Gamecastle Santa Clara Store Championship

By Rakaydos, in X-Wing Battle Reports

So I just got back from placing 6th, out of 50-something players, with a non TLT, non Brobots, Scum list. It was an interesting tournament.

I thew my list together the day before the tournament- I'd played with the various elements separately before, but the particular combination was actually a compromise based on the number of cards I had available after lending out all but 1 of my crackshots. In retrospect, however, I seem to have caught the lightning in a bottle, so to speak.

Drea Renthal, R4B11, Ion Turret, Proton Torp, Extra Munitions, (this space reserved for Guidance chip)

-The ship I had the most practice with, Drea is a torpedo boat who is downright lethal with a dorsal turret if you try to avoid her arc. Without the Ghost, I made do with an Ion turret, and drea was more than capable of forcing ion tokens through even against 3 agility aces. The torps consistantly did 3 damage a shot (sometimes 4, once only 1), which would have been perfect with Guidance Chips. (her ability had two different players calling over a judge- three target locks a turn is apparently "too much" for a pilot they hadnt heard of)

Black Sun Ace, Predator, Hotshot Blaster, Munition Failsafe.

-A brainstorm I got the day before the tournament- dude, with all the arcdodgers in the meta, a failsafed hotshot can strip tokens and stick around! I was sufficently convinced to put 2 hotshots in the list- and nothing is quite like the look in an arcdodger's face when he puts himself someplace safe, you point to your jouster, and say "Hotshot Blaster." The predator, originally put in because I was out of crack shots, was quite effective, giveing my modified attacks on bumps and Kturns- that reroll pushed through several extra damage a match. (including the out-of-nowhere hotshot attacks)

Kaa'to Leachos, Crack Shot, Hotshot Blaster, Munition Failsafe

Binare Pirate, Glitterstim

-The two Z's fly in extremely close formation- a are milimeter apart, but offset by about half a base so they dont bump on 45 degree turns. Leachos's ability is something of a headscratcher- stealing your OWN tokens? but he's PS5 with an EPT, so the idea was that the binar would be his focus-caddy, letting him get focus/TL shots (and hotshots). While I did use that combo to great effect, the ability to have "The ship with Crack shot" double focused and his caddy Glitterstimmed when under the entire enemy list's guns had it's own uses. :3

With 3 pilot skill 5 ships, I was clearly positioned to alpha down crackswarm pilots- so of course I never saw one. :P however, the maneuvering advantage of having same PS pilots is not to be understated, as it let me weave ships through each other's starting positions to get the positions and shots I wanted.

Round 1: Juke Vader, Howlrunner, Mauler Mithal, Scourge, and Academy pilot.

-I messed this one up hard. I had a good enveloping position, but Drea ended up just outside TL range, and had to turn away from the battle to avoid debris the next turn. (drea doesnt need to worry about debris AFTER she has a TL.) Combined with a failure of focus fire, neither the 1 health vader, the 1 health academy, nor the wounded Howlrunner actually died. 0/100

Round 2: Naked luke, naked Wedge, naked biggs, naked Prototype. (not even chardan refit)

-Apparently I drew the worst of the 0-100 opponents. Not much to say- Biggs ate a missile+Kilrax guns, Wedge ate a missile and Krax guns, the Awing got hotshotted to death on a bump, and luke took out the Pirate before he died. 100-14

Round 3: Brobots (B+C)

-Got a good initiation on IggyB, dropped him in reatively short order, though not before loosing both Zs and crippling the Kilraxz (despite the double-focus trick, 2 HLC vs 2 defence is rough). However, I screwed up, and forget to shift Drea's target lock to the other brobot, leaving her with a pile of stress and none of her cool tricks. Despite this she gets on the remaining brobot's tail, and threatens him with the ion turret as IggyC kept trying to boost around, getting his evade but not getting a shot. there was one point where, if I had gotten an ion shot in, it would have been a second token to put him where he has no choice but fly off the board, but unfortunately it failed. When Drea was finally caught and killed, she'd cleared all but 1 of her stress and was 1 shield short of earning a 75/100 loss. That left me at 50/100

Round 4: Whisper, Fell, Zeta Leader.

I have to feel sorry for this buy- Whisper got gimped. after circling around half the board to get a good flanking position (while my list chases a soontier), she clips a debris field, loses a shield, takes the stress so she fails to auto-cloak, and gets hit with a maxxed hotshot blaster, and her 1 evade gets crackshotted. When Zeta leader ate a missile next turn, followed by an ion shot to finish him, the player scoop'd. 100-0

Round 5: R2D2 Poe, Homing missile Miranda, Prototype.

