Is Clontroper5's build invincible?

By Konate, in Star Wars: Armada

I don't fly my B-wing's out too far, especially without boosted Comm's I let the enemy come to me, I set up a "Bomber screen" at around the middle of Blue Die range so when anything comes in at the whales, they must face the B's first/at the same time.

Also if I knew I was going against that list, I would run opening Salvo, Fleet Ambush and Superior positions. Salvo helps me add blues or blacks to the whales first shots, Fleet Ambush splits up the ships at least a little and depending on how deployed I could get in to them first or second turn with Whales + B-wings.

Superior is the best case pick, as you can then see which way you want to point your whales to be able to speed 3 Kite the Raiders, usually they end up in a semi conga line if you can sweep around the board at the right time.

I get the Raiders are there to draw fire/be blockers/extra damage and activation order for Demolisher as Demolisher is the key to the list, I have always thought it was a little too good for its points (title and the base ship) but that is just my view, it's even better now with the upgrades from Wave 2.

Also the reason I said XI7 is because going in to a a tournament I would not know what lists I would be facing, so it is there for when I do get vs ISD/glad spam/Other Rebel list. It is bad to build only to counter this list.

Also as fragile as it is being a Neb, I'd be tempted to run a Neb-B Salvation + Raymus + TRC. Minimum 2 damage, max of 8 or 6 + accuracy before tokens, even better vs the Raiders because odd's are the crit will get through as well. - However Neb's have the unfortunate habit of wanting to fly directly at the enemy, which is exactly what this list wants you to do.

Edited by KovuTalli

Opening Salvo would get you killed.

Opening Salvo would get you killed.

What would you suggest? You Literally CANNOT put Adv Gunnery in your objectives atm for fear of ISD2 or Ackbar MC80 - Also giving it to Demolisher is also a bad idea.

Precision Strike is also a no no vs this list (however I do like to run it with the 4 B wing list)

And Most wanted is also a bad idea, vs this list. There is no good Red Objective vs this list - FFG give us more objectives to pick from! :(

Opening Salvo would get you killed.

What would you suggest? You Literally CANNOT put Adv Gunnery in your objectives atm for fear of ISD2 or Ackbar MC80 - Also giving it to Demolisher is also a bad idea.

Precision Strike is also a no no vs this list (however I do like to run it with the 4 B wing list)

And Most wanted is also a bad idea, vs this list. There is no good Red Objective vs this list - FFG give us more objectives to pick from! :(

actually most wanted is quite good against this list

Hey Clon,

Has anyone asked you directly what sort of list you would build to attempt to counter it, as well as have a shot at just about any other build out there?

Because if no-one has, I'd like to, now.

Opening Salvo would get you killed.

What would you suggest? You Literally CANNOT put Adv Gunnery in your objectives atm for fear of ISD2 or Ackbar MC80 - Also giving it to Demolisher is also a bad idea.

Precision Strike is also a no no vs this list (however I do like to run it with the 4 B wing list)

And Most wanted is also a bad idea, vs this list. There is no good Red Objective vs this list - FFG give us more objectives to pick from! :(

actually most wanted is quite good against this list

How so? It's good for your list ("This list") as at most it is worth 56 points. Vs 72 or more, it also gives you more black dice to throw at the Marked ship. I would love to put it on Demolisher and get extra dice vs it. I guess it is the best of the 4 reds?

My thoughts behind opening Salvo is hopefully one shotting Raiders before they get to do anything.

actually most wanted is quite good against this list

Hey Clon,

Has anyone asked you directly what sort of list you would build to attempt to counter it, as well as have a shot at just about any other build out there?

Because if no-one has, I'd like to, now.

I have asked quite a few Imp players what they would fear to see in a Rebel list, and most can't give me a good answer, either they have not had enough experience vs Rebels (My area is very Imperial heavy) or simply have not found something they are scared of with the exception of a tooled up MC80 or a 'Vet Swarm.

Any Imp's got any input?

actually most wanted is quite good against this list

Hey Clon,

Has anyone asked you directly what sort of list you would build to attempt to counter it, as well as have a shot at just about any other build out there?

Because if no-one has, I'd like to, now.

Like 3-4 ships +fighters?

actually most wanted is quite good against this list

Hey Clon,

Has anyone asked you directly what sort of list you would build to attempt to counter it, as well as have a shot at just about any other build out there?

