I started posting over in the Squad Lists forum. At this point it seemed apt for me to shift over to here, since I'm mostly reporting results.
As a player, I'm in a conundrum. I seek challenges and I love tournaments, and I have a strong competitive streak. Unfortunately, the reality of my life makes it difficult to indulge in that. I simply don't have the time or flexibility to play the number of games it would take to put me in the true upper tier. I characterize myself as a "serious casual". I try to compensate by studying, reading, and contemplating the game as much as I can.
After having read a lot and benefitted, I felt I needed to give back, too, especially since the process of writing down also helps settle my own thoughts. While I started posting this over in the Squad Lists forum, it seemed appropriate to shift here now, as I'm reporting results.
I took my list to another local tournament. I've started calling this squad "Marked for Death" because of the target lock synergy. It consists of:
The Inquisitor (Inqi) with TIE /V1 title, Autothrusters, and Push the Limit
Omega Leader (Omega) with Juke, Comms Relay
Colonel Vessery with Heavy Laser Cannon and Veteran Instincts
I'd previously run this list and had some success with it-- but flukes do happen and as infrequently as I play consistency can be an issue. I was eager to get more games in to get a better feel for its true potential.
GAME 1
My opponent was running a three-ship Scum list with a loaded Dengar, a loaded Zuckuss, and a Bugzapper Z. He started with his Z centerline, so I spread out a bit, with (from West to East) Vessery, Omega, and Inqi. I out-thought myself here: thinking I would take advantage of Dengar's dial, I aligned most of the rocks towards one edge. Unfortunately, I put them along... the East edge, which would really have hampered him if he was trying to turn *right*. Instead Dengar and Zuckuss set up shop in the Northwest corner, with plenty of room to wheel into the middle. Whoops.
I started off in echelon, with Vessery slow-rolling, Omega moving up, and Inqi dashing forwards and boosting in. On the next turn Inqi took a potshot at the Z but underperformed while everyone else started closing range. Turn three is where things got interesting. To avoid a block, Inqi blew past the Z while Omega Leader got in its face, and Vessery set up for a range three shot on Zuckuss. Zuckuss was pointed straight East by now with Dengar on his wing. He actually pegged Inqi, and Dengar took a shield from Vessery by using 4-LOM to lock out his focus token. When Omega failed to polish off the Z, my opponent took care of that with the Feedback Array to strip Inqi's other shield.
(In hindsight, I could see the other reason why he did that, but it sure caught me off-guard at the time.)
So now Inqi had target locks from two intimidating ships and was pointed northwest-- he *maybe* could turn in but he'd be toast if he did, since Dengar and Zuckuss both out-PSed him (VI on Zuckuss). Instead I disengaged with Inqi, taking a target lock on my way out, while Omega charged in and Vessery did yet another 1-bank.
My opponent K-turned right into my lap.
This, I think, is the other reason he'd blown up his Z-- to ensure it was out of Zuckuss' way. There were other ways to do that, I'm sure... be that as it may, the K-Turn put Zuckuss right in front of Omega, with Vessery to his south, and no actual shot for Zuckuss to take. Zuckuss didn't survive that crossfire. 34 ineffective points went down with him.
Because of a rock, Omega had to turn north, preventing him from engaging Dengar; that left Vessery to handle that himself, so he K-turned. I considered a barrel roll, but I wasn't sure what the geometry would be if I did. In the event I should have done it. When Dengar turned he ended up with Vessery in his arc. 4-LOM locked out my focus token, so even though Vessery got his lick in, the revenge shot killed me.
BUT-- that left Dengar ioned. Omega Leader then did what any Academy Pilot could do: he did a 1-turn and a barrel roll to pin Dengar on a rock while Inqi came back around. Inqi pummeled Dengar, and a second turn on the rock finished him.
I'm not sure if I'd call the win "unearned", as I did a few maneuvers I was proud of. Still, winning a game because your opponent does a K-Turn to deny all his own shots is not the most satisfying way to win. I also came away unimpressed with loaded-out Zuckuss. This was not a good notion to have in my head.
The more I think about it, the more I think I could have kept Vessery alive. Dengar had already accumulated two ion tokens by the time Vessery's turn came around. That meant he was going to end up on a rock thanks to my block. That would, in turn, mean no return shots, and safety for Vessery. Still, it's oh-so-hard to turn down a four-dice double-modified attack, especially since the next turn wasn't as clear to me in-situ as it was in hindsight.
