Hey guys,
So recent events regarding RNG have broken me, and I have taken shelter in the immaculate Accuracy Corrector, Conner nets, and seismic charges
Deathrain (Accuracy Corrector, Conner Nets, Seismic Charges, Extra Munitions)
Tempest (Tie/x1, Accuracy Corrector) x 3
[Total: 100]
It works like a charm, as even lost games come down to player decision and not some bull dice spikes; making for an infinetly more enjoyable experience ![]()
and yet, there was one game I couldn't help but feel bad about
I.
It's the third match of a local tournament and I'm facing 2015 Paul Heaver, as channeled by the most venerated player in our local group. I win the roll-off for the initiative and let him have it, because there's nothing more trivial than chasing TLTs down when they have to move first.
It is the bottom of turn 3, and the game's already lost

Note Deathin being woefully out of position
What I thought about doing, and what I should of done, was ditch a seismic charge to perform a pre-move roll and then bank + boost around the r3-a2 Y-wing (brown) and save Deathrain for the late game engagement with Poe.
Instead, I was too intimidated by the shiney new X-wing and attempted to set up a conner net between him and the squad, only to realize it would've uselessly overlapped my own Tempest ![]()
Deathrain is an amazing ship, but I'm not so amazing with it ![]()
anyway, at this point in the match I realize I will never kill Poe as I had just finished throwing away my only means of beating his defensive tech.
Fortunately, Accuracy Correctors are the best things ever and the Tempest is perhaps the most under-appreciated Pilot in the imperial arsenal. Between guaranteed hits and evade tokens, they easily outfight 1-2 agility generics. Thus, the only path to victory is revealed.
Deathrain ignores Poe to put some damage on the TLT (gold) Y-wing and r3-a2, god of stress, goes down to some precise fire.
II.
Both squads have to re-position around the asteroids
Deathrain leaves seismic charges behind just to be a ****

III.
The plan is put into action. The squad ignores the hell out of Poe (minus Deathrain's dickery) and hunts the generics.
Deathrain tries to run, but there's no escaping Poe.

IV.
In the only instance of bull dice, Poe gets four hits and the tempest pilot (having previously lost shields from the initial engagement) rolls 0 evades; resulting in instant destruction.

so that sucks, as there goes my only chance for a legitimate win.
Fortunately, Tempest #1 has firmly affixed itself to the TLT Y's ass. The lack of 1-turns is deplorable, but the Advance's dial is otherwise stellar
My plan is coming together
V.
Tempest #nothing K-turns in the hopes of chisling down the Z-95 as Tempest #1 finally puts the TLT out of its misery with guaranteed hits versus 1-hull

Unfortunately, the Z-95 is having none of it and Tempest #0 is left facing Poe
IV.
Fighting through Poe's focus + R2-D2 is not an option, so Tempest #0 KAPLA!s into a position where a stressed Poe cannot hope to shoot him

Tempest #1 squares off with the Bandit, which had arrived too late to help out its golden buddy
The combination of an evade token and superior profile prove too much for the little Bandit to handle, especially when he blanks out on his last roll. Should've used Accuracy Corrector ![]()









