Cassual matches. (Defenders and Starviper used)

By Chief Hugh, in X-Wing Battle Reports

Another casual game. I played a friend who has a tournament this week so I hope it helped in some way to get him prepped for it.

I played the Inquisitor with PTL, AT, and title.

Captain Oicunn with predator.

Doom shuttle.

He played Tycho with Rage and EI. Farlander with Rage and advanced sensors, B-wing modification and Jan crew. Red ace with R2D2 and comms relay.

I set up the shuttle in a corner and my decimator in the middle but facing towards the shuttle. He set up Red Ace and Farlander in the opposite corner. Inquisitor was placed by the shuttle and Tycho across from them. We played a timed match and my strategy was to go after the B-wing. In round 1 the Inquisitor and Tycho shot forward. By round two Tycho shot at the Inquisitor who easily evaded. Round three finally saw our forces clash because they were set up in opposite corners. The X-wing and B-wing got range one shots on the decimator doing 8 damage. Return fire was brought on the b-wing for 3 hits thanks to the Inquisitor stripping tokens and predator from Captain O. The next round he tried to k-turn but bumped the inquisitor unfortunately. Tycho was getting range one shots every time and the Inquisitor was doing very well. Vader took one shield and damaged two hull on red ace due to a crit. Red Ace was never able to get back into the fight after one or two attacks to do that K-turn. Farlander was taken down and even though Tycho did some major damage he also went up in in flame at the last round. He almost took down the decimator that turn. He got half points for the decimator and half for the doom shuttle.

Tycho with rage and EI is really good on him. The Inquisitor is just amazing with the load-out mentioned above and in my opinion he is better then Fel. He is not such a glass cannon because of his hull/shields and you just have to get into the habit of trying to keep him at range three. The 1 hard green turn he can do is better then you think.

Edited by Chief Hugh

Inquisitor is really good. V-1 means he has the same action-efficiency as Fel and costs a bit less. I would say he does slightly better damage but even with the 2 shield + 2 hull, he's not quite as durable as a stealth Fel.

He has the same weaknesses as Fel though, and you have to fly him in the exact same way. At first, I thought those 1 green moves would make him excellent at weaving through packed obstacles, but like Fel, you have to be extremely careful of getting blocked. Its best to avoid rocks if your opponent is moving into them, because getting blocked is death for Inqy...

My list for this casual match was two onyx defenders with X7 titles with Whisper leading the them having ACD, VI, Agent Kallus, and FCS.

He played the Ghost piloted my Hera and Phantom who had Chewy as crew with Navigator, Accuracy corrector, auto blaster turret and some others I'm missing. Biggs was escorting having R2D2 and IA.

I did my best to block up the middle with asteroids and set my defenders in the middle so they could go either side. His ships deployed in a corner and Whisper was in the mirrored opposite corner. I realized that that my phantom was going to be out of action because I did that, she was to far away to join in the opening engagement. The first round of combat and the few turns after his dice were on fire and mine ice cold, that switched mid game though. I rolled 7 defense dice the first round and didn't get a single evade result. The end result was that we both lost two shields. I also forgot to re-cloak Whisper which really hurt my movement for the next round. I flew Whisper sooooo bad this game. His ghost was using the turret to do unavoidable damage to my defenders but their evade tokens helped, Also his large ship made an unexpected hard turn toward the edge of the board. Whisper moved to where I thought the ghost would be and got hit with 2 hit 2 crits natural from Biggs. Whisper was down to one hull with a crit that reduced her agility by 1. The next turns with the defenders and Whisper they did a ton of damage to the ghost causing a damaged cockpit which gave pilot skill zero and didn't allow Hera to attack that round. One of my onyx defenders took her out doing two hits and a crit for double damage. The phantom was undocked from the ghost but Biggs was taken out by a defender the next round. It went to time after that with one defender and Whisper at 1 hull each. I won but he deserved the win I think on account of my bad flying and getting some crucial crits at the right time. It also goes to show that it's not over til its over in this game because he had Whisper and my defender almost dead before it swung my way.

My thoughts are this. I need to practice more with Whisper. The X7 title for the defenders are at times a trap. I was making stupid moves just to get an evade. With the X7 title, you cant force it. Just let it happen. I wasn't sure about the X7 title even after the game but upon reflection when I did the right moves I got evades and focuses and it saved my bacon. I think the countess with X7, ptl, mII will be a monster. Agent Kallus was used once this game for 1 reroll that turned out to be a blank result...

The ghost is no joke. After the game we decided he should have 5k turned and he probably would have easily won the game. That auto blaster turret with accuracy corrector is no joke. I think if we had a rematch I would get destroyed now that he knows how to really fly the Ghost.

I think we were both disappointed with the result because we didn't play to our potential.

Nice game! Maybe I'm getting it wrong, but I think you played the ABT wrong. The faq says you CAN't use evade tokens. Also, Agent Kallus TURNS one eye into an evade when defending, not re-roll.

My list was Palpatine in a shuttle with Col. Vessery having the X7 and Juke plus the Countess with PTL, X7, and Mark II. This was a very fun list and one that has a lot of synergy. If the Countess couldn't set up the target lock for the Col. than the shuttle could. The X7 titles are great and Juke was wonderful on Vessery.