Drea got hammered early, getting a torp off that took off 2 of poe's shields but taking 6 back from a hming missile and Poe. An unexpected short range Kilrazx shot got a direct hit though poe's green dice and shields, however, just barely taking him out. Drea lost her TL, but she was no good to me there, so she booked it for the far table edge, surviving a turret trade with Miranda, ionizing her going the other way in exchange for leaving drea at 1 health. Not content with 1 rebel ace, the Black Sun Ace proceded to hunt miranda down, dodging TLT shots and beating through her regenerating shields. She really needed bombs, but she didnt have any. 100-0

Round 6: Palpshuttle, VI Vader, Omega Leader, Wampa

Palp ate the first torp, Vader the second. I had some solid focus fire, blockign Vader and taking him out by turn 3. (and I successfully shifted my TLT to the shuttle- Omega leader is a trap!) This late in the tournament, I think my opponent was running on autopilot, because Omega Leader barrel rolled out of my Ywing's foreward arc, inside range 1- right where I could ion her into a rock. :/ Also where another ship could hotshot her. Wampa took out the Zs before he died, leaving Palpatine on his own agains an angry black sun ace, and Drea (who lost her TL on wampa, but still had an ion turret) It took a few turns, but the outcome was inevitable. 100-34

This put me at the very top of he 4/2 bracket, and with one player rocking 3 modified wins, I got into the winners bracket at 6th place.

Elimination round: Miranda, TLT Stresshog, TLT Y, bandit.

I had this game, and I threw it all away. after focusing down the stresshog before it could do more than wound and inconvenience my Predator Kilhraxz, I started in on miranda. the Kilhraxz died somewhere in here. But with 1 hull left on miranda, I shifted my TL away from her to the bandit. (the TLT Y having moved away from the battle) I had a hotshot with a shot on miranda, but because the Pirate had a range 1 on the ionized Miranda, (and no other shots), I made the mistake of joining drea in bandit hunting. Then the pirate missed. Out of position, I couldnt stop miranda and the TLT Y from killing the bandit and recovering a shield. Taking out the bandit left it as Drea with no TL and a wounded PS5 Z (hotshot/crackshot spent) vs a fullhealth Y and Miranda shooting first. the outcome was inevitable. Elimination.

I had fun, and my distinctly non-meta list through several of my opponents for loops. I had some good luck, I made some bad play errors, and I won a promo 3PO, an acrillic range ruler (in 3 starter sets, I was down to 1 range ruler) and a $25 gift card. Overall, well worth it.

Still looking foreward to the new scum and guidance chips.

"Never Tell Me the Meta"

-Drea Renthal, Renthal's Hotshots

Thanks for sharing mate! You're unconvential list looks super fun to play. I too barely remembered Drea Renthal's pilot ability :P. She is going to be a monster with GC :D

Oh and congratulations on getting in the elimination rounds :)

I seriously don't know why Drea isn't more of a thing. I took her one time with TLT, BTL-A4, and R4-B11, and was sinking 3 modified shots per turn into negatively modified evade dice. Sure, it generated 6 stress a turn, but after the first 3 or so, it doesn't matter so much.

I seriously don't know why Drea isn't more of a thing. I took her one time with TLT, BTL-A4, and R4-B11, and was sinking 3 modified shots per turn into negatively modified evade dice. Sure, it generated 6 stress a turn, but after the first 3 or so, it doesn't matter so much.

Edited by Rakaydos

Ahh, you're Rakaydos, love how crazy that list is and how well you did with it! Congrats!

I seriously don't know why Drea isn't more of a thing. I took her one time with TLT, BTL-A4, and R4-B11, and was sinking 3 modified shots per turn into negatively modified evade dice. Sure, it generated 6 stress a turn, but after the first 3 or so, it doesn't matter so much.

I think itd more a question of what to fly with her. Shes a 34-36 point "ace" in a faction full of 40-50 point large bases and 20-25 point small bases. Her self stress makes her LOOK unattractive (and indeed, in most of the games I lost, that was the thing that screwed me) but I think that weakness is about to vanish with Manaruu and Thread Tracers.

Is there anything you would change in your list? It sounds like you want to take a dorsal turret rather than the ion turret.

I seriously don't know why Drea isn't more of a thing. I took her one time with TLT, BTL-A4, and R4-B11, and was sinking 3 modified shots per turn into negatively modified evade dice. Sure, it generated 6 stress a turn, but after the first 3 or so, it doesn't matter so much.

