I finally was able to go to a Store Championship. After missing all the other local championships due to illness, weather, or other scheduling conflicts, I made it to the last local championships. I wasn't optimistic going in. I haven't played as much recently and I wasn't confident in my list. It was one that I had only played a couple times, but it was fun. I mostly wanted the Soontir Fel alt art card and to at least make one Store Championship. This was a large Store Championship with 27 players. As it is a large store, a lot of the best players in the area are in attendance.
As for my list, I was experimenting with IG-88, but found that two of them didn't make a solid list. It was excellent against a lot of lists, but had too many hard counters. As such, I decided to change out one IG-88 for something that would cover the weaknesses of the IG-88. Not as strong against all lists, but not as weak against others.
IG-88B — Aggressor 36
Veteran Instincts 1
Advanced Sensors 3
Heavy Laser Cannon 7
Autothrusters 2
Boba Fett (Scum) — Firespray-31 39
Veteran Instincts 1
Proton Bombs 5
Tactician 2
Engine Upgrade 4
Here, IG-88B acts as my heavy hitter. Able to throw 4 dice at a target is quite potent with Heavy Laser Cannon. If he misses, his personal ability triggers, allowing him to attack again. This ability means that he is a serious threat against anything he can get arc on. Veteran Instincts is critical, as it allows him to move after and shoot before many threats. It means he is able to outfly other IG-88s, Dash Rendar, and a host of other ships. Autothrusters allow him to survive a great deal of punishment if flown right.
Boba Fett was the wild card. The problem with IG-88B is that even at PS8, he loses in the maneuvering game to Whisper, Soontir, and a number of other PS9 ships. With VI, Fett becomes PS10. Add to this engine upgrade and he is now able to bring firing arcs to bear on many threat, as well as close the distance or break away. It would be crucial. Tactician was a utility card. Able to alter how my opponent was flying, or shutting down ships that thrive on generating and clearing stress, this was quite potent. I had toyed with Gunner, but found I got better mileage out of Tactician. Proton Bomb was thrown on there more as a deterant than a weapon. When a ship at PS10 has a Proton Bomb, almost all ships will move before I activate. This means that the board state is pretty well set when I have to choose whether to drop. This means a canny enemy will be forced to fly differently and an unaware opponent faces critical hits at the worst possible moment.
At 100 points altogether, I would lose out any initiative bids, but I was banking instead on my PS bid.
1st Round:
Prototype Pilot — A-Wing 17
Chardaan Refit -2
Prototype Pilot — A-Wing 17
Chardaan Refit -2
Bandit Squadron Pilot — Z-95 Headhunter 12
Outer Rim Smuggler — YT-1300 27
Wild Space Fringer — YT-2400 30
This was an interesting list that I was fascinated to see. Five ships, two of them with 10 HP. It was quite refreshing. He setup spread across his side of the board. I setup in either corner. I was able to bait him into splitting his forces. As the two branches attacked each of my ship, stripping a few shields, I quickly attacked and kept moving, switching which ship each side was engaging. This divide and conquer strategy worked in my favor resulting in the total destruction of the rebel force at the cost of some shields and a bit of paint. My score was 1-0 with 200 MoV.
2nd Round:
Rear Admiral Chiraneau — VT-49 Decimator 46
Moff Jerjerrod 2
Darth Vader 3
Gunner 5
"Whisper" — TIE Phantom 32
Veteran Instincts 1
Fire-Control System 2
Recon Specialist 3
Advanced Cloaking Device 4
Up against Raul, this was also an interesting list. Chirpy with Vader and Gunner, plus the Moff Insurance Policy. He took initiative. He setup both his ships in the middle while I setup on my left. I tried something a bit different with my start. IG-88, on the far left, moved 3 Forward on turn 1 and Fett moved 4 forward, then boosted towards Chirpy and Whisper. Chirpy had done a 1-Bank while Whisper had moved in front of the Rear Admiral and cloaked. My boost brought me into range 3 of Whisper but just out for the Decimator, giving me a round 1 shot, but whiffed.
