Fel's epic fail

By flyboymb, in X-Wing Battle Reports

Tried running Fel with PTL + Hull upgrade + Title + Targeting Computer, 2 Royal Guard Ties with Outmaneuver, and Night Beast.

My opponent had Keyan Farlander with PTL + HLC, A-Wing Prototype Pilot with Chaardan, vanilla X-Wing Rookie Pilot, and vanilla Jan Ors.

Forces were spread out like so:

B A X H

III T

On the first turn, he made straight 2 movements with all his ships obtaining focus or evade tokens on all his ships. I moved 4 for all ships boosting with the interceptors. At this point, Fel and the left RG were in range 3 of the X-Wing. I popped PTL in order to obtain a target lock since the possibility of getting hit was remote at 3. Got a focus from the stress. The left RG was firing through an asteroid (the reason I didn't move 5) and focusing on the X-wing from both ships took it down to 1 shield with no hits in response.

Turn 2:

I expect that he will either use K-turns on his X and A wing or straight 4-5 and that the B Wing will stay at range in order to trigger HLC. No such luck. His A and X make soft 2's while the B-Wing goes red easy 3. I went straight 3 in order to keep in formation and lose Fel's stress so I could PTL again. Fel runs into the X-wing, My left IG hits the A-Wing, and the B-Wing is now within range 1 of both. My right IG is too far forward to hit anything and NB has a range 2 shot at Jan. He promptly takes his stress token off his B-Wing and takes Fel down to 1 hull. He uses Jan Ors to boost the A-Wing which finishes Fel off at range 1. NB at least manages to take down the Hawk's shields.

Turn 3:

The next turn had the A-Wing, B-Wing and X-Wing making Jturns. I'm having none of this and both IG ships 3 J turns. The B-Wing is out of Arc for a shot and the Hawk is making a retreat from NB. While the Hawk is of no concern to my forces, I decide that it's buffing ability is irritating and keep NB on his tail. While I take the X-Wing down to 1 hull, very good die rolls on my opponents part (and bad defense on mine) results in me losing a RG. NB rolls all blanks against the HWK.

Turn 4:

My opponent tries to make another red maneuver with his B-Wing to get back into firing range. I take the opportunity to point it directly away from the fighting in order to keep it from firing. I bring my remaining RG in close and finish off the X-Wing while utilizing a barrel roll to keep out of the firing arc of the easy turn made by the A-Wing. NB does some hull damage to the HWK.

Turn 5:

I do a tight 1 turn with my RG and BR to get in right behind the B-Wing as he makes a green maneuver. The A-Wing turns to put me in Range 2. The HWK and NB are too far out at this point for me to get the Fighter hitting the A-Wing this turn, so I keep it on the HWK. My shot takes the B-Wing down to 2 shields, but the A-Wing gets a crit in on my hull. 'Munitions Failure'. I breath a sigh of relief as I turn the card face down. HWK now has 1 hull point remaining.

Turn 6:

Probably realizing that I could turn inside the radius of his B-Wing all day if I wanted to, He does a red 1 turn with Keyan and barrel rolls so that his firing arc is just inside of my rear corner. The A-Wing is out of firing arc as he decided to cover his bases and cover the other direction I might have turned. Point blank B-Wing goes off, stress token is removed, 4 hits, I evade 2, I'm now down to an undamaged Fighter.

The next turn saw me finishing off the Hawk. Night Best was a real champ when it came to the 2 on 1. Utilizing hard 1 turns and numerous uses of barrel rolls, I was able to keep out of the firing arcs of both fighters. My opponent was trying to rush to get the game done and didn't try to use flanking maneuvers, just constantly pointing both ships to where he thinks I'm going to be. I get a shield off the A-Wing and the B-Wing with its shields down, but eventually I misjudge his next move and his B-Wing winds up right on my tail. Point blank shot produces 4 hits. But I roll 3 evades! I attempt to jink and barrel roll to evade him, but he guesses my direction and does the same with his B-Wing. The stress token puts out 4 hits, and I only dodge 1 thus ending the game.

This was my first time since playing with just the core set that I've fielded a team of all unshielded craft. Usually I have a tricked out Phantom, maybe a Defender or Slave 1 or Vader with the only unshielded craft being a lone Fighter. I'm obviously used to having such luxuries like cloaking, white J turns, and SHIELDS! I think that I didn't really get the hang of the TIES until it was just NB holding his own. I tried to use my PS advantage over his X and A wing in order to take out his more nimble ships so I could then focus fire on the B-Wing. He used the same tactic on me but had the shields to trade punches. Losing Fel in turn 2 meant a huge slog to get the win, losing a RG the next turn was probably game. Only luck and him splitting his forces allowed me to kill 2 of his ships and draw things out until turn 9ish.

I think my other mistake was making the squad too fat. I did wind up using the Outmaneuver abilites on my RGs a handful of times, but targeting computer was a total waste. I will say that I don't have Autothrusters yet (have 3 coming in on Monday), but they really wouldn't have done me much good early game since all the Interceptors were engaged at range 2 or closer. In any case, while I outgunned his squad by a slim margin, he had nearly twice as many hit points. The loss of the X-Wing and the HWK merely meant that I had done 1 for 1 damage, but he could afford to sustain it.

Very salty loss for me, but a learning experience on swarms compared to my buffender and trick phantom.

Any tips on how I could have done this better?

Autothrusters would help you, but ud need to keep at range 3. It will give ur team a lil more longevity if your green dice are average to good. I am seeing Soontir played quite a bit with the decimator. i am looking at using him in a shuttle list, tweeking some loadouts on the shuttles but im aiming for either two or three omicrons. If i run two i will have room for an Alpha Squadron with autothrusters as well which seems like some nice firepower.

I think the two biggest mistakes I see people make when flying Soontir Fel or any other high PS interceptor is going straight towards the enemy to trade shots and then making the assumption that your opponent is going to try to shoot at Fel without blocking (Fel dies when he gets blocked, so savvy opponents always go for the block!).

You were smart to get a first turn engagement at range 3, that is always what you should aim for when flying interceptors. However, I think your choice of actions was risky. You never target lock when you have so many shots coming in at you. If there are 2+ enemy ships with Soontir in arc, you either use BR + boost to get out of most arcs, or Evade and Focus (+stress focus) to increase chances that you will take zero damage from all those shots. And don't spend focus on your red dice yet! Be patient.

Next turn, you should assume your opponent will move his ships to block all of your best moves. That means picking a move that cannot be blocked and will escape firing arcs even at the expense of getting no shots for your own ships. Once out of arc, interceptors are the best ships at turning around, so you will get back into arc faster unless your opponent k-turns, in which case he will have no actions and you will.

When you approach the enemy, its better to have the asteroids between you and the opponent. And I don't mean at a distance, but by the time you are both shooting, your opponent should be up close to the asteroids (so he cannot avoid them). Fighting in the asteroids is the best way to insure that you don't get focus fire on your ships and also to avoid getting your moves blocked. Try to keep asteroids between your ships and your opponent's for the rest of the match and he will be constantly having to worry about them and will likely make more movement mistakes.

Hope that helps and good luck!

Edited by blade_mercurial