I think itd more a question of what to fly with her. Shes a 34-36 point "ace" in a faction full of 40-50 point large bases and 20-25 point small bases. Her self stress makes her LOOK unattractive (and indeed, in most of the games I lost, that was the thing that screwed me) but I think that weakness is about to vanish with Manaruu and Thread Tracers.

Is there anything you would change in your list? It sounds like you want to take a dorsal turret rather than the ion turret.

Dorsal is the only turret option other than Blaster that can push multiple damage through while covering my torpedos range 1 gap and letting me at least move TLs. At two points cheaper, it would let me put Thread Tracers on Leachos and Ace- they've already got Failsafe, and it lets Drea shoot a torp at a VI Vader in the opening exchange, or reset her TL if I make a mistake and lose my TL with a pile of stress.

However, the ion cannon is growing on me, and later rounds were showing that losing my TL was something I could avoid doing if I was paying attention.

The biggest change I was considering, though, is swapping Drea and Binar's Glitterstim for a different 38 point ace. Not because she's bad, but because Leachos's Hotshots are a solid support list, and it opens up scum to ace-level builds, be it Crack/SJ Guri, Mando Merc, EU Talonbane, or someone else.

Edited by Rakaydos

I love Psycho Drea, though I haven't really gotten her to work well yet. What's your highest stress total with her? I made it to 18 the other day.

I love Psycho Drea, though I haven't really gotten her to work well yet. What's your highest stress total with her? I made it to 18 the other day.

I love Psycho Drea, though I haven't really gotten her to work well yet. What's your highest stress total with her? I made it to 18 the other day.

if I get more than 7-8, I stop counting, and just move her pile of stress along behind her.

I started tracking it as a lark, but pretty soon I realized that my biggest trouble with her is not getting shots. If she dies with only a few stress, it means I haven't been flying her well enough for her to do work.

I love Psycho Drea, though I haven't really gotten her to work well yet. What's your highest stress total with her? I made it to 18 the other day.

if I get more than 7-8, I stop counting, and just move her pile of stress along behind her.

I started tracking it as a lark, but pretty soon I realized that my biggest trouble with her is not getting shots. If she dies with only a few stress, it means I haven't been flying her well enough for her to do work.

Since I try to get a torpedo off in the opening salvo, that's three stress right there. After that... I dont know whether it's that my headhunters are that threatening, or the fact that I announce her as "Torpedoboat Drea", but people seem to leave Drea for last.

Since I try to get a torpedo off in the opening salvo, that's three stress right there. After that... I dont know whether it's that my headhunters are that threatening, or the fact that I announce her as "Torpedoboat Drea", but people seem to leave Drea for last.

Rakaydos your a flipping genius brother! I've always passed over the hotshot for other options but now I'm gonna have to try them out so thanks for that.

On drea I have tried various builds with her and she is solid. Your build is better than mine though I admit. However if your already considering tracers why not try kavil in her place? Once the dorsal turret drops that is. I've been proxying it already and he basically rolls like a mini PWT for 35 pts (predator, UA, EU). You won't get quite the initial punch as drea with torps or the inevitability of the TLT but in return you get a better ace with a greater damage spike. Put r4b11 on kavil instead of UA.

While Kavil is a legit choice, theres a couple reasons to run Drea over her.

First off, she's cheaper- ion turret and a full torp load just barely top PWT Kavil.

Second, Drea makes better use of R4B11, as she can modify both her attack and the defence roll. Kavil can use the droid with a TL, but misses out on rerolling her own blanks.

Third, Drea's torpedos mean arcdodgers have to treat her like a jouster- consistantly getting 3 hits/crits (4 once GC drops) and rerolling defence is something even brobots have to worry about. So they arcdodge, which limits their maneuver options and actions, which opens them to the ion turret and the two hotshots.

Fourthly, stress immunity. Once Drea has that first lock, she just dont care. She can drive over a debris field to get a shot at a rebel captive deci, and take off a fourth of its health in a single shot. Stresshog, Tactition, Mara, imperial Kath, whatever.

Fifthly, shes the same PS as my other pilots. Being able to pick moving order lets me have a tighter furbal, make better use of the kihlraxz 1hard and give me better Hotshot shots.

Good call on the stress. Drea is cheaper and definitely the better r4b11 carrier with full mods barring pilot error or other corner cases. Kavil though is the best dorsal turret in the game with predator and 3-4 attacks. He will smoke a generic each turn while arc dodging. Different purposes though obviously.

I like both and I'll likely nick your build for a run or two but either way nice list.

Edited by Carnor Rex