Round two, Chirpy bumps Whisper. IG-88 does a boost forward, followed by a 4-K, putting him close to the enemy edge of the board. Whisper decloaks and moves rapidly forward, then gets double focus. Fett then moved 4 Forward, just clearing the Phantom. Fett is now Range 1 to both enemies and has Whisper at close range 1 in the rear arc, so focuses. One attack roll later, I have 4 hits and Whisper loses her shields. I lose a couple shields on Fett and on IG-88, who misses Whisper twice. Next round, Whisper decloaks to face the droid, who turns slightly. Fett drops the Proton bomb on Whisper, but bumps Chirpy. Both take the bomb, which gives Fett a Direct Hit (of course) and Whisper something other than a Direct Hit (of course). But Fett at Range 1 is able to deliver three hits and wipes the Phantom out.
IG-88 is without shields, so I try to play the bump game while Fett whittles down the Decimator. Unfortunately, I called a maneuver wrong and took 4 dice to the face, destroying the Droid. However, in simultaneous fire, the infamous bounty hunter gets revenge and destroy the Decimator, leaving me with control of the board. I'm now 2-0 with 351 MoV.
3rd Round:
Blue Squadron Pilot — B-Wing 22
Blue Squadron Pilot — B-Wing 22
Blue Squadron Pilot — B-Wing 22
Blue Squadron Pilot — B-Wing 22
Bandit Squadron Pilot — Z-95 Headhunter 12
Cowboy Kenny of the Kessel Run podcast was my next opponent, running a venerable list. This formidable rebel swarm, piloted by a skilled player, is certainly a major threat to my two ships. I really don't have the damage output to be confident in such a match. Asteroids go mostly in the middle, making it a difficult area to maneuver in for me. His ships are in a skirmish line across the middle of his board, while I setup Fett on the left and IG on the right. He banks in towards the Aggressor, which moves 3 Forward, staying well out of range. Fett then moves 4 Forward, then boosts in, catching at B-Wing at range 3. One excellent roll later and that B-Wing is missing 3 shields.
Next round, his swarm continues after IG, who moves 1 Forward. He moved cautiously, putting only one B-Wing at Range 2, two at Range 3, and the other two out of range. Fett swoops in to behind the formation, damaging the same B-Wing while IG-88 begins work on another. Kenny presses his attack hoping to catch IG-88 in a pincer, but he boosts, then does a 4-K behind the formation. Fett presses the attack and destroys the B-Wing, while IG-88 seriously damages the other.
Now, my opponent calls my IG-88's next move right, but isn't able to fully capitalize on it. I turn IG-88 hard to the right, leaving him without a shot but several shots on him. Fett moves into the mess, dealing more damage. IG-88 loses his shields.
I know my opponent wants to press the advantage on the droid and is a bad position. He moves to the attack, but IG-88 moves 3 Forward, then boosts, putting him at long range of the two shots on him. The Firespray turns hard left, towards the enemy side of the board, and blasts the Z-95 into dust.
My opponent sees the danger and tries to avoid an imminent Proton Bomb. One B-Wing with full shields is caught dead to rights, but another with only 2 hull barrel rolls in front of an asteroid in a desperate attempt to avoid the Proton Bomb. It's close but he manages to escape. IG-88 S-Loops to turn around and reengage next round while Fett drops the bomb and completes his turn. The one B-Wing gets a damaged engine.
The next turn, the B-Wing that avoided the bomb runs over the asteroid. And then rolls a Crit. And it's a Direct Hit. Boom. He didn't escape, merely delayed it. Fett moves forward as IG-88 returns and clears stress. Both B-Wings take some hits, stressing the B-Wing with damaged engine.
I then continue this next turn, with Fett K-Turning beyond the Aggressor while the droid moves close to the B-Wings. The one closest to the droid has the damaged engine, so I choose to shoot the further one, blasting it apart. The B-Wing then proceeds to roll two hits, two crits. I manage a single evade. The first crit is Minor Explosion. I roll and... blank. The second crit is Damaged Sensor array. Safe. The assassin droid K-Turns behind the B-Wing while the Mandalorian moves forward and they blast the ship into oblivion. 3-0 with 551 MoV.
