lol Advanced Gunnery would have been a bad thing as first player.Saw his round five game 274 to 11. Tabled the VSD and a glad. Was very impressed with the list.
Did anyone know what he faced in round 1 to 3?
Also was funny folks where calling for him to take adv gun and said sensor sweep wtf.
Intel Sweep made life easier.
I agree Advanced Gunnery would be bad, but Intel Sweep isn't necessarily a picnic against three glads. To score the objective, you need three of the five objective tokens (meaning you have to end your movement within claiming distance of it and survive to activate again). End with the wrong objective token (i.e., near the middle of the board, within striking distance of Demolisher and/or a few camping glads, etc.), and the objective ship will pop, no matter how speedy it is.
The objective/obstacle placement, plus the deployment advantages that were exploited in that final, were phenomenal for the rebel player. Sweeping across the middle and then away from the enemy fleet made the CR-90's day incredibly low-stress, and that opening asteroid bump on the Vic certainly seemed to make life easier for the A's (not to say that they wouldn't have brought the Vic down eventually anyway, but every little bit helps).
The reason why we're rallying about this is the core argument of the GenConSpecial, which is "Squadrons don't matter, you just have to kill the Ships to win." - and this was showing that Squadrons can indeed stop you from doing that.
Well, the actual argument is true. Squadrons DON'T matter, and you DO have to kill the ships to win.
I'm really pleased that a squadron list won this one, but lets not get carried away. The game before this against another all ship list was VERY close, and all ship lists were at least half of the top 4. And the Imperial player in the final effectively lost in deployment.
To me this suggests excellent balance, and not that squadron heavy is in any way superior. And thats exactly as it should be, leaving room for everyones preferred play style.
In fact....the winning list at Worlds (or a variant of) placed 2nd at gencon, and the winning Gencon list placed 2nd here. Thats pretty **** balanced.
I mostly agree, I think, in the sense that there's room in this game for lots of different builds. We categorize them in different ways (squadron heavy, squadron light, all ship, ship spam), but the fact of the matter is that squadron-heavy builds vary (Just using the "rhymer ball" as an example, it could mean Rhymer + bombers, Rhymer + Bombers/TAs, Rhymer + 3-4 black die + TIEs, Rhymer + 10 TIE fighters; it may or may not include Corruptor, Chirpy, expanded hangers), and the same is true in regards to all other builds. At 300 points especially, "squadron-heavy" builds usually involved only two ships out of necessity (low point limit + cost of carriers + cost of "carrier upgrades"), unless you dropped into the 4-5 squadron range (at which point it was questionable whether the list was still "squadron heavy"). The incredible thing for me was seeing a true "squadron heavy" list (88/300 points, eight squadrons) with two AFIIs and a third ship for activation/deployment control. They were incredibly stripped down, but as it turns out, you can beat a black-spewing glad list without gunnery teams and advanced projectors on your AFIIs. Who knew? ![]()
I agree deployment was a major factor in this game (as was choice of objective, as was objective/obstacle placement, as was the winner's strategy for objectives), but it's hard to see how the Imperial's list has a clear path to victory if this type of squadron-heavy list if executed in a fairly-competent matter. The A's were clearly at their best when there was a squadron command (and with Garm, that first attack activation, right from the get-go, was incredible to watch), but had sufficient speed to position themselves for an attack/get back into activation range, which allowed the AFIIs to move where they wanted to be, instead of where they "needed" to be. I agreed with the glads taking anti-squadron shots at the A's as the only viable counter strategy... but one popped A to show for it isn't a fabulous return. Deploying in the corner definitely didn't help the imperial, and maybe putting the Vic in the middle of the glad pack (with lots of cross-fire flac shots) would have kept it alive longer, but once any ship becomes the focused target of eight black dice, it's only a matter of time, regardless of how you deploy, especially if your speed is poor.
A-Wings are the most efficient squadrons in the game.
They attack ships almost as good as bombers and wreck havoc on fighters and bombers with counter 2 and 4 hull. AND they are speed 5.
For 11 points thats a bargain.
Just because A wings worked good in worlds this time does not mean they will be as great once wave 2 comes out. Don't get me wrong, I'm not saying A wings will be bad, but you will have to consider how the new scums and villains will be in comparison to them. And really, any uncontested squadron mass will greatly affect the outcome of a battle.
The reason why we're rallying about this is the core argument of the GenConSpecial, which is "Squadrons don't matter, you just have to kill the Ships to win." - and this was showing that Squadrons can indeed stop you from doing that.
This is actually not what Gencon special is about:
The player said himself, he took it to simplify the game after a long tournament, and he wasn't well versed in squadrons.
TRying to go for the carriers is the only game plan it HAS against a mass carrier list. And having a Cr90 that can run like that. WOW! What great planning!
I agree with Starkiller, in that I'm also not particularly worried about A's. They don't have Rogue (and really, they'd be broken if they did--there's a reason why the only five-speed Rogue unit with counter 2**--IG-2000--is a unique ace), but they have speed 5, that black anti-ship dice, and aren't heavy. In other words, the definition of multi-purpose (just missing Bomber, really), and they're cheap enough that if you wanted to spam them in Wave II, you can field 12 of them within the squadron point limit (132/134). Ships with Rogue will have the advantage (at least early game) that they can avoid A's with proper planning. But once engaged with them (barring Intel or Grit or other such special abilities), even 7-hull Bossk is going to have a tough time with an A-wing swarm (3 blues + counter 2 + 4 hull + 5 speed (x) [up to 12]).
That said, the creator of the GenCon special has always been honest about his rationale for building the list--maximizing black dice and simplifying orders in order to table the opponent quickly. He's also been candid about the limits of the list, as recently as his predictions about worlds. The problem with a three-ship carrier build, excellently deployed and strategically prepared, is that catching three ships is an incredibly difficult task while you're being peppered with lots of black dice. The fact that the GenCon Special made it to the top table (and was the high player going into the last round) speaks to the efficiency and power of the list (and the skill of the player, let's not forget that, too), but the final shows what many of us (including the list's creator) have suspected: that even a highly successful list can't account for every possible opponent (at least not at 300 points).
** This makes 7 Aggressors + Dengar (132 points) a fascinating (albeit expensive) proposition...
There is a problem? I don't think so.
Its probably fitting that we have now seen the "popular" meta go full circle.
I see it as a great demonstration of the depth of the game, even at wave 1.
Assault frigate range and mobility can trump straight firepower .
Agreed. All of the different build types that have sprung up so far are getting something. Squadron-heavy builds are getting boosted comms (both), bigger carriers (both), cheaper filler ships to get above 2 activations (Imps), and will be able to field a mix of independent and command-dependent squadrons. Squadron-light builds are getting more formidable predators that aren't reliant on squadron commands, and ship-heavy builds are getting some upgrades (Rebs) or ships (Raiders) to counter squadrons once token fighter screens give way. And the empire has a brand new ship to spam (Raider), while Rebels have some intriguing new commanders (Ackbar, Rieekan) to run with their spams. All told, I'm extremely excited to see where things go from here (well, once that boat arrives...)
Edited by Rythbryt