We set up the debris and rocks mostly on his side. I was in the middle while he was somewhat in a corner. He had a doom shuttle, Vessery with D-tile giving him an ion cannon, plus three academy ties. He hard turned the academies in an attempt to lure me away. I didn't take the bate and in stead took off Vessery's shields at round two. The TIE's were way a out of combat and I put his Vessery at range one of all my ships. He went down hard. Two turns later I took down the doom shuttle. The following round the Countess almost one shot a TIE. My Palp mobile was into hull when the time was called.

Defenders with X7 are no joke. I think the list I used is a good one for anyone wanting a strong defender list. The Countess with her ability is a ton of fun.

Edited by Chief Hugh

This was a really fun game with a very good result.

I played Dengar with lone wolf, R5P8, and the title, paired with two thugs sporting TLT's and unhinged astromechs.

My buddy had a decked out Poe (HOTR variety) with some unreleased upgrades like sensor cluster. He also had a decked out Miranda (tlt, tactician) and a Refit A-wing.

I knew it was going to be a tough game because of his ability to regenerate two of his ships. We had some what of joust where it seemed to be Poe vs Dengar and the K-wing vs the y-wing. The A-wing just zipped around trying to cause bumps. I have heard of people having issues with rebel regen but man oh man did it slap me in the face this game. Between Poe and Miranda, we guessed that they regenerated at least 10 shields. That was frustrating. My Y-wings got some pretty spot on evades but so did Poe. When we passed tournament time it was still tied up at zero a piece. We ended the game at 1 and 1/2 hours where the last round he took out a Y-wing and Miranda was at 1 hull left.

After action report - My opponent played exceptionally besides miss judging where Dengar was going to be a few turns. I made a really big mistake at the last round where a barrel roll with Dengar would have put him into range one of Miranda. Another mistake I made was when my stressed y-wing did a two speed turn for no reason when I could have made it do a 3 speed turn to clear the stress from the K-wings tactician. The third mistake I made was pointed out by my opponent that I should have focused Miranda down. I thought I could take on Poe but with his upgrades and rolling focus evade every time he defended, I couldn't take him out. I think my list deserves another test because I think I lost due to superior flying by my opponent aided by rebel regen and a few poor choices on my part.

Does anybody even read these battle reports? lol

Edited by Chief Hugh

My list - Palp shuttle

Ryad with PTL, Mark II, X7 title

Vessery with Juke and X7

My friends list - Triple defenders with D-tile. One with ion cannon, one with flechette cannon, one with tractor beam and I think all with Mark II upgrade.

The rocks were placed and he decided to go up and down his board edge until I approached him. The first round of combat he mixed up his dials causing 2 of the 3 to bump. I got Ryad and Vessery into range three of all of them. I focused fire on one but he evaded all hits. He did three damage on Ryad plus stressed her out. I knew I was in trouble unless I got an opening. He overestimated a 5 speed and landed one on a rock. That was critical because it did one damage it. My ships were able to take it out in in one turn but he did a lot of damage to the shuttle. A few more turns of combat continued where I had his defenders damaged but so was Ryad and the shuttle. He took out the shuttle and the time ended. After the game I pointed out to him that in my opinion, the shuttle is the last ship you want to attack having lost a 32+ ship on his side. My point was that a palp shuttle is worth 29 points where as if he had taken out Ryad which was very possible as he had shots on her, he could have won the game 36 to 32 MOV. I think if we played again now that he knows his list better he would probably win. His list when ran properly is a beast.

Edited by Chief Hugh

Thanks, but witch defenders was he using?

Delta Defenders

My list- ARC-170 with Strom as the pilot. He has Seismic torpedo, vectored thrusters, weapons engineer, M9G8 astromec. He is flamked by two TLT Y-wings, and a Z95 headhunter with assault missle and guidence chip. The idea is that Strom target locks both of the Y-wings to make thier TLT shots hyper acurate. The Z95 was a filler.

He flew a Ghost/phantom build with a Dorsal turret Y-wing. Hera was piloting the giant ship with Lando as crew and a buch of upgrades that I don't remeber but some I remember was accuracy corrector , experimental interface and autoblaster turret.

Turn 1 we moved forward with a bunch of astoroids in the middle. I target locked both of my Y-wings to make them more accurate because of weapons engineer and M9G8 riding on the ARC. I forgot how much distance the Ghost can cover. Turn two all of my ships were able to fire on the Ghost who evade a few shots due to Lando. Lando was pretty good if you absolutely have a few extra points that you can invest in him with. Hera was able to change her dial a few times which helped him out until he selected a red maneuver on his dial. The new FAQ had just come out so we decided to flip a coin to see which rules we would use, either I choose the maneuver or he does a strait two. The flip of the coin made him go two forward which landed him on a rock. He then deployed the phantom into range one of my 1 hull Z95 and finished it off with the assault missile having never fired. My Y-wing however took out the phantom in one turn. Due to the Ghost landing on the rock, it had no option but to fly off the board. The match was conceded shortly after.

We both made mistakes mine being not able to control the range in a way to get my assault missile and seismic torpedo off. Its easier said than done to get that off with such low pilot skill. The seismic is tricky too but all of this could be due to my lack of skill. The ARC was really fun to fly and having that secondary arch makes it so simple to fire on enemy ships plus it looks cool on the table. Having hyper accurate TLT's can really tear up enemy ships. I never used vectored thrusters but that's not to say that its not valuable on the ARC 170. Now that triple scouts should be on the way out, low pilot skill/low agility lists like mine are more viable.