Finally starting to recover after a marathon two days of store championships. I decided to go with a Panic Attack list, first created by Jonathan Gomes and Scott Williams. For those unfamiliar with this glorious terror, it is as follows:
Three Blue Squadron B-Wings with the E2 upgrade and Tactician
One Gold Squadron Y-Wing with an Ion Turret and R3-A2.
I had the chance to observe Jonathan flying the list at a TSHFT event in Bellevue early in the year, and just fell in love with the idea. The general strategy for the list is simple: between the Tacticians and R3-A2, you are often able to create overlapping fields of fire that can stick opponents with multiple stress tokens. This is generally crippling to tentpole ships, as they spend their next several turns without tokens to modify their attacks or defense. Unlike Ion cannons, the Tactician B-Wings are also dealing full damage on top of the stress tokens, and probably more damage than they otherwise would thanks to eliminating focus and evade tokens on defense.
DAY 1: CARD KINGDOM (Seattle, WA)
1st Match: Chris
Omicron Group Lambda with double Tacticians, Advanced Sensors and Engine Upgrade
Oicunn Decimator with Rebel Captive, Ysana, Dauntless and Tactical Jammer
Black Squadron TIE with Wingman
Chris said at the start of his match that it was his first tourney. Unfortunately, this led him to some critical mistakes early. His second move of the game pushed Oicunn into range 2 of all three of my B-Wings while the rest of his ships were still too far away to assist. This resulted in seven damage and three stress tokens, with only moderate damage to a B-Wing in response. Next turn, Oicunn bumps a B-Wing for one point of damage and scrapes a few more shield tokens off another, while his shuttle moved into range to attack and double-stress a B-Wing. The shuttle picked up two stress tokens along with four shields worth of damage, while Oicunn picked up a few more hits. Oicunn manages to finish off a B-Wing, but is immediately put down by the rest of the squad. After that, the TIE took an Ion hit, everyone else got behind the shuttle, and the game was pretty much over. Match win, 100-25, 1-0 record.
2nd Match: Kacy
Whisper with Veteran Instincts and Advanced Cloaking Device
Soontir Fel with Autothrusters and Push the Limit
Delta Squadron Defender
I had no idea what to expect going into this match against two high-agility arc dodgers. Soontir and the Defender both did damage to a B-Wing, but Whisper actually missed his shot. Soontir ended up in range 2 of a pair of B-Wings after using PTL and ended up with three stress tokens, while Whisper took an Ion hit. Next turn, Soontir managed to kill off the damaged B-Wing, but died in the return fire while Whisper ate a second Ion Cannon hit. The remaining B-Wings quickly finished Whisper, and the Y-Wing managed to ion the Defender for consecutive turns, allowing an easy mop-up. Match win, 100-25, 2-0 record. Very cool guy, and we ended up having enough time to run a second match, which went much more in the way that Whisper and Soontir matches are supposed to go.
3rd Match: Ryan
Chewbacca with Push the Limit, Falcon title, C3PO and Kyle Katarn
Leebo with Lone Wolf, Outrider title, Mangler Cannon and Recon Specialist
Ryan had not lost a ship to this point. He flew amazingly, consistently getting me to split shots and using Chewbacca to soften things up for Leebo to finish with the Mangler. His evade dice were also fairly strong, but when you're rolling two dice at range 3 with an evade token, or three dice with two focuses and Lone Wolf, you only need average results to minimize damage taken. I managed to stack Leebo with stress at one point, but his speed and rerolls minimized the damage. He ended up with one hull damage to Chewie and three hull damage to Leebo, including two insignificant criticals (reduced primary weapon value and extra stress token), but he still had not lost a ship to this point and would go on to a Top 4 finish. Total loss, 0-100, 2-1
4th Match: Corwin
Whisper with Veteran Instincts, Advanced Cloaking Device, Fire-Control System and Rebel Captive
Howlrunner
Three Obsidian Squadron TIEs
Needed a strong win to stay competitive after that blowout. Whisper got a shot off early on, but took two stress tokens and an Ion hit in response and was basically out of the fight for good. He hung around for another round or two and tried to get free, but I was able to get Focused 3-dice attacks against four naked green dice to finish him off before he could get clear. He managed to get one B-Wing down to a single remaining hull, but I was able to get behind him through a combination of tactician shots, ions and range 1 critical hits that somehow always turned up Thrust Control Fire for even more stress. Match win, 100-0, 3-1.
5th Match: Jeremy
Backstabber
Four Academy TIEs
Two Scimitar Bombers with Seismic Charges
I'd played Jeremy once before, and remembered him to be a lethal Swarm pilot. He was also apparently the first person to kill one of Ryan's ships. This match was just textbook Imperial doctrine. I took out an Academy TIE during the first round of shooting and damaged another, but he chipped me with Backstabber from the flank and damaged a B-Wing. Next round, another Academy blew up, but so did the B-Wing. An attempt to hit Backstabber with a stress/Ion combo missed. From there, it was just a slaughter as his ships used their superior numbers and 3-on-1 dice advantage at range 1. I eventually killed all the Academies, but his Bombers nailed two B-Wings with both Seismics, and the two of them were able to team with Backstabber to finish my remaining squad en route to a heartbreaker of a Top 8 loss (he lost on a DRAW after declining initiative -- if there's a worst way to lose in this game, I cannot imagine it). Loss, 48-100, 3-2.
Ended up placing 9th out of 33 players, just missing the Top 8 cutoff. While there are plenty of what-if scenarios running through my head, trying to figure how I could have bumped my standing up by one more position, I felt pretty good with the way that I played and was excited for the next day.
Surprisingly few turrets overall, with a large number of small-ship builds and about 10% Scum & Villainy.