Cassual matches. (Defenders and Starviper used)

By Chief Hugh, in X-Wing Battle Reports

This thread will have new battle reports weekly. See below.

I recently played two casual matches with a friend.

My first list was...

Tarn Mison -R7 -IA

Stress Hog

Blue squadron -FCS x2

He used...

Rexlar Brath -PTL -Mark II engine

Shuttle -Rebel Captive

Bounty Hunter -Saboteur

My battle reports are short and sweet. Also our two matches are tournament timed matches.

Please comment on how you think our list(s) could be improved or what you like about them.

Initial placement was really big in this game. He set up in the corner while I pushed down the middle. I messed up by placing Tarn furthest away from his list (I find if he isn't my opponents first target my games don't go well) I like to get at least two uses from Tarn's ability. I could see my best target that I could focus fire on would be his bounty hunter. He played well and moved within range one of my TLT y-wing (something I tried hard not to let happen. I think I am a decent player and I not once was able to use TLT on my ywing as he was always within range one of my ship the whole game. After I traded my B-wings for his firespray and shuttle, it went to time for the win going to the rebels by points.

After Action Report: Brath with PTL and the Mark II engine was a monster. I was surprised how well PTL did on him. It made me realize how insane the new tiles for defenders will be. Also we both decided Vader is better on the shuttle than rebel captive.

Game 2.

I ran Xizor - predator- AT- Inertia dampners

Bossk - Outlaw teck - Calculation

Z-95 x2

He ran

Howlrunner - swarm tactics

Academy x2

tie delta

doom shuttle

This was a close one. I knocked out Howlrunner in the first round before his swarm could fire when a Z95 one shot her at range 1. I think we both played well but Bossk was having extremely cold dice. Xizor with his ability and predator was awesome. It came down to the very last round when Xizor was an 1/8 of an inch too far from Bossk when he received too much fire to handle. He was range three of three of his ships and rolled focuses all three attacks and so AT never kicked it. He won 49 to my 44 points.

After Action Report: The defenders played during the two games did very well. I made me realize how strong they are going to be with the new titles. My scum list was very fun to play. I have seen a few people say the starviper needs a fix which I can understand. Not sure what I would fix though other than the point cost or making the title free. (Frankly I'm getting tired of FFG producing so many ships that need fixes) I cant wait to put the two crew cards from the mist hunter on Bossk's ship. I think Bossk with calculation, outlaw tech, and the two crew from misthunter will be the best 40 points you can spend in a scum list. I was also surprised how maneuverable both the YV-666 and the starviper flew. I thought about taking maneuvering fins on the YV-666 but I think it is over costed by a point. With how many good 1-2 point cards are out there now, I don't think they will see any real use. For example I would much rather have Inertia dampners then maneuvering fins and it is a point cheaper.

Fly casual.

Game three.

We played another match.

I was playing Palp Aces.

Shuttle with the Emperor

Vader with title and ATC and EU

Fell with AT, SD, RG title, PTL

He played...

Poe with BB-8, PTL, AT, Weapon Guidance

Kyle with blaster turret, rec spec

2 Z95's with flechete torpedoes...luckily I caught this around turn 4 before he tried to use them.

He deployed in the corner and so did I with my shuttle. We both quickly agreed that he may have made a mistake because his formation has Poe and Kyle with his lower skilled Z's in the back. Making movement problematic. Vader was Near the shuttle, Fel going down the middle. They both raced 5 forward and actioned forward. The next turn they shot forward again. I got Vader in range 1 and got one natural hit from three dice...that happened for the next three turns. On turn three he blocked Fell excellently with his hawk and had Poe and the Z's target locked and Fell in their arch's. I knew Fell was toast but with the help of the Emperor he took a shield off Poe. Poe proved to be a beast!!! With BB-8 he can reveal his dial and if its green do a barrel roll, PTL activates so you take an action plus the stress. You then do the maneuver which is green that clears the stress. Wasn't used a whole lot but it was useful. Poe one shotted Fell and we almost went to the next turn when I remembered that my shuttle hadn't fired...he did three damage on Poe from range three. The next turn Poe did a T-roll but Vader took him out. The Hawk mean while took Vader down to one hull. The Z's did a bad move and ran into each other on a rock. The hawk flew off the board and Vader cleaned up the Z's with four minutes to spare.