Because if no-one has, I'd like to, now.

would you be after a basic "allcomers" type list?

Like 3-4 ships +fighters?

Not exactly. The question is more like:

"You're playing in a Store Champs. This list is going to feature once or twice, and you've been banned under threat of having your fingers smashed with hammers from playing it yourself. What do you play?"

:D

actually most wanted is quite good against this list

Hey Clon,

Has anyone asked you directly what sort of list you would build to attempt to counter it, as well as have a shot at just about any other build out there?

Because if no-one has, I'd like to, now.

would you be after a basic "allcomers" type list?

Like 3-4 ships +fighters?

Not exactly. The question is more like:

"You're playing in a Store Champs. This list is going to feature once or twice, and you've been banned under threat of having your fingers smashed with hammers from playing it yourself. What do you play?"

:D

+++ Mean Gladiator (384pts) +++

++ Imperial Navy (Standard) (384pts) ++

+ Gladiator Star Destroyer (226pts) +

Gladiator I-Class Star Destroyer (98pts) [Engine Techs (8pts), Expanded Launchers (13pts), Intel Officer (7pts), Ordnance Experts (4pts), •Demolisher (10pts)]

Gladiator I-Class Star Destroyer (64pts) [Engine Techs (8pts)]

Gladiator I-Class Star Destroyer (64pts) [Engine Techs (8pts)]

+ Raider Corvette (142pts) +

Raider I-Class Corvette (62pts) [Assault Proton Torpedoes (5pts), Ordnance Experts (4pts), •Admiral Montferrat (5pts), •Instigator (4pts)]

Raider I-Class Corvette (80pts) [Assault Proton Torpedoes (5pts), •Admiral Montferrat (5pts), •Admiral Screed (26pts)]

+ Squadrons (16pts) +

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

+ Objectives +

1st player

Created with BattleScribe ( http://www.battlescribe.net )

See! :D

actually most wanted is quite good against this list

Hey Clon,

Has anyone asked you directly what sort of list you would build to attempt to counter it, as well as have a shot at just about any other build out there?

Because if no-one has, I'd like to, now.

would you be after a basic "allcomers" type list?

Like 3-4 ships +fighters?

Not exactly. The question is more like:

"You're playing in a Store Champs. This list is going to feature once or twice, and you've been banned under threat of having your fingers smashed with hammers from playing it yourself. What do you play?"

:D

ahh, that simple

+++ Mean Gladiator (384pts) +++

++ Imperial Navy (Standard) (384pts) ++

+ Gladiator Star Destroyer (226pts) +

Gladiator I-Class Star Destroyer (98pts) [Engine Techs (8pts), Expanded Launchers (13pts), Intel Officer (7pts), Ordnance Experts (4pts), •Demolisher (10pts)]

Gladiator I-Class Star Destroyer (64pts) [Engine Techs (8pts)]

Gladiator I-Class Star Destroyer (64pts) [Engine Techs (8pts)]

+ Raider Corvette (142pts) +

Raider I-Class Corvette (62pts) [Assault Proton Torpedoes (5pts), Ordnance Experts (4pts), •Admiral Montferrat (5pts), •Instigator (4pts)]

Raider I-Class Corvette (80pts) [Assault Proton Torpedoes (5pts), •Admiral Montferrat (5pts), •Admiral Screed (26pts)]

+ Squadrons (16pts) +

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

+ Objectives +

1st player

Created with BattleScribe ( http://www.battlescribe.net )

See! :D

This somehow looks familiar...

So what you're telling me at this point, Clon, is you believe that only Like can defeat like, and that if anyone takes this, it is going to escalate cold-war-esque style until someone tries to fit a bunch of glads and raiders into 350 points? :D

Opening Salvo would get you killed.

What would you suggest? You Literally CANNOT put Adv Gunnery in your objectives atm for fear of ISD2 or Ackbar MC80 - Also giving it to Demolisher is also a bad idea.

Precision Strike is also a no no vs this list (however I do like to run it with the 4 B wing list)

And Most wanted is also a bad idea, vs this list. There is no good Red Objective vs this list - FFG give us more objectives to pick from! :(

actually most wanted is quite good against this list

Hey Clon,

Has anyone asked you directly what sort of list you would build to attempt to counter it, as well as have a shot at just about any other build out there?

Because if no-one has, I'd like to, now.

would you be after a basic "allcomers" type list?