4th Round:
IG-88B — Aggressor 36
Push the Limit 3
Fire-Control System 2
"Mangler" Cannon 4
"Hot Shot" Blaster 3
Autothrusters 2
IG-2000 0
IG-88C — Aggressor 36
Push the Limit 3
Fire-Control System 2
"Mangler" Cannon 4
"Hot Shot" Blaster 3
Autothrusters 2
IG-2000 0
Now I'm up against my first dual Aggressor build. This match and the next blend together in my head. I took some severe damage early on on Fett, along with several crits thanks to the Mango Cannons, but I manage to drop the Proton Bomb on both of them, which destroyed the Mangler Cannon on IG-88B and reduced the primary weapon on C. I quickly removed C from the board, though my now fatally injured bounty hunter was forced to flee. The enemy droid chased down my firespray, letting my faithful droid follow him, doing severe damage. Though Fett would perish bravely, the cowardly Aggressor would not be able to outmaneuver my superior piloting skill, allowing me far more shots at the vulnerable ship., eventually destroying it. 4-0 with 700 MoV.
5th Round:
IG-88B — Aggressor 36
Push the Limit 3
Advanced Sensors 3
"Mangler" Cannon 4
Autothrusters 2
IG-2000 0
IG-88C — Aggressor 36
Push the Limit 3
Advanced Sensors 3
Flechette Cannon 2
Autoblaster 5
Autothrusters 2
IG-2000 0
As previously stated, this match blends together with the previous match. I will say, my opponent was quite skilled, and punished me with the Autoblaster. He started by placing in both corners while I setup across from C with my droid and about a quarter of the map in from C with my Firespray. I began by immediately making a series of serious piloting errors and got a handful of pitiful shots early on. It was not looking good. After several rounds of losing HP I could ill afford to lose, though comforted by the fact that I would make the cut to Top 8, I rallied. My superior Piloting Skill once more saved the day as I was able to adjust my position and generally outfly my opponent. Both of his droids fell quickly after I began flying well. It was a near thing, but my opponent was fatigued and made a few mistakes, allowing me to destroy both his Aggressors without losing a ship in return. 5-0 with 900 MoV. This puts my in Top 8 and earning me a Dice Bag. Sweet.
Top 8
Omicron Group Pilot — Lambda-Class Shuttle 21
Advanced Sensors 3
Ion Cannon 3
Mara Jade 3
Fleet Officer 3
Turr Phennir — TIE Interceptor 25
Veteran Instincts 1
Autothrusters 2
Stealth Device 3
Royal Guard TIE 0
Soontir Fel — TIE Interceptor 27
Daredevil 3
Autothrusters 2
Stealth Device 3
Royal Guard TIE 0
I was initially worried about this list. My IG-88B would be a serious disadvantage against both of these interceptors. He setup his shuttle to his right, my left. I placed my droid on my far right corner. His Interceptors both went event further left (his right) protected by the shuttle. I setup my Firespray closer to my left, just inside the far left asteroids and almost across from him. First round, his shuttle moves slowly forward. I rush forward and boost in with my droid. He then moved Soontir down the edge of the board and moves Turr behind the shuttle. Next turn, he uses Fleet Officer to give focus to both Interceptors, then banks slowly in with the shuttle and I smile to myself, having called this right. My droid zooms forward rapidly and boosts. Turr turns towards the center of the board, bringing it into long range from my droid. Soontir moves forward, then uses daredevil to turn inward. My Fett then does a 4-Forward, then a boost, moving out of the arc of the shuttle and at range 1 of Turr. However, my dice roll poorly and I don't hurt Turr. He then shoots at my IG-88, doing no damage, but barrel rolling out of range. My droid doesn't have a shot and Soontir does a shield damage to Fett.
Next turn, the shuttle gives both Interceptors a focus, then banks again. I tried to be clever and S-Loop my Aggressor towards my opponent, facing as if he had been set in the center of the board by my opponent during setup. Turr banks towards the center of the board, putting him out of arc of my IG, but with no good boost or barrel roll opportunities. Soontir then moves forwards 2, then Daredevil's into the shuttle to get arc on Fett. He has forgotten about my Proton Bomb, which hits the shuttle (I don't remember which crit he got, but it wasn't important) and Soontir Fel (reduce agility... ouch). Fett then shoots at range 2 to Soontir, giving him another stress and rolls three hits. And Soontir, as is appropriate for an interceptor, rolls one evade and the rest blanks, vanishing from the board.