The emperor was worth his points for sure. Vader was good but I wish he could have AT.

Edited by Chief Hugh

Once I get the coming expansion my first game list will be adjusted to this:

Bounty Hunter

-Rebel Captive

Omicron Group Pilot

-Vader

-Ion Cannon

Colonel Vessery

-Twin Ion Engine Mk. II

-TIE/D

-Tractor Beam

Also, during the second game, I accidentally didn't use Vader one round because I didn't hit with my Shuttle but I realized afterward you don't have to actually hit to be able to use Vader. I could have used him one more time.

My second game list will look something like this after the new expansions as well:

Omicron Group Pilot

-Vader

-Ion Cannon

Colonel Vessery

-Twin Ion Engine Mk. II

-TIE/D

-Tractor Beam

Academy Pilot x3

A few variants might be to either drop the Ion Cannon or drop Colonel Vessery to an Onyx Squadron Pilot and instead give myself 3 Obsidian Squadron Pilots for a little advantage over really low pilot skill lists. One thing I do not know though; if you use the Tractor Beam to force an enemy onto an obstacle do they immediately roll a dice to see if they suffer a damage? And if you are forced onto an obstacle before you have the chance to fire, are you now prohibited from firing in the current round? If so I think I'd add Veteran Instincts to Colonel Vessery to up my chance of firing first each round with pilot skill 8 and make the shuttles cannon a Flechette Cannon instead of the Ion Cannon.

Just came up with this one too. What do you think? I think it looks pretty killer with a player skilled at maneuvering. Focusing fire will bring down ships quick with an agility of 0 in many cases.

Colonel Vessery

-TIE/D

-Tractor Beam

-Twin Ion Engine Mk. II

-Outmaneuver

Omega Squadron (TIE/fo Fighter) x3

-Outmanuever

To answer your questions for tractor beam, yes to both. They do roll for damage and yes they do loose their attack if they haven't already attacked that round.

To answer your questions for tractor beam, yes to both. They do roll for damage and yes they do loose their attack if they haven't already attacked that round.

It's not clear yet how tractoring someone onto obstacles is intended to work. RAW doesn't call for an immediate damage roll, though. The Rules Reference "Obstacles" section (p14) lays out the consequences of overlapping an obstacle as part of a maneuver specifically. The movement required by Tractor Beam is explicitly not a maneuver.

Edited by digitalbusker

The very end of the new Mist Hunter article mentions landing your opponents ships on a rock to deny firing and potentially do damage.

The very end of the new Mist Hunter article mentions landing your opponents ships on a rock to deny firing and potentially do damage.

It sure does. Do you remember "SLAM and Bomb"?

The very end of the new Mist Hunter article mentions landing your opponents ships on a rock to deny firing and potentially do damage.

It sure does. Do you remember "SLAM and Bomb"?

Not really. Was it an article regarding the slam action that was later changed?

The very end of the new Mist Hunter article mentions landing your opponents ships on a rock to deny firing and potentially do damage.

It sure does. Do you remember "SLAM and Bomb"?

Not really. Was it an article regarding the slam action that was later changed?

It was an article that explicitly showed a K-Wing moving, taking a SLAM action, and dropping a Seismic Charge before the SLAM movement. At the time the community fell roughly into three camps:

  1. The rules do not allow this, because Seismic Charge triggers on revealing a dial, which is not part of the SLAM action. The article is wrong.
  2. The rules presently don't allow this, but surely the article indicates that you're intended to be able to do this, so we expect there to be an errata or FAQ ruling to allow it to work.
  3. The rules actually do allow this, because of reasons.

(If it matters, I was in Camp #2 at the time.)

It turns out that the people in Camp #1 were correct. You were not then and are not now able to drop a dial-reveal bomb at the beginning of a SLAM action. The article was later edited to no longer show the K-Wing doing something it can't do, but not until after the expansion was released. Some people are still understandably upset about that. (If any of you are reading this, let me suggest that there are already enough threads about how FFG betrayed and/or bait-and-switched you, so perhaps this thread doesn't need to repeat those thoughts.)