Like 3-4 ships +fighters?

Not exactly. The question is more like:

"You're playing in a Store Champs. This list is going to feature once or twice, and you've been banned under threat of having your fingers smashed with hammers from playing it yourself. What do you play?"

:D

ahh, that simple

+++ Mean Gladiator (384pts) +++

++ Imperial Navy (Standard) (384pts) ++

+ Gladiator Star Destroyer (226pts) +

Gladiator I-Class Star Destroyer (98pts) [Engine Techs (8pts), Expanded Launchers (13pts), Intel Officer (7pts), Ordnance Experts (4pts), •Demolisher (10pts)]

Gladiator I-Class Star Destroyer (64pts) [Engine Techs (8pts)]

Gladiator I-Class Star Destroyer (64pts) [Engine Techs (8pts)]

+ Raider Corvette (142pts) +

Raider I-Class Corvette (62pts) [Assault Proton Torpedoes (5pts), Ordnance Experts (4pts), •Admiral Montferrat (5pts), •Instigator (4pts)]

Raider I-Class Corvette (80pts) [Assault Proton Torpedoes (5pts), •Admiral Montferrat (5pts), •Admiral Screed (26pts)]

+ Squadrons (16pts) +

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

+ Objectives +

1st player

Created with BattleScribe ( http://www.battlescribe.net )

See! :D

This somehow looks familiar...

Edited by Lyraeus

Haha, whoops. To much editing the same lists

This is almost the exact list Clon was attempting to counter when he made it. I can all but guarantee that firepower will barely be able to touch him. I've seen that match played. Again, his formation and activation count are just as important as Demolisher. Against a three AFII fleet, he WILL kill one before you can touch Demolisher with ship firepower. The simple fact is speed 4 (or speed 3 and ETs) can and will out range you. Plus, XI7s are rather pointless against him since he has a single redirect between 5 ships. The B-Wings are a good wrinkle to the Ackbar gunline, but you have to be very careful with instigator running around.

This is the problem; has been the problem; will be the problem. Engine Techs Demolisher breaks the rules by being "un-interactive." On a short-range, high-power ship, it outranges all other ships in the game. Always . Clon's list simply exploits this, and uses activation advantage, Instigator, and a token TIE screen to remove the only remaining choices for interaction with his list: alternating activations and bombers (preferably a Rhymerball, because of how they break the normal bomber rules).

Ironically, this is also why Reekan is a good response to his list. Reekan also reduces interactivity by removing the opposing player's ability to "snipe" key ships or Squadrons.

(Edited: I missed a few key words in my first paragraph.)

Edited by Conscientious Objector

This is almost the exact list Clon was attempting to counter when he made it. I can all but guarantee that firepower will barely be able to touch him. I've seen that match played. Again, his formation and activation count are just as important as Demolisher. Against a three AFII fleet, he WILL kill one before you can touch Demolisher with ship firepower. The simple fact is speed 4 (or speed 3 and ETs) can and will out range you. Plus, XI7s are rather pointless against him since he has a single redirect between 5 ships. The B-Wings are a good wrinkle to the Ackbar gunline, but you have to be very careful with instigator running around.

This is the problem; has been the problem; will be the problem. Engine Techs Demolisher breaks the rules by being "un-interactive." On a short-range, high-power ship, it outranges all other ships in the game. Always . Clon's list simply exploits this, and uses activation advantage, Instigator, and a token TIE screen to remove the only remaining choices for interaction with his list: alternating activations and bombers (preferably a Rhymerball, because of how they break the normal bomber rules).

Ironically, this is also why Reekan is a good response to his list. Reekan also reduces interactivity by removing the opposing player's ability to "snipe" key ships or Squadrons.

(Edited: I missed a few key words in my first paragraph.)

