So today I attended a store tournament and gave some of my Xmas presents a spin. Shout out to Games Cube Parramatta for hosting, good venue.
My list was
AFIIB
- Mon Mothma
- Paragon
AFIIB
- Boosted Comms
- Flight Controllers
MC30 scout Frigate
- Foresight
- Assault Proton Torpedoes
- Ordnance Experts
MC30 Scout Frigate
- Admonition
- Assault Proton Torpedoes
- Ordnance Experts
Tycho Celchu
2x A-Wing
Total 399
Advanced Gunnery, Hyperspace Assault, Superior Positions
So like all good tournaments, I had fun, made mistakes and learnt a great deal (like the fact that you can use your manoeuvre tool on both sides of the ship for a turn, not just the outside, as long as it doesn't overlap)
First of all, wave 2 impressions. Rogues and Villans are a tough nut to crack. They have completely changed squadrons from a supporting act that complements the main event to the centre of gravity for most lists now. I don't think this is the healthiest thing.
MC80s are the the the turtles that they should be, and Raiders seem to be the awkward teenager that doesn't know what to do with itself. Didn't face an ISD, so no opinion there.
Now onto the Shrimps. I tested the list thrice (very underused word) to come to the tournament. So here are the main points I have observed.
1) Survivability. These are glass cannons wrapped in a whole lot of shields. Either titles or Mon Mothma are essential, and if you combine them they are gloriously frustrating to kill. Without either they are made of tinfoil.
B) Manovrability. These are not Glads. They are not Flankers, they are Strafers. You need to spam navigation commands to get them where you need, and plan for that all important Alpha strike. Once you have conducted your strike. Blow through and pick another target. You don't have the Manovrability or flexibility of a glad to slow down, nor the reach of Demolisher. Timing is also critical. Activate last until you are ready to pounce, then scream in, get arcs and range on as many different targets to give your opponent a hard decision.
4) Lethality. When positioned correctly, these little beasties can one shot almost anything smaller than a MC80. Combine with APTs and a well timed concentrate on a double arc, and your punching out potential for 22 damage (or 30 from two side arcs on the side of a large ship)
In summary, great little one punchers that are like an artisans GSD. More expensive, More difficult to drive, but the results are sweeter and very satisfying