So yeah, "Tricks, Traps, and Tractor Beams" is written in a way that may indicate the author thinks you roll for damage immediately upon being tractored onto an obstacle, but the Rules As Written don't support that. I'm less inclined to take the articles as evidence of Rules As Intended than I was before "Slam and Bomb".

FCS is excellent on Xizor. It really helps give him some offensive ability.

FCS is excellent on Xizor. It really helps give him some offensive ability.

FCS is excellent on Xizor. It really helps give him some offensive ability.

Agreed. However, it's cost is the same as predator after you add the title. I like that predator allows me to attack any ship and get one or two rerolls. I feel a liKe fcs will limit my movements as I try to keep my target locked opponent in arch. What's your thoughts?

Xizor w/ VI, virago, FCS, glitterstim & autothrusters = 39

Xizor w/ pred (or push), virago, advanced sensors & autothrusters = 40

Xizor w/ FCS + glitter is a PS9 monster that fears nothing. He can fly with impunity into R1 of anything and unload 4 TL + focus dice into their ass and not care about return shots (assuming you park a wingmate close by). Even without glitter, you can keep flying very aggressively until your team is all dead. Ideally, you take out the biggest threats to Xizor first and leave the weak stuff to last (because Xizor can handle those things on his own). Where the list gets into trouble is when you just can't kill stuff that are very difficult for Xizor before his goons bite it...

Predator Xizor (or push) can still be flown very aggressively. Firepower is good but higher pilot skill can possibly be more problematic as you might not be able to react to post-dial repositioning. For that reason, I like to take a flechette torpedo to deal with high PS aces. Adding in flechettes takes you to 42 points though, making it impossible to run with 5 z-95s, and finding a different squad to run him along with is I think the real difficult part.

Either build works fine, although differently. I prefer advanced sensors, personally, because I like the extra mobility it affords and I don't feel uncomfortable running at a lower pilot skill, although some people do and that's fine too.

Predator Xizor (or push) can still be flown very aggressively. Firepower is good but higher pilot skill can possibly be more problematic as you might not be able to react to post-dial repositioning. For that reason, I like to take a flechette torpedo to deal with high PS aces. Adding in flechettes takes you to 42 points though, making it impossible to run with 5 z-95s, and finding a different squad to run him along with is I think the real difficult part.

I've been toying with the idea of a Xizor list and thought about using two YV-666s. There's not much room for upgrades but next to Xizor those were meant to die anyway.

We now have a small group that will be playing weekly. Last night I played a new friend who had an interesting list and played it well. In our group we allow cards to be played that have not been released yet. I'm practicing for an upcoming tournament so I'm using my list from the matches reported above. Tarn, Stresshog, B-wing x2.

He played Tycho with Rage, PTL, and experimental interface.

Coran with R2-D2, PTL, FCS

Lt. Blount Deadeye and Ion Pulse Missle

He flew his A-wing away from his two other ships. I could have committed either way but I sent all my ships against Tycho. His Tycho load out proved to be beastly. The first exchange resulted in a shield less B-wing and all my ships only rolling one hit against Tycho who evaded easily. The next turn Coran did a lot of damage on a B-wing and we made a mistake as Tycho flew through an asteroid but still took actions which saved him a lot. The rest of he game my ships chased after Tycho who made many great maneuvers to stay out of arch or just turtled up. My ships couldn't touch him. Corran and the Lt. finally came back into the fray and took down the Stresshog for the win. This match was timed. Corran Almost took down Tarn but Integrated Astromech saved him.