Dodonna the Oppressor

Author: Lyraeus

Faction: Rebel Alliance

Points: 394/400

Commander: General Dodonna

Assault Objective: Precision Strike

Defense Objective: Fleet Ambush

Navigation Objective: Superior Positions

[ flagship ] CR90 Corvette A (44 points)

- General Dodonna ( 20 points)

- Intel Officer ( 7 points)

- Turbolaser Reroute Circuits ( 7 points)

CR90 Corvette A (44 points)

- Intel Officer ( 7 points)

- Turbolaser Reroute Circuits ( 7 points)

CR90 Corvette A (44 points)

- Intel Officer ( 7 points)

- Turbolaser Reroute Circuits ( 7 points)

MC30c Scout Frigate (69 points)

- Admonition ( 8 points)

- Intel Officer ( 7 points)

- Ordnance Experts ( 4 points)

- Turbolaser Reroute Circuits ( 7 points)

- Assault Proton Torpedoes ( 5 points)

MC30c Scout Frigate (69 points)

- Foresight ( 8 points)

- Intel Officer ( 7 points)

- Ordnance Experts ( 4 points)

- Turbolaser Reroute Circuits ( 7 points)

- Assault Proton Torpedoes ( 5 points)

You get to go last, which is a definite boon. I'll wait to see if this means you can actually avoid having your ships blown up by the guaranteed Demolisher Alpha-Strike. Let me know when you two face off on Vassal!

I still don't think that it's healthy that a 98 point ship can consistently kill any Capital ship in the game.

Edit: To use an absurd comparison, consider the following MC80 title.

"Zapinator" (10pts): Once per activation, when making an attack out of a side arc, this ship's red dice have no range limit. (You may attack any ship to which you can draw line of sight from the attacking side arc.)

Is this unfair on its own? Yes, but not overwhelmingly so. On a naked MC80, it'd be another 4-8 red dice over the course of the game. But when you add Ackbar (Screed) and XI7s/Enhanced Armaments (Engine Techs), your ability to leverage the title increases rapidly. Add some other ships with Tractor Beams (activation advantage), and it becomes that much more powerful, because the basic fashion in which it breaks the game is not sound and doesn't provide reasonable counterplay.

Edited by Conscientious Objector

You get to go last, which is a definite boon. I'll wait to see if this means you can actually avoid having your ships blown up by the guaranteed Demolisher Alpha-Strike. Let me know when you two face off on Vassal!

I still don't think that it's healthy that a 98 point ship can consistently kill any Capital ship in the game.

Edit: To use an absurd comparison, consider the following MC80 title.

"Zapinator" (10pts): Once per activation, when making an attack out of a side arc, this ship's red dice have no range limit. (You may attack any ship to which you can draw line of sight from the attacking side arc.)

Is this unfair on its own? Yes, but not overwhelmingly so. On a naked MC80, it'd be another 4-8 red dice over the course of the game. But when you add Ackbar (Screed) and XI7s/Enhanced Armaments (Engine Techs), your ability to leverage the title increases rapidly. Add some other ships with Tractor Beams (activation advantage), and it becomes that much more powerful, because the basic fashion in which it breaks the game is not sound and doesn't provide reasonable counterplay.

Better yet a rebel ship card that lets it shot a third time at the end of the ship activion phase.

Better yet a rebel ship card that lets it shot a third time at the end of the ship activion phase.

Well, I was trying to do "analogous but different" not "the same OP bull with a different chassis/Modus Operandi."

Edit: Apologies. I didn't mean to be snarky or rude. I'm just angry. Angry about Titles.

Edited by Conscientious Objector

Why is it that people make it so easy to plug my new favorite list. . .

Lyraeus I'm starting to think that your list is running for office. It's like the campaign ads...

:)

I just ran clon's list in a Winter Kit tournament. I managed to eek out a win (23 TPs, 2nd had 22, 3rd with 19) but it could have been a very different story.

My first game was a 7-3 victory against a 4-ship Rebel list (2 MC30 Torpedo, 1 Neb, 1 AF2; Mon Mothma), playing Opening Salvo - he managed to position an MC30 to kill Demolisher after it had annihilated his AF2 (with Mon Mothma onboard) which certainly helped him, though the two ExL Raiders did good work to finish off the Neb and the other MC30. Ended with the last MC30 chasing Screed and a second Raider around the table. Only a 74pt MOV, but could have quite easily swung to a loss, or a stronger victory with better piloting on either side.

First game picture links

Second game was against a 5-ship Imperial fleet (VSD-2, Demolisher GSD-1, Insidious GSD-1, Instigator RDR-1, naked RDR-2; Motti) , playing Intel Sweep - Demolisher obliterated his Insidious and he made a poor move with his own allowing the 2 ExL Raiders to obliterate the overextended GSD for minimal damage. Then the 2 ExL Raiders ambushed his objective ship before he could scoop any token, netting me the 75pt bonus (my Instigator - he had no squadrons - ha already scooped one). He was left with 1 Raider and his VSD. One ExL Raider died to his VSD (the Demolisher had dropped it's front shields and damaged its hull, allowing the VSD's close range side arc to take it down) but the other swooped in behind and softened it up before Demolisher, after circling round, came in to obliterate it. We called it there, already a 10-0 (351 MOV) and with the other Raider only possibly being able to be hunted down. A brutal game, and a lot to do with my opponent's inexperience with Wave 2 (and not having a a huge amount of Armada under his belt in general.)

