It was time for another local store championship – this one at A Muse N Games in Winnipeg, and once again I was short on time to plan my list.
So, instead of practising, I did some MathWing – inspired by this post. Impressive alpha strike. But what if I went with 5 A-Wings all with Proton Rockets? A 25 dice alpha strike with a focus token. The math was clear, but still I was unsure. So, the morning of the event, I find that I do have five A-Wings ready to fly, but only three Zs. A-Wings it is, and I head off feeling confident. Even though I know swarms are more cognitively demanding at tournaments.
My first match is against Jeremiah – he’s flying a fully loaded Chiraneau (including Vader, a Rebel Captive and a Bomb) + Soontir Fel (with the usual upgrades). Jeremiah tells me that he has been practising this fleet against a lot of other builds and it is doing very well – except some swarms are challenging. I’m feeling cocky (despite the fact this is my first time flying A-Wings and this build).
We set up most of the asteroids at the edges – lots of open space to play – I set up left, he sets up right but angled towards the middle. This creates a poor merge for me. I end up with Soontir at range 1 to two focused A-Wings. He’s not my target, but I can’t pass up the opportunity. The Proton Rockets do their job, but not before I lose an A Wing. Now, I’m up 16 points and out of position. I should have run to regroup. Instead I try to chase down the Decimator. I never get another rocket off.
The only plus – I did manage to keep one of the A-Wings (with a single hit point) right in front of the Decimator for many turns – blocking him and denying actions.
Loss, 100-37. And I’m beginning to wonder how good this build is. And how hard it will be to deliver the alpha strike. Lesson learned – A-Wings are not very offensive – use their speed to create the encounter you want. If that means running, then run.
My next match is against Andy. He’s looking for revenge from our last meeting. He’s flying an interesting build: Tie Academy, Mauler Mithel, Karnar Jax and Kir Karnos. Both Interceptors are the beefy Royal Guard type (extra hull and shield). This build could be a problem for me – I can still fire the rockets if I can add the focus token before Jax gets in range, but it will be tough.
We set up most of the asteroids in the middle and I set up right. He sets up across from me. It’s going to be a joust. Now, the hard decision. Do I slow play? Or rush in? Figuring he will slow play, I move five and boost. I’m committed. It was a bad decision. He moved five as well. Luckily, no damage is done, but turn two will be an issue. I K turn my front rank and move forward with my second rank. One of the front rank lands on an asteroid. Sigh. However, though I get some shots – the lack of the focus means I can’t use the Rockets.
Andy has also set up two ranks, but he has space between his ranks – allow him to create sequential passes – it was actually quite amazing to watch as he decimated my fleet. I’ve always felt concentration of force was more effective, but he clearly showed that even though he had fewer ships firing – the separation allowed him to create havoc in my manoeuvring. So much so that I rarely had the opportunity to fire my entire fleet as well. Something I will have to think about.
Lesson learned, math wing is not your friend. Really. But I can’t blame all my poor showing on the fleet – my opponents recognized my single point of failure and exploited it. Andy did an excellent job keeping my rockets on their rails.
Loss 100-0 (and not a single rocket fired)
Third and final round against Alex. He’s is brand new to X-Wing and is, in-fact, flying a fleet from someone else who had to drop out due to other commitments. It’s Ethan, Wedge and a Hawk. This build has a lot of synergies and will be hard for a newcomer. Given I’m not in the running for much, I spend just as much time giving strategy advice.
However, I do manage a perfect merge. Wedge does not kill an A-Wing so he takes normal shot plus two rockets and dies. Ethan hurts a ship but his E-Wing is out of position over the next few rounds and he takes another rocket. He tried to stay and fight vs barrel rolling away.
That is always the tough decision – do I stay and fight with focus – or barrel roll away to fight later. If you have the lower pilot skill – barrel roll is the better choice. If you have first shot, would you barrel roll? I suggested he roll away – he wanted to fight. He was going to need an amazing roll to kill an A Wing. And he got it (I drew the Direct Hit for the third game in a row). But he did not survive the return fire.
Now it was four A-Wings vs the Hawk. Time was called, but the Hawk was dying soon.
So, what did I learn?
Math Wing is fine for some things, but you need to keep in mind that flying is critical as well. The proton rockets look great on paper, but they have a critical weakness. You need to be at the perfect place. Against a skilled opponent, they will be hard to get off. And I think that is the key issue – there are a lot of skilled opponents out there now.
Sure, they worked well against a beginner. But not against the rest of the field. I might try the Z95 build with cluster missiles, or even fly this one again, but create a two pass flow. But, Scum and Villainy is out soon, and there’ll be more new ships to try!