Edited by Chief Hugh

I was the opponent in the above post. It was my first timed game which really does throw change the mindset and playstyle. Tycho felt really strong on defense PTL plus Experimental Interface Plus Rage felt like he was taking 4 actions per turn, which he desperately needed as I mis-flew him through a rock and pretty much got him killed to the point where he had to run away for literally the rest of the game. I don't know about his viability on offence mainly because he only got 1 range 3 shot off, but simply because of his stats. Only having three ships with 2 of them only rolling 2 dice doesn't seem to work in a format where quick kills seems to be a requirement. Then again 2 Bwings a Ywing and Tarn are pretty beefy targets. I'll probably switch to running Jake instead of Tycho until the Rage card actually comes out, but then I'll switch back. Maybe I could put Proton Rockets on him but its a 5 point swing to equip them vs the Chardaan Refit.

Corran feels strong I'm probably going to build my lists around him just so I can get used to his playstyle and maneuver dial. I ran him with Engine upgrade as well which puts him at 48 points so I think if Chief Hugh had managed to get more stress on him to force him out of the action for longer I could have been in for a bad time. I got lucky to get into range one though on the first pass so as it was he was able to turn around in time to take a parting shot or two.

Lt blount with deadeye and Ion Missile is a ship I want to like but I'm not sure if I'm a fan. The z95 just feels so vulnerable with 4 hp and only 2 defense die. I would consider swapping him for another cheap Awing for surviveability, but I really feel I'd be hurting for damage.

I think I'm going to try running Corran Jake and a cheap B wing to make up for my previous third ships lack of power and health, im trying to avoid running the Stress hog as much as possible because I just feel like the y-wing doesnt mesh with how I like to fly ships. I'll see how that feels. I learned a lot from this game though, made 1 glaring error which almost (and should have) cost me the game.Thanks again to Chief Hugh for reaching out to me and another friend to get the game set up. I'm looking forward to playing more in the near future.

Nice thread. I really enjoy reading about and playing more rogue style lists. So much is missed out on in the mainstream. Keep it up.

Our Group of 4 played another set of games today. Chief Hugh against my coworker/friend and me versus Jmanbodine from further up thread. I'm sure Chief will do a write up for his game. On my end I played 48 Pt Corran (PTL + EU + R2D2 + FCS), Jake Farrell 28pt (VI, PTL, Char Refit, autothrusters), and a 22 pt B wing. My opponent brought Moralo Eval in a yv-666 (I just called it Hounds tooth cause I could never recall its name) it had an HLC and an Outlaw Tech. Palob Godalhi in a HWK-290 brought an Ion cannon to the party and the wingman EPT, and Talonbane Cobra with glitterstim rounded out his list.

Im fairly new to the game so I was really surprised to see his list unfold as the game went along. He stalled the Hawk and the Tooth on his edge of the map and basically dared me to fly in and attack his large 180 degree arc of HLC goodness.Once it dawned on me what he was trying to do I formulated my plan. One thing we learned about the list right off the bat is the importance of starting position. For the Hounds Tooth especially. You want to ensure you place the ship as far towards the edge as possible on your side of the map. As it was he had placed it as far forward as range 1 from the edge would allow. This left me a narrow trench to attack him from. I had started all my ships in one corner so I slow moved my Bwing and Ewing forward along one edge of the map and blazed the A wing to the other end of the table. I then brought all my ships up at the same time. In our post match discussion we noted that another mistake was made at this point as my opponent moved to engage Jake about 2/3rds of the way up the board with Talon bane. I was able to barrel roll jake safely out of range one and take an evade action which let me past his ace with no damage taken while landing a single lucky hit of my own. after that I promptly took a Green Straight 5 as he K turned to zoom past towards his edge of the map. On the other end of the map both Corran and the Bwing were closing on to take pot shots at the HWK 290. I managed to ping off a shield or two with Corran. With jake I carefully focused to barrel roll into position and then literally pushed the limit as I boosted right up parallel to my opponents edge of the map. It was a very tight fit but I had managed to get my ship into the Hound's blind spot.

This forced him to try and take shots at Corran. This is where in retrospect I feel really bad. My opponent forgot about his Outlaw tech, so he wasn't gaining a focus every turn for taking his red maneuver. I can't remember how much damage he missed because of missing the focus token but it's enough to where I think it would have drastically changed the outcome of the game. As it was his HWK bugged out and dodged to the otherside of his Hound Jake managed to get a range one shot on him but only did 1 Hull damage. Meanwhile the bwing pulled a very fancy red 3 bank to line up on his edge of the map pointed right at the hound's blind spot... right before he took off and dodged his arc completely. Impressive flying From the blue squadron pilot, but ultimately useless.