Second game picture links

Deployment

- 2 ExL Raiders on my Left vs his Demo and Objective'd Instigator

- Demo, my Objective's Instigator and Screed vs his Raider and Insidious

https://drive.google.com/open?id=1tOlvGvu2pTJhtDGYJjK1iKxpxXv2zZL57w

Demolisher's attack run on Insidious. On the left, his Demolisher jumps forward and drops some damage (Coolant Discharge) on my right ExL Raider before evaporating to the two of them

https://drive.google.com/open?id=17DKRCG5oqmCUvVtEIcw4QtcT2JAJQVXUew

The damaged ExL Raider obliterates his Objective'd Instigator, then dies to the VSD. The other ExL Raider circles in behind the VSD; the next turn it CF's and hammer's the VSD's butt as Demolisher makes a second devastating attack run.

https://drive.google.com/open?id=1SkZrTH9B8FoN39dxZ0uffbJi5LgiJ-ICEA

Third game was against one of the top players in the area (MC80, AF2A, CR90A; Ackbar), playing Dangerous Territory - I made a mistake by allowing him to bunker up four obstacles together (he netted 5 total over the game, in hindsight I should have put some in my corners, but c'est la vie.) I also made some positioning errors, moving my ExL Raiders towards to center too much rather than sweeping around to the front of the Ackbar 'drift', which cost me one of the ExL's and the Instigator, but allowed the Demolisher to juuuust survive. Demolisher did a triple tap on an ECM, Advanced Projector MC80 and left it on 6 hull. Fortunately, he survived the retaliation on 2 hull (and 1 right shield) allowing him to double arc (butt and side!) the MC80 again and just eek out of long range of the AF2's butt and eventually repair up to 0 hull damage - that critical misjudgment from my opponent basically cost him the game as the CR90 flew head on in to the second ExL Raider, who activated last to get a double arc on it's side. Final score was 6-4 with a 52 MOV, but could have very easily been very different either way: I should have had Demolisher further out and hammered the AF2 first, then hit the MC80 second, and I should have positioned and manoeuvred the ExL Raiders better, as well as positioning the obstacles better.

Third game picture links

Deployment: 2 ExL Raiders on the left again. Should have been further out, and you can see my poor deployment of the obstacles considering Dangerous Territory.

https://drive.google.com/open?id=1e0vP-FtYzoWhhXT0KtckF5eAuMiIpUUB0Q

Demolisher heavily damages the MC80 (zero shields and two hull) but lives through the retaliation on two hull itself before double arcing to finish the MC80 and fly to safety.

https://drive.google.com/open?id=1hLiIqzO3Mpdr-HzePrU4yX-RsCb1Zh1UDA

End of the game, Demolisher repaired all hull damage and the ExL Raider obliterated the Neb after setting up a double arc then first activation to secure a small 52 MOV victory then fly off to safety (avoiding the unclaimed objective token in case of a random Structural Damage knocking it out and costing me the game and tournament.)

https://drive.google.com/open?id=1TyBhMo2LLP5w0He7HK1FX5OTWlWcnQD7lg

in all the experience was thoroughly fun (for me, at least!) and enlightening - the list is very skill intensive: if you mess up, you'll get punished hard , but if you position the ExL Raiders correctly and perform the Demolisher double tap properly it's a difficult beast to take down.

Definitely beatable, but it takes a certain precision to get the devastating results that clon did in the VWC.

Edited to get picture links in.

Edited by Pilot no55389

You get to go last, which is a definite boon. I'll wait to see if this means you can actually avoid having your ships blown up by the guaranteed Demolisher Alpha-Strike. Let me know when you two face off on Vassal!

I still don't think that it's healthy that a 98 point ship can consistently kill any Capital ship in the game.

Edit: To use an absurd comparison, consider the following MC80 title.

"Zapinator" (10pts): Once per activation, when making an attack out of a side arc, this ship's red dice have no range limit. (You may attack any ship to which you can draw line of sight from the attacking side arc.)

