I headed to Fantasy Books and Games in St. Charles, MO (a very nice venue) this Saturday for a Store Championship. 28 people showed. We did 5 rounds of Swiss and a cut to top 8. The event was very well run by the T.O., Eric, who really moved things along. I swear that he had pairings set less than 2 minutes after the final games reported in. I know tournament software is supposed to help with that, but I’ve been to lots of tournaments with software that didn’t move that quickly. As an aside, Eric has done a lot of work growing the X-wing scene in the greater St. Louis area, even though I rarely am ever able to make it out to his events.
The list I’d originally been working on for Store Championships was a 50-point Rexler Brath (HLC, Predator, Hull Upgrade) and 3 Zeta Squadron Pilots, with 2 points for Initiative. The more I tried it against certain builds, the more that I became concerned, though. The three Zetas are great for blocking against aces, area control, and damage against low AGI stuff, but really suffered against high AGI stuff if Rex was killed early or taken out of the fight. It was especially rough against the Top 16 Glitterstim/Crack Shot IG88 build that’s pretty common right now, because even blocking them doesn’t do much to stop their offense or defense on critical turns, and Rex isn’t enough of an arc-dodger to exploit the higher PS completely. Taking out Rex wasn’t as much of an option, because I wanted a last run with Defenders before Imperial Veterans hit, so I started considering other options to complement Rex. I thought about 2 Interceptors of various builds, but they also suffered pretty hard against Crack Shot lists, even if they had improved offense. I finally settled on this list after a discussion and recommendation by AlexW. It was similar enough to the Rex+Zetas that I didn’t think I’d need to build a new set of tactics, and it had ships that really held their own if Rex went down first.
New List:
Rexler Brath (with a spiffy new paint job) 37
Heavy Laser Cannon 7
Predator 3
Hull Upgrade 3
Omega Leader 21
Juke 2
Comm Relay 3
Zeta Leader 20
Wired 1
Hull Upgrade 3
To answer the inevitable question, Zeta Leader had Hull Upgrade over Comm Relay because I only own one FO expansion right now (my local store had only one last time I was there), and I have an arguably unhealthy fear of Crackshot Bots, and a lesser fear of Crackshot Black Squadrons, and the extra hull helps against those more than an Evade. Additionally, I tended to fly Zeta Leader (in practice games vs myself) pretty much in the thick of things, and rarely had a chance to re-load the Evade token.
Each ship had a nice set of abilities. Rex is the main puncher, 4 dice at PS8 with actionless re-rolls taped to a white K-turn is just an extraordinary tool. It slices, it dices, it one-shots little ships, and occasionally it ruins the day of a really big ship. Omega Leader doesn’t need much more said, but he’s especially nice with Rex, as Juke at PS8 helps draw out defensive tokens so Rex can hit even harder. He also acts as a bodyguard of sorts. I don’t want to chase around Soontir Fel with Rex, but Omega Leader can lock Fel and guard the approaches to threaten the Baron if he makes a move against Rex. He’s also a pretty good shieldbreaker to get rid of the Stealth Device. Fel doesn’t like to stare down 4 dice with re-roll and Focus even with his Stealth Device intact. He really doesn’t like it with 2 hp left and no SD. Zeta Leader rounds out the squad as a crowd control thug. He’s really just beef, but he’s really good at being beef. With a reliably triggered Wired, he’s crazy-tough on defense against multiple mid-low quality shots, and he generates a lot of offense even when blocked or running over an asteroid, particularly considering he’s 24 points, PS7, and has a TIE/fo dial.
This won’t be a detailed account, because I didn’t have too many notes. I’m working from memory, and will pretty much just hit a few key moments in interesting games.
Game 1 vs a name that has escaped me:
His list: Rookie Pilot, Rookie Pilot, Blue Squadron Pilot with HLC, Blue Squadron Pilot with HLC
This was a fairly new player with an older, but very punchy list. He deployed in a line in one corner, I deployed diagonally from him, and approached through the asteroids. He turned into the asteroids, and my squad was able to take his ships all vs 1 for a few turns. Victory, 100-0
Game 2 vs Bob:
His list: Han, Predator, Gunner, 3P0, Engine, Falcon title + Miranda with Recon Specialist and TLT
This was a rough matchup for me. All his stuff did very well vs high AGI and was quite maneuverable. Both those ships were so fast that I was unable to concentrate fire very well. I did get a couple of great rounds of firing on Han where I trapped him in a block and then made him run over an asteroid, but I didn’t do enough damage. I took some unnecessary hits from Miranda early on, as well. Cool red dice + no coherent execution of a plan means I lost. I got half points for the Falcon and he killed my whole squad.
