and land their 45deg bases in-between my 45deg bases, leaving him with focused R1 shots on my bottom row. Add to that, that front one moved and block the 3 hard from the back Black. This pushes him back onto an AP, which makes him land on the rock I was planning to fly through. Really not good. Howl banks and has no shot but is in good position. During shooting, the front Blue who blocked now has a shot on the beached Black, and one-shots him. The other two blues also manage to kill a front AP before it shoots. I do some damage to the blues, but they roll good evades and I can’t do as much damage as I expected.
We are both in a weird position. I can’t get the whole group to K-turn, since we are at an angle. Also, if the Blues K-turn as well, I’ll be at R2 and start eating double stress. So, for the most part I elect to ram my whole formation, trying to stay away from the gold that is facing away, and hope Jonathan rolls average on his unmodified 4 red shots while I maximize my Howl RRs with the return fire of 3 red vs 1 green. It doesn’t go well, and he punks another Tie, while I am only able to drop the nearly dead blue and do like a single shield to the back one.
I stay bumping bar a single K-turn, and the blues can’t K-turn due to the rock and the remnants of my two deep formation. I do more damage, but can’t kill the damaged Blue. I believe he drops a third Tie with a really good roll. He also is in range with the gold that is flying into the asteroids and ions the Tie that did the K-turn (not a big deal since he would bump a blue next turn anyway).
Time is running out, and I’m behind in points. I really have to kill a second blue. I K-turn everyone bar the already stressed Tie. He then goes for the K-turns on the blues as well. I thought when looking at left blue, that his angle would clip the rock that beached my Black earlier with his K-turn. Jonathan goes for it anyway, since he has very few other moves and we are very close on time. He puts down the ship, and we both look at it. It is rubbing the side of the asteroid, but not overlapping it. ARRRGGGGGGGG. So, with two shots instead of one on my previous ion’ed Tie, he drops it. I then roll bad and his hurt blue lives with 1 hull. He is also barely in range to ion my black that had to go forward the turn before and ions him.
We have one more turn. I have 3 ships to his 3. I have to drop a ship. I know the points are real close, but with the stress of the situation I have to just focus on killing his second blue without losing any of my Ties (both AP and black are damaged bad). I am able to setup a move with the AP to block both his blues, and Howl to run into him to get a R1 shot. For the last shots, Howl rolls well and Drops the damaged blue. The last blue can’t shoot at the AP (overlapped) and tries for a long range shot on the evading black, and doesn’t kill him. The Ion is also just out of range. Time was called right near the end of shots, so game over!
We are having a really fun time, but we are both really worried at the points. We tally it up. He destroyed 3 APs and a Black for 51 points destroyed. I destroyed two Blues for 50 points. ARRRRRGGGGGGGGG. I wasn’t sure on my quick math, since I was forgetting about the single point on E2, and points left on the board got mixed up with points destroyed while I was rushing for the last two turns. So Jonathan ends up with a mod win, and makes it into the top 16 with a total of 23 match points on the day. Since I lost, I’m stuck at 20 match points, and since my margin is not amazingly good, I don’t get into the last three spots for the 4-2 group. If my last game was a tie, I would have had 21 point and made it in guaranteed. Sadface.
I did have a really fun match with Jonathan, both of us joking around while we were trying to kill each other. I had a really fun day, but every round except one went to time, so I was utterly exhausted. At first I wasn’t sure if I should even try and enter the lottery for Flight 2 or not since I was so drained (being 4-0, then getting whisper to 1 hull, and losing last game by 1 point was a downer). I put my name down on the list anyway, even though the rumor was that since Flight 2 was close to full, there would only be a few people out of say 50 that would make it in. So my hopes weren’t high. Oh well, figured I’d go back the next day and cheer on my fellow SoCal buddies (most of whom were already signed-up for Flight 2).
To be continued……
(I was home sick today, so was able to spend a lot of time on this one, not sure when I’ll get ACT 2 and 3 written and posted, guess it’ll add a bit of suspense).
Edited by Texx