Is this unfair on its own? Yes, but not overwhelmingly so. On a naked MC80, it'd be another 4-8 red dice over the course of the game. But when you add Ackbar (Screed) and XI7s/Enhanced Armaments (Engine Techs), your ability to leverage the title increases rapidly. Add some other ships with Tractor Beams (activation advantage), and it becomes that much more powerful, because the basic fashion in which it breaks the game is not sound and doesn't provide reasonable counterplay.

Except that Imperial ships largely suffer from only ever having things inside front arcs for 1 or 2 turns max a whole game, while Rebel ships are firing optimum arc from turn 2 till 6, plus rebel ships are far more maneuverable than the staple Imperial vessels, again a huge advantage, because once you are out of the ISD/VSD front arc, you are shooting its side/rear with usually more dice than it can return fire with, and they have the capability to stay in them arcs, with ease.

Demolisher is not capable of killing any full (health/full shield)capital ship in one round, it takes two minimum, and can't most expensive ships kill a capital ship in 2 rounds? I am pretty sure the front arc of an ISDII firing twice with a side arc, or an ISD I firing its front arc twice, pus a side arc will kill a (full health/full shield) capital ship, Hell even a VSD II with Dominator will kill a capital ship in 2 rounds, going last then first.

The issue is that being able to fire last in a round, and then first in the next, and that is not something exclusive to Demolisher, lots of choices there for PBR annihilation.

Edited by TheEasternKing

Seems like the RDRs need some practice with, to know when to deploy them and have the spatial awareness to go from out of range to drop into close on your target. Kinda like knowing how far move templates are in X-Wing to make TIE swarms dance. Not what I had expected or was even trying with all the times I was giving the Raider a go, since I was flying them more traditionally. Interesting.

Since those RDRs activate outside of the range stick Tractor beams aren't going to stop them... it will slow them down when they're in range to attack, but I'd think that's what the raider player wants. Leaning on accuracy to counter this still won't stop the Raiders from having at least one turn of activating first at close range to pummel you. Going into the next turn, you'd want to accuracy-fire at any Raider the RDR player doesn't activate it to blast it before it goes that turn. Depends on how many Raiders the opponent gets into range to activate with.

I also think these lists are too fast for fighters. Rhymer could work because rhymerballs cover a lot wider territory than normal fighters would... unless you used them like roadblocks and parked them for a one-turn attack against any RDRs getting close.

Obstacle abuse might be one way to mess up the RDR player if you can find a way to preserve a nice 4-speed distance between your ships and the obstacles (preferably asteroid fields). Minefields is my best guess at messing with the RDR deployment... space the mines out enough so no matter where they land in one quadrant of the board, they're facing at least one impact.

I can see why I didn't consider this reckless strategy in the past... I'm too defensive of a player trying to preserve my ships. Running the Raider like this kind of requires that you put your ships into harm's way and gamble that the first defense they have won't kill them. It also requires good setup, giving you the timing and positioning to start out of range and end in close range for first activation. Tricky and situational, but it looks like Clon has gone to the lengths and had the practice to make it work.

I still think all the vulnerabilities of the Raider listed in the Why Raiders don't work thread are still there, but this racing strategy works to cut down the number of times the Raider has to defend. I think each Raider might be good for one or two defense opportunities in the thick of things, but any more and they're done. A RDR runner needs to be careful also not to park in any arc with excessive dice, since even brace won't stop a RDR exploding with more than 12 damage.

I just ran clon's list in a Winter Kit tournament. I managed to eek out a win (23 TPs, 2nd had 22, 3rd with 19) but it could have been a very different story.

My first game was a 7-3 victory against a 4-ship Rebel list (2 MC30 Torpedo, 1 Neb, 1 AF2; Mon Mothma), playing Opening Salvo - he managed to position an MC30 to kill Demolisher after it had annihilated his AF2 (with Mon Mothma onboard) which certainly helped him, though the two ExL Raiders did good work to finish off the Neb and the other MC30. Ended with the last MC30 chasing Screed and a second Raider around the table. Only a 74pt MOV, but could have quite easily swung to a loss, or a stronger victory with better piloting on either side.

