Long time lurker....just was excited about what I played and wanted to share.
So I ended up playing a game today with a list. Here it is,
Torkil Mux
-Ion Cannon Turret
-Tactician
-Moldy Crow
Syndicate Thug
-Ion Cannon Turret
-BTL-A4 Y-wing
Syndicate Thug
-Ion Cannon Turret
-BTL-A4 Y-wing
Binayre Pirate
Binayre Pirate
Idea of this list is Torkil Mux puts a stress and (hopefully) and Ion Token on a ship. With his pilot rule, I thought this combo would also serve well if I can get a shot off on any phantoms (**** them). Now that the Y-wings had higher damage output (BTL-A4 Y-Wing), they would follow the stressed/ionized ship and at range one until it died or walked off the board (thanks to their ion turret). Binayre Pirates were there as fillers/blockers (also, that's all the Y-wings I own...otherwise I'd ad more). However, I feel a bit of speed may of been needed (you'll see why).
I played against my buddies two ship list (first time using it).
Off of memory
Han Solo
Title
Shield Upgrade (he agreed he'd be better off with engine upgrade)
Swarm Tactics
Tactician (he loves these)
Wild Space Fringer
-Mangler Cannon
-Tactician (I said he loved these, right?)
-Outrider
His tactic was to pass off his leadership to the WSF and stress others to further control the map. Mangler Cannon was to avoid the bubble created by the heavy laser cannon (plus that hit to a critical rule).
First few rounds essentially saw my us coming at each other with him turning at the last second (I won the chicken fight). It was at this time that one Y-wing and Torkil managed to stress Han Solo and double Ion token until his death at the cost of the other Y-wing (he double stress him with his tacticians to oblivion.) The rest of the game slowly saw my ships being wiped out due to three factors: 1) I barely got of any shots due to WSF's barrel rolls, 2) His dice always had double hits or hit/crit which were adjusted due to the cannon, and 3) below average dodge dice. Playing in a timed tournament, I would end up winning (47-45 with Torkil Mux loss). In our friendly/championship round of a tournament I'd loose due to tabling.
HOWEVER! After our game, we suddenly remember the change to the barrel roles for large ships. Would of changed the game completely.
So, lessons learned from this:
1) Barrel rolling large ships don't move as far now
2) Torkil Mux combo is my favorate (lowering pilot skill to allow all my ships to shoot first/limit his actions next turn)
3) Y-wings put out some damage now (averaged 2-3 damage with Ion tokens)
4) Mangler is amazing for its cost (more than half my damage suffered was critical).
I'll put up detailed reports next time around.
Happy Flying!