With the announcement of the Regional locations and dates, I find I have the opportunity to attend a few of them. So I am going to chronicle my thoughts and findings leading up to Regionals, and my participation in them.
I will start with my own Store Championship. Simonsays already wrote a battle report from his vantage point here:
Wave 6 released shortly before the tournament, and by the FFG rules, Wave 6 was legal, but the store owner decided that it was too soon to be fair to everyone, so he decided to make Wave 6 not legal for the tournament. I had been playing around with some Kath/Jax/Backstabber builds before then, but didn't really feel very comfortable in taking them to a tournament. So I went back to my World's build, where I made the top 32. I hadn't played it since World's, but it is a bit like riding a bicycle for me, so I felt comfortable getting it back out. I made it to the Top 4, where I played Victor. He was running Paul's World's build. I was ahead at time by 8 points, and I should have flown one of my hurt TIEs out of the way, but I didn't. And on his last roll of the game, with absolutely no modifiers whatsoever (Injured Pilot on Han, and he boosted for his action), he rolled hit, hit crit and destroyed my TIE to win by 5 points. I look back and think I should have won that one, and I would really have liked to have faced KineticOperator's 87 point dual phantom build for the title, but I didn't get the chance. I would have felt good going into a game with KO because of my work of evolving the shark to beat a phantom, seen here: but it wasn't meant to be.
So, having gotten the top 4 swag that I wanted, I decided to go to the Omaha Store Championship with a list that harkens back to my dual firespray times:
Kath with Expert Handling, K4, Ion Cannon, Inertial Dampeners
Emon Azzameen with Andrasta, Proximity mine, Proximity mine, Ion Cannon, Engine Upgrade, Flight Instructor
In my planning to run Emon, I had developed a move I call the "Slingshot", which I wrote an article about afterwards, seen here:
I ended up 3-2, but very easily could have been 0-5 or 4-1 because I had 4 very close games that could have gone either way.
Since then I have tried out a variety of lists. My Achmed build seems to be a popular one:
Emon with Prox X3, RecSpec, EI, Andrasta (51)
Syndicate Thug with Genius, Proton Bomb, Autoblaster turret, Bomb loadout (25) (Achmed)
Syndicate Thug with Unhinged Astromech, Autoblaster turret, bomb loadout, Prox mine (24)
I talked a bit about this build in the notes of my Slingshot article.
I also have tried out a Emon/IG88B build, and I may do some more research into that one a little later.
I have tried the Mando merc with Recspec/Bodyguard combo, and I wasn't much of a fan of that, at least in a dual firespray build.
I have tried out Scum Boba, and here are my thoughts on Boba in general, either Scum or Imperial: Boba can be a great Phantom counter if he is built as such. But if you're not running him as a Phantom counter, then run Kath. Both the Imperial and Scum versions of Kath are far better, IMO, than the respective Boba versions. And personally, I take Imperial Kath with VI, gunner, and Mangler over Boba as a Phantom counter anyway. And Scum Boba is really only great at Range 1, where he is still only rolling 2 defense dice, and against IG88's, he won't last long against those Aggressors at point blank range. So to me, Scum Boba's ability IS A TRAP! Sorry, don't know where that came from....
So with all of this in mind, I gravitate towards these 2 as the base of my squad:
Emon with Andrasta, Proximity Mine, Proximity Mine, Proton Bomb (47)
Kath with HLC (45)
This leaves 8 points for upgrades. My thoughts on these two like this:
Emon is just flat out fun to throw bombs at people. And with this being the age of Autothrusters and super hard to hit ships, bombs provide a means of doing damage that will get past high agility ships. And with Emon's ability and the Andrasta title, these bombs are the best to run and scariest to face off against. I need to work on knowing where the mines can be placed from each movement on the firespray dial, so that I can be better at dropping them exactly where I want them to be, even though I have had a lot of practice dropping bombs these past 2 years.
Kath with hlc is throwing 4 dice with every attack, and I think 4 dice attacks are what is necessary in order to get past the high agility autothruster ships that we are seeing now. And this is somewhat of a change for me, because I haven't been one to be high on hlc's, instead preferring to go forward and use my rear arc to get shots with actions rather than koiogran turning and using the hlc. But I am finding that the hlc can be very necessary at times. Consider this:
Kath is at Range 3 of your IG88 with Autothrusters. I'm rolling 4 dice at you whether I'm attacking you from the front arc or rear arc. From the rear arc, it's 4v4, but from the front arc it's 4v3, so I'm learning to use the hlc more effectively these past few games.
And I know that in the past I have been an advocate for a third ship in dual firespray builds, but again, that was before autothrusters. One 2-dice gun just isn't going to hit a 3 agility ship with AT/evade/focus, etc. And KineticOperator drove home the point to me that a third ship would just be MOV points for your opponent, which is why his 87 point list doesn't have an AP in it. And once that third ship dies, which is really all it does anyway, now your 2 pared-down firesprays are going to have a harder time catching up on MOV. So I have been looking at these 2 to be the base of my squad: a ship that can hit ships with deadly-accurate bombs, and a ship that rolls 4 or 5 dice with every attack.
Now, how do I go about spending the final 8 points? In the past few years, I have learned that firesprays that can't reposition through either barrel roll or engine are just really slow. So I have been flying repositioning firesprays for a very long time now. But I feel repositioning isn't necessary on Emon. Engine upgrade wouldn't get used on him until after all of his bombs are dropped anyway, and by then he's usually pretty heavily damaged or dead, so the Engine hasn't been worth the points on him for me so far.
Kath, however, is great with Expert Handling, as that is how I have been kitting her out for a long time. I also like having a Seismic on her, as people are too focused on Emon to worry about her seismic, so she usually does some good damage with it as well. That gets us to:
Kath with EH, HLC, Seismic (49).
That leaves 4 points for crew/illicit upgrades. I have been running Greedo/Determination on Kath and been enjoying that, especially with hlc, but he's too situational for my liking. I think I'm going to run K4 and Inertial Dampeners on Kath. That has been good for me so far, especially after barrel rolls, where I can clear the stress, get a free tl, and still do another barrel roll if needed.
So, that's my next loadout I'm going to try. I am also looking at Navigator on Emon, once I get better at knowing exactly where his bombs will be. I did like Flight Instructor on Emon when I ran him in Omaha, so that may be an option as well. But Inertial Dampeners is just really powerful, so it's tough to give that up.
I have also looked at Intel Agent, but that is really only good against higher PS ships. Against low PS squads, Intel Agent is worthless. But it is a consideration.