First game picture links

Second game was against a 5-ship Imperial fleet (VSD-2, Demolisher GSD-1, Insidious GSD-1, Instigator RDR-1, naked RDR-2; Motti) , playing Intel Sweep - Demolisher obliterated his Insidious and he made a poor move with his own allowing the 2 ExL Raiders to obliterate the overextended GSD for minimal damage. Then the 2 ExL Raiders ambushed his objective ship before he could scoop any token, netting me the 75pt bonus (my Instigator - he had no squadrons - ha already scooped one). He was left with 1 Raider and his VSD. One ExL Raider died to his VSD (the Demolisher had dropped it's front shields and damaged its hull, allowing the VSD's close range side arc to take it down) but the other swooped in behind and softened it up before Demolisher, after circling round, came in to obliterate it. We called it there, already a 10-0 (351 MOV) and with the other Raider only possibly being able to be hunted down. A brutal game, and a lot to do with my opponent's inexperience with Wave 2 (and not having a a huge amount of Armada under his belt in general.)

Second game picture links

Deployment

- 2 ExL Raiders on my Left vs his Demo and Objective'd Instigator

- Demo, my Objective's Instigator and Screed vs his Raider and Insidious

https://drive.google.com/open?id=1tOlvGvu2pTJhtDGYJjK1iKxpxXv2zZL57w

Demolisher's attack run on Insidious. On the left, his Demolisher jumps forward and drops some damage (Coolant Discharge) on my right ExL Raider before evaporating to the two of them

https://drive.google.com/open?id=17DKRCG5oqmCUvVtEIcw4QtcT2JAJQVXUew

The damaged ExL Raider obliterates his Objective'd Instigator, then dies to the VSD. The other ExL Raider circles in behind the VSD; the next turn it CF's and hammer's the VSD's butt as Demolisher makes a second devastating attack run.

https://drive.google.com/open?id=1SkZrTH9B8FoN39dxZ0uffbJi5LgiJ-ICEA

Third game was against one of the top players in the area (MC80, AF2A, CR90A; Ackbar), playing Dangerous Territory - I made a mistake by allowing him to bunker up four obstacles together (he netted 5 total over the game, in hindsight I should have put some in my corners, but c'est la vie.) I also made some positioning errors, moving my ExL Raiders towards to center too much rather than sweeping around to the front of the Ackbar 'drift', which cost me one of the ExL's and the Instigator, but allowed the Demolisher to juuuust survive. Demolisher did a triple tap on an ECM, Advanced Projector MC80 and left it on 6 hull. Fortunately, he survived the retaliation on 2 hull (and 1 right shield) allowing him to double arc (butt and side!) the MC80 again and just eek out of long range of the AF2's butt and eventually repair up to 0 hull damage - that critical misjudgment from my opponent basically cost him the game as the CR90 flew head on in to the second ExL Raider, who activated last to get a double arc on it's side. Final score was 6-4 with a 52 MOV, but could have very easily been very different either way: I should have had Demolisher further out and hammered the AF2 first, then hit the MC80 second, and I should have positioned and manoeuvred the ExL Raiders better, as well as positioning the obstacles better.

Third game picture links

Deployment: 2 ExL Raiders on the left again. Should have been further out, and you can see my poor deployment of the obstacles considering Dangerous Territory.

https://drive.google.com/open?id=1e0vP-FtYzoWhhXT0KtckF5eAuMiIpUUB0Q

Demolisher heavily damages the MC80 (zero shields and two hull) but lives through the retaliation on two hull itself before double arcing to finish the MC80 and fly to safety.

https://drive.google.com/open?id=1hLiIqzO3Mpdr-HzePrU4yX-RsCb1Zh1UDA

End of the game, Demolisher repaired all hull damage and the ExL Raider obliterated the Neb after setting up a double arc then first activation to secure a small 52 MOV victory then fly off to safety (avoiding the unclaimed objective token in case of a random Structural Damage knocking it out and costing me the game and tournament.)

https://drive.google.com/open?id=1TyBhMo2LLP5w0He7HK1FX5OTWlWcnQD7lg

in all the experience was thoroughly fun (for me, at least!) and enlightening - the list is very skill intensive: if you mess up, you'll get punished hard , but if you position the ExL Raiders correctly and perform the Demolisher double tap properly it's a difficult beast to take down.

Definitely beatable, but it takes a certain precision to get the devastating results that clon did in the VWC.

Edited to get picture links in.

So is what your saying is that with very little experience with the list, and admittedly sub optimal piloting skills, you took down a tournament with the list???