Up to this point most of his shots had been thrown at Corran but Corran had managed to keep his head above water by green forwarding taking evade focus and regening his shields. Again if we'd rememberd the outlaw tech I'm sure he would have been in a much worse position. I managed to strip all but one shield off the hound tooth before it finally evaded my arcs, however the timer rang as we entered our final set of manuevers. His talonbane finally got into range one of my ships... a full hp corran and a full hp Bwing. He got off good damage but it wasnt enough. Corran and the Bwing both had range one to end the game. Good hits from Corran, complete misses from the Bwing and finally one last shot at the end of the round thanks to Corran's doubletap. Down goes Talonbane to clench victory from the jaws of... a rather boring draw.

My general impression: I should have lost this game. Had it not been for a few super costly mistakes from my opponent I think that list could have been really hard to fight. If my opponent had taken a corner instead of the edge, or had just moved his tooth right to the edge instead of a little off I would have had no angle of attack. I feel terrible that him forgetting to use his cards abilities also basically cost him the game. Corran probably would have taken more damage than he did if the HLC was flipping focus to hits. That being said I learned a lot! Against my particular list this list should have done very well. I think it loses pretty hard to a stress bot. Once you get that stress on to the Tooth it gets so easy to just get behind it and keep hammering away. I wish I could have focused fire a little more, but I don't know if taking a range three shot on a ship with no shields is better than a range two with more shields but less agility.

I'm happy with my piloting. I pulled off some pretty good manuevers with the A-wing to either dodge out of range 1 of Talonbane, dodge past range 3, or simply getting within 1 MM of the edge of the board. That being said I'm still not sold on its viability as a damage dealer. It felt like it was averaging about a damage a shot. Not awful but still not enough to really be a threat. I got lucky my opponent made the mistake of targeting him. Maybe if my opponent focuses my B-wing it opens jake up to take target locks instead of evades all the time, but as it is 2 attack dice just seems so weak.

I'll give it some more games and see how it goes. Still gonna try and make these A-wings work I want to throw Proton rockets out there but its very hard to find the points.

Either way I had fun and I'm looking forward to more games!

I'm still practicing for an upcoming tournament with my rebels list. Tarn R7 - IA, Stresshog, Bwing - FCS x2 as listed above. I was playing a very new player who decided to use a large ship for the first time; my favorite Decimator pilot Captain Oicunn with EU, and Daredevel. He was backed by a two TIE/FO's, Omega Ace and a Omega pilot. The ace had PTL and both had Comms relay. He had ics cold dice the whole time.

His TIE's were racing up the edge of the table while it appeared his Decimator was lining up to ram my formation flying rebels. The next turn he landed on a rock as he over-estimated a two or three bank maneuver and this is where we made a mistake...he used Daredevil to ram his ship into one of my B-wings going off the rock. I didn't realize until after the game that he shouldn't have done that as he had just landed on a rock and there by loosing an action. My ships took off four shields and did 5 damage to his hull that turn. His TIE's were not able to fire that turn. Tarn used his ability with R7 and altered his attack dice at least four times this game negating 4-5 damage dice. I did some fancy flying with the B-wings and got into a good position while Captain O rammed into Tarn. My ships finished off the Decimator Leaving my Stresshog to have range two shots on Omega Ace. The wrest of the game was my four ships cleaning up. It was good practice for me and I think he learned a lot too. I can tell in a few more games he will be playing on a whole other level. I gave him some maneuvering tips and I expect he will be betting me in our next games shortly.

There was only three of us playing this week. We didn't know what to do but ended up playing two games at the same time. The idea was that I would go back and forth between the two games. This was a bad idea as it left the other players sitting and not playing for 10 minutes thinking about their next turn and causeing them to second guess them selves. It also was difficult for me because I was playing two games at once. Luckily they are great and subscribe to the mantra of "fly casual" as they cut me some slack now and then...reminding me to decloak and allowing me to grab the target lock I forgot from FCS before the next round.