Loss, 31-100
Game 3 vs Stuart:
His list: 3 Blue Squadron Pilots + Jan Ors, VI, Kyle Katarn crew, and Blaster Turret.
I knew this list would plow me under if I jousted with it, so, of course, I tried to put the asteroids between it and me. I ran with the FOs, initially, and he chased, and Rex slipped around the side and starting hammering Blues. The FOs got back in the fight, then and pretty soon Jan died. Then it was two Blues vs my whole squad. He was able to finish of Zeta Leader, but that was it.
Victory, 100-24
Game 4 vs Bob:
His list: Kath Scarlet, HLC, Predator, Inertial Dampeners + Thug with TLT, Unhinged Astromech + N’Dru with Cluster Missiles, Lone Wolf, and Hotshot Blaster
This game started with a really unfortunate turn of events for Bob. The Y-wing made a turn, which by a couple of millimeters blocked Kath onto an asteroid. It was just a tiny bit of misjudged distance. That let my squad open up on an actionless Kath with no return fire from her. They did a bunch of damage and took very little, if any. It was all downhill for him from there.
Victory, 200-0
Game 5 vs Logan
His list: Vader, Predator, EU, ATC + Standard Fel + Standard Omega Leader
He had a 2 point bid, so his Omega Leader moved after my PS 8 ships. I kept my ships together, he flanked with Vader. I went for Vader with Zeta and Rex, blocked his Omega Leader with my Omega Leader, grabbing a TL on Fel and denying him a TL on any of my ships. His arc dodging with Vader was just a hair short of making it out of Rex’s arc, so Rex took a fully modified HLC shot at the Dark Lord and left him with 2 hit points. It was a pretty strong opening round. A lot of twisting and turning dogfighting followed, but with Vader almost dead I was able to force a lot of suboptimal moves.
Victory, 100-0
I was in the number 2 spot after Swiss. Bob with Han/Miranda and Logan made the cut to top 8.
Top 8 vs a different name that has escaped me.
He had Dash, Outrider, Mangler Cannon, PTL, Engine, and 2 TLT Gold Squadron Pilots.
I honestly remember very little about this game. Zeta Leader made a series of ridiculous defensive rolls, aided by Wired, and did a bunch of damage to the TLTs. After I killed Dash, I failed to inflict 3 points of damage on a Y-wing between Omega Leader and Rex. This let the Y-wing kill Rex. Zeta Leader finally died to the other Y-wing the same turn, so I went from whole list to Omega Leader vs 2 Y-wings in one turn. Omega cleaned up the almost dead Y-wing the next turn, and was then 1 vs 1. I didn’t want to spend the next 20 minutes running away with a 2 point lead, but I did disengage to re-load my Comm Relay a couple of times. I slowly wore him down, but tried to be pretty conservative because it wouldn’t take too many bad rolls to lose Omega Leader. By the time I had him where I wanted him (Omega dancing around in the range 1 hole), time was called.
Elimination Round 2 vs Logan, again
Logan had just finished off the undefeated first overall player in Swiss who was running Palpatine, Fel, and Vader, I think. I didn’t like the idea of playing him again, because it always seems like the person who lost the last match has an advantage. Nevertheless, I managed to kill Vader and Omega Leader pretty early, and made it my whole list vs Fel. Rex was almost dead, though, and Fel finished him off in short order. I still had a full health Omega Leader and almost full health Zeta Leader vs a 2 hp Fel. Time, numbers, and firepower were on my side. In the course of chasing around Fel, however, he K-turned right in front of Zeta Leader at Range 1, rolled 2 hits and 2 eyeballs, spend his focus and did 4 hits. Zeta rolled his 3 greens and got 3 blanks (I had a Focus token). 4 hits take out 4 hull and Zeta is dead. To make matters worse, Zeta had a Target Lock on Fel, a Focus token, and no Stress. So he was going to be rolling 4 dice with re-rolls and Focus at a 2 hp token-less Fel. Now time is on his side and Omega has to chase him down. I have 3 or 4 turns where I am literally millimeters away from having Fel in my arc, but it goes to time and I lose. I was pretty frustrated by that roll of the dice, but further reflection showed me the error of my ways. Sure I could have won with the moves I made, but I didn’t shift my tactics to be more appropriate for the situation. I should have played more defensively to ensure as much as possible that I didn’t lose a ship. I was still in early-mid game full offense mental state, and did not adjust to the situation. Credit where it was due, Logan kept his eye on what he needed to do to win and did it, and things worked out for him.
Logan went on to beat a Vader/Whisper/Palpatine list in the finals (who he had beaten in Round 4), winning the whole shebang.
Thanks for reading, and I apologize to any of my opponents if I have gotten names, lists, or events wrong.