Just because of how I am, I tend not to enjoy playing well established and understood lists. Part of it is because I think pretty highly of myself and think I can devise a list that can compete that no one has seen before. Part of it is that I don't like to use one of the handful of well-understood lists. Part of it is that I don't get to play as much as I'd like, and I know that lots of other people will have a lot more experience than me playing with and against common archetypes, so I should go for something unexpected to limit my disadvantage.
What I'm wondering is what lists do people like me play? I don't just mean fun lists that you play knowing you'll be at a disadvantage. I mean lists that you'd be willing to take to a Store Championship. I mean lists that you think you can play against the well-known power lists with every intention of winning. If you have one of these lists, I'd appreciate it if you shared it here.
What's the list?
Why is it good?
What are it's weaknesses?
What's your plan for taking on the mainstream archetypes (Swarm, Fat Turrets, Phantom, any others in your area)?
I'll start, because it's only fair (there's a small threat in the Battle Reports section where I discuss this in a little bit more detail):
What's the list?
Rexler Brath, VI, HLC, Shield Upgrade, Ion Pulse Missile
Colonel Vessery, Decoy, HLC, Shield Upgrade
Why is it good?
It's surprisingly durable and has great long-range firepower. 2-small based ships is hard to pin down in the asteroid field so there's a maneuverability advantage there. You can pack a ton of firepower into a very small point on the board.
What are it's weaknesses? 2 small ships without turrets are pretty susceptible to a full-court-press control list. The Defenders do okay while stressed, and the odd ion can be dodged, but lots of ion turrets can cause real problems if you don't take something out first.
What's the plan for taking on mainstream archetypes?
Swarm: I try to set up in an offset jousting position into the asteroids. This way, if the swarm wants to concentrate all fire, they'll have to go over the rocks. You try to get a good range 3 turn, because most of those 2-dice guns will bounce off 4 green dice, while your HLCs won't have the same problem. As the groups close, I try and pick disengagement routes through the rocks that let me K-turn and start chasing. If I can pick off a few ships with minimal damage, I'll start jousting at close range and using that white-K to get the action advantage.
Fat Turrets: Rexler Brath can cripple large ships early without much extra luck. Range 3 is the optimal postion, as your defense is strongest, and your offense is no weaker. Consequently tailing the turret is the goal. You're harder to arc dodge and you can control range easier. The Ion Pulse Missile helps in restricting the Fat Turret's good moves. Obviously things are a little different against Dash, but I've never played him with this list, so any thoughts would be wholly theoretical.
Phantoms. You have 1 HLC that moves and shoots at PS10. You have another that can shoot at PS10 if a target wanders into his sights. That's a big no-go zone and a big unknown for phantoms.
Thanks for reading and thanks for posting.