Still, I came out of that game feeling good... and was promptly put in my place.
GAME 2
My opponent was rubbing double U-Boats and a Zuckuss with K-4, VI, and tractor beam. This time I got the rock placement right, putting a barrier along the West edge. He set up the U-boats in the corner anyway, one going straight, the other ready to do a 1-turn. I set Omega right outside the barrier while Vessery and Inqi went in the middle. Zuckuss started facing the barrier... and I came up with my plan.
Zuckuss would be my target. I figured it would take the U-boats a few turns to navigate through the rocks, and if they rushed they'd be actionless, which was acceptable. My firepower would be more effective against Zuckuss than the Boats; if I took care of him quickly, which was certainly possible, I'd be in a much better position. So, at the start, I slow-rolled Omega to pick up my evade, while Inqi and Vessery sprinted centerline and boosted/barrel rolled for more distance.
Those were the last correct decisions I'd make.
On the next turn I dialed in some 3-banks for my center guys while Omega turned west for no particular reason-- perhaps to see if I could get to the right of the U-Boats. True to my prediction, one U-Boat went slowly to try and negotiate through the rocks. The other bumped behind it. This is where I lost my mind.
Instead of barrel rolling *out* to continue my sweeping motion towards Zuckuss, I decided this was the perfect time to engage. After all, with no action the one would be guaranteed to have no torp shot, and I'd outrange it anyway, plus I could dodge arc on the one. Inqi and Vessery barrel rolled in to get arc and stay out of the lead U-Boat's arc, while Omega also rolled in (though this, stupidly, put him facing a rock). I opened fire, and...
In my original post asking for feedback on the list, I cited a weakness of being unable to alpha-strike a U-Boat even at full power. This engagement, because of all my rolling, was at decidedly less than full power. Even if the dice had been with me, what happened next would still have happened. Zuckuss yanked Inqi forward into the U-Boat's arc, and my shots failed to inflict serious damage on it. Inqi ate a torpedo to the face, losing his shields, but that wasn't the real problem. The real problem was I was now committed to a close-range engagement I didn't want.
On the next round the game went to heck. Inqi got blocked on a U-boat's face. Omega had to go over the rock to turn in. Vessery seemed like he had suspiciously good position for a close-in engagement, right up until he got tractored onto a different rock. Of my three ships only Omega had a shot, which he rolled double eyeballs for (naturally), and in return Inqi got plastered.
The next turn was almost worse. The only way for Vessery to escape the rock and a block was to run at high speed, and a savvy K-turn from my opponent (plus some nice turret shots) took Vessery to the brink. Omega did a whopping one damage and in return got crippled by a torp. It was all over but the mop-up from there.
Ohhhhh boy. They say you learn more from your losses than your wins, and I sure learned a lot from this. Let us count the ways...
1) I changed my plan at the wrong time. The right time to change the plan would have been at the point of setting dials on the second round. Alternatively, I could have stuck with my plan and delayed the engagement one more round by barrel rolling away. Either approach would have been preferable to what I actually did. What I actually did was allow the exact thing I was trying to avoid (getting in arc of two enemies at once and suckered into close range by the tractor beam) without the action economy I needed to make my attack stick.
2) Tractor beams are terrifying.
3) I need to break my strange nonchalance about Omega Leader and rocks. This was the third game out of four where I ran Omega Leader over a rock-- in a match against Brobots I actually ran him over the same rock in back-to-back rounds. He's a TIE Fighter. He needs that darn focus token, and he doesn't need to take unnecessary damage when it's entirely avoidable. I don't fly like that with other ships. I don't know what's going on.
4) R4 Agromech is a killer upgrade. I'd always respected it, but I'd only ever seen its impact on things like Deadeye and BTL Y-Wings, where the target lock and focus token are spent separately. Using the focus to get a TL to affect the *same* attack actually works out very well! Afterwards I crunched the math and it's a 7/8 chance to hit, only slightly worse than the 15/16 you get from having double mods up front. And with the Jumpmaster being a large-based turret ship, meaning range one shots *all the time*, its spooky-accurate primary is more effective than I'd anticipated.
5) You need focus tokens against Zuckuss. He changes the relative effectiveness of evade and focus tokens to favor focus. We all know the attack die is more powerful than the defense die, but if Zuckuss can accentuate that difference by having mods the defender doesn't have, the defender is toast.
Phew! That took longer than expected. I'll post the rest later.