Game 1 I played my tournament list of Tarn - R7 - IA, Stresshog, B-wing - FCS X2.

He played Echo with ACD - VI, Vader with EU - AC, Maluer Mithel and an Academy.

He set up the academy with a clear shot from my side of the board so I set my ships across hoping for a joust which is what my ships do best. The other tie is placed next to him and Vader with Echo appear to move in for a flanking move. The first round we exchange small fire with little results for those who where in range. The next round he shoots forward with speed 5 's thinking I was going for the TIE's but leaving him way out of the fight and not targets to shoot at with his TIE's. (Maybe due to him overthinking with all the time he had on his hands) My ships turned to Vader and every ship had him in arch. Echo wasn't in the fight yet and Vader bumped into Tarn for no actions. Amazingly Vader survived my Stresshog attacks, a range 1 B-wing and range two B-wing attack leaving him with one hull. The next turn I took down Vader with a B-wing but he totally juked the pants off of me with Echo...it was bad. I committed all my ships to where I was certain he would be...but the phantom did phantom things. I took down my stress hog but not before my B-wing a and the stresshog took down the TIE's. He played Echo superbly but eventually Tarn took Echo down when he rolled all blanks. I told him with a few more games under his belt he will be terrifying at the controls of a phantom. Rebels win 100 - 27

Game two I played Whisper with FCS - Kallus - ACD. Howlrunner. Backstabber. Wampa and a Academy. He played Jake with PTL. Corran Horn with R2D2, PTL, FCS and a naked B-wing.

This was a very fun game as a lot of thought went into the movements and I have never flown Whisper before. He sent Jake racing up the board while Corran and the B-wing slow rolled in. Not to much happened the initial combat rounds other than Backstabber used his ability to do a damage on the B-wing who was evading like a champ. Corran attacked Backstabber who rolled three natural evades. The next round I attempted to block with my academy but the B-wing flew past (great move by him) which caused all of my ships to bump as did Corran and Whisper. Corran took out Backstabber and Jake blanked on Howlrunner at range one...I think. My opponent I think was not used to TIE's doing one hard turns and thought Whisper was going to Kturn. My Ties did 1 hard turns as did Whisper which caused Jake to bump. With a Howlrunner reroll, Whisper did 5 damage on Jake who rolled one evade and went up in flames. I was feeling the burn or Rebel Regen as Corran was at full health. My opponent was playing him very well but Whisper got that range one on him and did 5 damage again with a Kallus/Howlrunner reroll which one shotted Corran. The game was conceded after that. That was a fun game because it felt like who ever blinked first was going got loose. The game could have gone either way.

Having used Whampa only once I don't think I would use him again unless I had the Emperor. In this list I would drop him to an academy then throw Crackshot on Howlrunner and a 98 point initiative bid. I do not see the phantom nerf as a nerf at all...it just requires some extra thinking. Kallus although didn't change a lot of dice was nice to have because I knew I could take a bit more riskier moves with him as insurance for rerolls.

Both players have improved sooooo much for the few short months they have been playing.

Edited by Chief Hugh

Just a few small notes I learned from this specific game. When playing against a phantom whos tied with you on PS it's probably best to shoot first before he can recloak. Instead of moving last for arc dodging.

Whisper was rolling hot on all its shots. Even without rerolls. I put myself in some poor situations that I could have avoided I was playing fairly impatient as well which ended poorly for me. I find I spend my time looking at moves during the current turn looking forward to next turn so my dials are almost always instant sets. Having to wait 10 minutes after setting dials to finally being able to move them was frustrating and really got me off rhythm. I feel like I built a good lead in the first third of the game but threw it away with rash decisions.

I need to work on what to do with corran after his doubletap. Circling him back into the fight can take a lot of time and I should be more efficient with his actions.

Lots of things to improve on from this game!

Just a few small notes I learned from this specific game. When playing against a phantom whos tied with you on PS it's probably best to shoot first before he can recloak. Instead of moving last for arc dodging.

