TL;DR: Soontir Fel pwns Rebel swarm; news at 11.
I picked up a new respect for Baron Soontir Fel in an epic 3-hour store championships final battle last night. It's utterly amazing what a skilled player not under time pressure can do with that ship.
Background: I just picked up X-wing in December. There's a lot of activity in SE Michigan, so I've been able to attend 3 store championship events besides playing in a couple FLGS 3-round "mini-tourneys". In all my prior events I usually managed only one win, but had some close calls and saw where mistakes I made might have changed the outcome. I've been flying Rebels and using an ABZZ list a lot (Tycho/Nera); in honor of the release of Scum I played a "Rebel Scum" swarm of YYZZZZ at Friday night X-wing and enjoyed it so I decided to take it to store champs yesterday even though I considered it potentially inferior to the list I'd been flying.
I haven't flown Imperials, and though I've flown against Interceptors a couple of times (including Soontir) I've never found them particularly intimidating. Sure, they're maneuverable; they hit hard and are annoyingly dodgy especially with a Stealth Device, but at the end of the day it's 3-hull and done.
I entered store champs yesterday with this list:
4 x Bandit Squadron Z-95s
Gold Squadron Y-wing with Ion Turret, R3-A2, Bomb Loadout, Seismic Charge
Gold Squadron Y-wing with Ion Turret, R4-D6
I surprised myself by not only winning more than won match, I made the cut to the final game. Along the way I faced an Echo/Soontir/Doomshuttle list where, despite being outfitted with Push the Limit and Autothrusters, Soontir wasn't too effective -- AT saved him from one attack but he got stressed, ioned, and destroyed by massed Z-95 fire in the next round. So when I got nto the finals, I wasn't terribly worried by Soontir. My opponent, Phil -- a great X-winger who had already one another store champs earlier in the season (lesson #1!) -- flew:
TIE/In Soontir Fel w/ Push the Limit
2 x Bounty Hunter Firespray with Tactician
My plan was to focus on the Firesprays to take down the most hit quickly, and hopefully get some opportunities along the way to ionize Soontir and blast him the way I had in the earlier match.
The opening went mostly to plan -- I kept my formation reasonably intact passing through the asteroid belt toward the Imperial edge of the field, going head-on with one Firespray, Soontir tucked in behind him for cover, while the second Firespray worked around my left flank. After the opening salvo Firespray #1 was badly wounded and retreating, Soontir zipped out of range to safety, and Firepray #2 was passing down my left flank, parallel to the course of the Z-95s and following Y-wings.
I set three Z's to finish off Firespray #1 (planned to be two, but I flubbed a K-tun with a bump), turned the fourth Z to chase Firespray #2 and set up for Soontir. The two Y's would focus on Firespray #2 while splitting the formation, hopefully positioning to trap Soontir immediately after. Firepray #1 died and the bulk of the Z swarm reversed course to rejoin the fight. I had my "play of the game" by ionizing Firespray #2 through an asteroid and onto the just-dropped seismic charge. Firepray #2 wasn't dead, though, and with a series of bad rolls as I pulled my forces in to focus fire it managed to get to the Rebel edge of the board before dying.
Soontir meanwhile had stayed mostly out of arc and out of range, minus one close-range closing shot on a Y-wing that ultimately allowed destruction of the Gold Squadron pilot running the stress bot. (In hindsight, I had one shot with the stressbot and ion against Soontir that I passed on trying to take down the last Firespray; perhaps if I'd taken that shot then none of what followed would have occurred -- lesson #2).
So at this point I have 5 healthy ships (YZZZZ) with perhaps three shield tokens lost between all five, and my opponent only has Soontir Fel. We're a little under an hour into the game, which was untimed as the championship round (though the TO offered to run it to time at start; both my opponent and I passed -- lesson #3?). I figured I had the upper hand; I just needed to circle the sharks around Soontir to mass 2-3 Z arcs while the Y fired ion shots from just outside the circle; as soon as an ion got through the swarm would descend and it would be over.
Except it didn't happen that way. Soontir danced around, staying out of arc, taking a shot here and there, plinking through shields, and gradually stripping away defenses. As I cornered him at the edge of the board with 3 of 4 Z's coming into range and the Y closing, he turned on the Y at close range and landed 3 hits & a crit, which R4-D6 was able to shed down so the Y limped away badly damaged -- but all of my return fire left Soontir unscathed and he was able to escape the trap.
The dance continued for two hours ... I never landed a shot on Soontir. The wounded Y went down, and though I occasionally got more that one Z in a pincer, on a least two occasions I misjudged a turn by millimeters to park the Z closing the trap on a rock and lost the decisive shot.
I went from a five ship advantage to 4, then 3 ... then it became clear that short of pinning Soontir at range 1 (lesson #4), which my opponent was never going to let happen, or some really bad dice rolls on my opponent's part combined with some simultaneous great rolls on mine this was going to play out to ... 2, then 1, then ...
Soontir Fel, undamaged, emerged victorious having defeated the entire Rebel Scum swarm essentially single-handed.
Wow, it was amazing, epic, and I got a handling lesson from an amazing player. Take aways summed up by two Han Solo quotes: "Don't get cocky!" and if you're at a disadvantage, "Never tell me the odds!"