From here, the game goes quickly. I rapidly hunt down and destroy all joy in the world the rest of his ships. I have won 6-0 and 1100 MoV (I know MoV doesn't matter anymore but it's fun to record it) and I earn the acrylic focus tokens I was so hoping for, as they were the one token I didn't have official acrylics for.
Top 4
Blue Squadron Pilot — B-Wing 22
Tactician 2
B-Wing/E2 1
Gold Squadron Pilot — Y-Wing 18
Ion Cannon Turret 5
R2 Astromech 1
Gold Squadron Pilot — Y-Wing 18
Ion Cannon Turret 5
R5-P9 3
Blue Squadron Pilot — B-Wing 22
Tactician 2
B-Wing/E2 1
My opponent was immediately demoralized at the start of this game. His previous opponent was winning and conceded because he wanted to go home, so my opponent didn't feel he had deserved his spot. Further, he was clearly exhausted, unused to playing this many games. He setup in a skirmish line in the middle, while I took the two corners. He banked towards my IG, which stopped out of range. My Fett zoomed forward, boosting to get an early shot at a B, doing a damage or two. I then slow rolled with the droid, putting me at medium to long range of his Y-Wings, but out of range from the laggard B-Wings. Fett came around. Both fired on the Y-Wing with the R2, dealing serious damage, but it returned fired and put an ion token on my Aggressor.
The next round, I did a hard turn with the IG while he moved forward to intercept, moving my IG out of arc. Fett followed his force and destroyed the injured Y-Wing which was the only one that could Ion the droid, though he would himself suffer an Ion from the remaining Y-Wing. The next turn, Fett continues his pursuit as the droid K-Turns. The next couple turns see a B-Wing destroyed, but I have to be very careful that I'm not Ioned off the board. Fett has to run away to avoid this fate for a time. But my opponent is fatigued and I'm calling the maneuvers right, allowing me to catch and destroy the remaining Y-Wing, though this took longer than expected due to the recovery droid and lackluster rolls on my part. With the Y-Wing down, it's only a matter of time before I catch and destroy the B-Wing, though the droid finished the game with a single hull remaining. I'm now 7-0 with 1100 MoV.
Finals
Dash Rendar — YT-2400 36
Push the Limit 3
"Mangler" Cannon 4
Kyle Katarn 3
Engine Upgrade 4
Outrider 5
Prototype Pilot — A-Wing 17
Chardaan Refit -2
Prototype Pilot — A-Wing 17
Chardaan Refit -2
Prototype Pilot — A-Wing 17
Chardaan Refit -2
This final match is against Chumbalya of the Kessel Run podcast. I've already destroyed his faithful companion and he is out for revenge. This would be the final match and a death match between our rival podcasts.
He sets up Dash in the middle with all his As in the corner on his left. I setup my droid on my right, just inside the asteroids, while Fett is on my far left. I move rapidly forward with both, but this is a mistake. His As move slowly, leaving me with no real shot, while Dash gets behind IG-88 and does one damage. Next round, knowing that my S-Loop and K-Turn could well be blocked, I bank in with the droid, slamming into one of the blockers, but advanced sensors allows him to have a focus. Fett comes around the big asteroid and gets a distance shot, but does no damage. Then IG-88 one-shots an A-Wing, but takes a couple more shields.
He brings his Dash up my right, moving towards him, while IG-88 turns towards him, catching him in arc and the A-Wings out of position. Fett moves into the A-Wings. Several shields are removed from Dash. Dash continues his mad flight, with A-Wings screening my movement, but my sensors allow the assassin to continue punishing Dash. Further, Fett now has shots on Dash, and he is into hull. One more turn of dogged pursuit and Dash has been destroyed. Then it is just a matter of hunting down the A-Wings. While they put up a good fight and it takes me a good 10 turns, the game has now been decided and, one by one, they are destroyed. This leaves me with an undefeated 8-0 record and an incredible 1500 MoV. I lost two ships the entire day.
I want to thank all the fine players, the organizer, and the store (Madness Comics and Games) for the wonderful tournament. We had a fine turnout. I know that the day could have easily turned against me, especially with my wonky list, but today, I can rest easy.