I need to work on what to do with corran after his doubletap. Circling him back into the fight can take a lot of time and I should be more efficient with his actions.

With regards to Whisper, deciding initiative is honestly sometimes a tough call. It really depends on what ships you're flying and your comfort level dealing with the phantom. If you take initiative and shoot first, yes, you get shots in before the decloak, allowing a better chance of dealing damage, but then you risk letting the phantom dodge your arcs with its barrel roll. Alternatively, moving last gives you a better idea of where the phantom will end up, but if the phantom gets to shoot, it gets to re-cloak.

Just a couple ideas to consider to tip the odds in your favour:

-intelligence agent

-blocking or moving in a way to deny whisper's shots (with nothing to shoot at, whisper cannot re-cloak!)

-auto-damage stuff (like vader crew, bombs/mines, etc)

-turrets (will almost always have a shot, so not as much disadvantage for taking the initiative)

Corran running away to regen is pretty standard. Some people give him engine upgrade to allow him to get back into the fight faster but also to run away to regen shields more safely (makes him more expensive of course).

Edited by blade_mercurial

I have never played dual IG's before and decided to give them a shot. I played B and D both with HLC, AT, FCS, Title, Crackshot, Glitterstem. I have been playing my Rebels list so much that the game was getting boring. These IG's were so fun to play and reminded me why I love this game. I thought I was going miss the firepower of my rebel list but boy was I wrong.

He played Howlrunner - Swarm tactics. Delta, Two academies, Doomshuttle. He set up in the corner while I was somewhat in the middle. I knew that the first engagment could decide the game. I wanted to control the range of the first round of combat as range three was optimal by far. I would get the defense range bonus of an extra evade die plus AT can kick in. He zoomed forward and IG88B boosted to get into range 3. Howl and Swarmtactic TIE/Defender attacked without doing damage. (Defender didn't use Howl re-roll) IG88B had activated Glitterstem at the start of combat and one shot Howl due to Crackshot. The next round he blocked B with his TIE formation while D boosted for a shot. Vader was used on D and the Defender was bought to hull. The next round his formation K-turned and lost the Defender due to FCS shots from IG88D. Vader was used again on D. Eventually Vader went down and we went to time with the two remaining TIE's at 1 hull. We realized that the doomshuttle did almost every damage he got this game. Crackshot, Glitterstem, AT paid for themselves 100 times over. They were the stars of the match. I could have flown the IG's better and once again I learned that I really need to know my opponents dial as he did some moves I wasn't expecting. For example I knew he was going to clear stress with his TIE's but I wasn't expecting a three strait move to clear the stress which caused me to bump. I am know a huge fan of Dual IG's.

I went to a small tournament in Germany where 9 people total participated. I brought my Rebels list of Tarn Mision - R7 - IA, Stresshog, Blue squadron with FCS x2. 99 points.

My first opponent tabled me at the last tournament with three K-wings. To my dismay, he brought a better list this time. He has won every tournament for the last several months by using K-wings with TLT. He played I believe Majorjuggler's list called maximum danger zone. Two Wardens with TKT and tactician, Stresshog, 1 Z95.

There wasn't much to this game. We jousted, he handed me tons of stress on every ship. When the dust settled I took down the Z and stresshog and he took all my ships of the board,

We were only playing three games each and my round two was a by. :(

Third round I played against the 2015 worlds list...apparently unknowingly to my opponent. We jousted and I aimed all my ships towards where I thought Poe was going to be. Poe flew completely away from my ships and spent the entire game on the other side of the board. I cleaned up the other ships for the win.

I wish it would have been three rounds and I think all the others did to. Having such a small group with people getting by's and only playing three rounds I think was a bad idea. But everything ran smoothly and the prize support was awesome. My good friends got 3rd and 4th and I came in 5th. My first round opponent won the whole thing.

I played a friendly match against a buddy of mine. I can't remember all his list but he had a raging Tycho with EI, Raging Keyan with AS, and the crew chick that allows friendlies to get evades. Red Ace with R2-D2 and Coms relay . I played IG88 B and A with FCS, Crackshot, Glitterstem, AT.

We kinda slowed rolled in and met in the middle by a bunch of asteroids. There was a lot of bumping and I popped glitterstem at a key moment. I took down Keyan who weighed in at 37 points. I had a hard time doing damage to Tycho or Red Ace but I also played my list poorly. I was in range one a lot which negates IG88B's ability and I was never at range 3 to often to use AT. I had some good shots lined up on Red Ace for the next turn but we went to time. The last turn B had three hull left. Tycho did three damage but I evaded once. With one hull left Red Ace had to damage B but rolled one hit and I rolled one evade. Close game but I won 37 to 25. I Don't think I did the list justice because I never fired on the same ship with both IG's.

Keyan was fun to watch but I think you can get the same damage out-put or close to it with a Blue squadron with FCS at 24 opints rather than 37 points.

Another match featuring wave 8. I have been wanting to run my new list for some time.

Xizor - Predator - AT

Bosk - 4-Lom. Zuckuss - Outlaw tech - Calculation

2 Z95's

My buddy and opponent played Backstabber with targeting computer, Mauler Mithel with EU, Zeta Ace with comms relay, Echo with ACD and Juke.

He has a stressful job and was off his game. He is new to the game but he is on the brink of being a phantom ace.

We set up asteroids with a tight cluster on my inner right corner and in the middle. I flew outside of them and he trying to sneek behind me tried to race through them. We engaged in turn two. Bossk used 4-Lom to take an ion token to not allow Zeta to use in evade token kept from the last round. Bossk used his wonderful ability to turn his crit into two hits. Xizor used predator next to take Zeta off the board. The next turn he landed Backstabber on a rock and flew his phantom between some rocks. Mauler bumped into my Z's and was taken down by Xizor and the Z's. The next round Echo did a 4k and Xizor did 3 damage at range one. Bossk used Zuxkuss to make echo who rolled 3 evades reroll them to sneek one damage through for the kill shot. 2 rounds later Backstabber was overwhelmed as Xizor took him down.

It was a fun game because we were able to openly talk strategy and tactics. He is humble and not afraid to take constructive criticism about his play. The main issue was that his ships were so spread out that it was typically 75% of my list vs 20% of his list any given round. We also talked about how Backstabber shouldn't be flown in the main formation. He needs to be flown outside were he has more of a chance to get his bonus. My opponent wasn't flying at his potential for sure but I think we both had a good time.

Another battle report.

I flew a list I have been very excited to fly having recieved my wave 8 shipment. Xizor with predator and AT. Bossk with calculation, outlaw tech, Zuckuss crew, 4-Lom crew, and two pirates as a filler.

He played an OG pilot with FCS,Vader, and TB. It was escorted by two TIE/FO's with Comms relay and one defender with D title and Ion cannon.

I had Bossk as close into my corner as possible (big mistake) flanked by Xizor and the pirates. Turn one my strategy was to take out the shuttle but by turn two I changed tactis thinking the TB wouldn't be doing much damage so I switched targets. Turn 2. Xizor and Bossk was able to take out a Tie before it could fire but Bossk was double ioned by 4-Lom and the defender. Turn 3. Bossk did little damage and was taken out by range one shots set up perfectly by my opponent. Bossk had no where to go. It was easy for my opponent to create a kill box for him. The next turn I lost both pirates and for 3-4 rounds of combat predator on Xizor didn't provide a single hit or crit result from a list filled with pilot skill 1-2 ships. It went to time after that.

Mistakes I made was only giving Bossk a single lane to fly which allowed my opponent to rock his world with range one shots.

Mistake number two was not targeting the shuttle after I killed the first TIE. I spent two or three turns trying to damage the defender and taking only a shield off.

My opponent played an amazing game. He had a great strategy, flew well, and I don't think his ships ever went without actions. He focused fire very well and did some great barrel rolling and flew unpredictable.

The pilot of the match I would say is the delta defender. He got some good evades and dished out some good damage and was the primary reason Bossk got ioned which set up the kill. Titled defenders are no joke.

We talked strategy after words and we both decided I flew Bossk poorly where as my opponent was at the top of his game. It was a very fun game.

Edited by Chief Hugh