Chatty Chatty Pew Pew - a first time AAR

By JasonCole, in X-Wing Battle Reports

As copied from my writeup on the Sunsphere Defense Fleet Facebook page, and as written to the best of my recollection:

-edits: This is my third tournament. First Writeup. First time traveling to a tournament. I like playing lists that I have fun with, not that are "built to pwn". Oddly, the "meta" was completely absent. 14 lists, and zero palp aces, and not a single jm5k. I thought I had a good list against PAces, wasn't sure about Uboats. Moderately unhappy that I didn't get to test it against either.

Chatty SpaceFight AAR:

Original List:
Crime & Punishment (100)

"Deathrain" (41) - TIE Punisher
Fire Control System (2), Extra Munitions (2), Proton Torpedoes (4), Conner Net (4), Proximity Mines (3), Guidance Chips (0)

Rear Admiral Chiraneau (59) - VT-49 Decimator
Veteran Instincts (1), Ysanne Isard (4), Rebel Captive (3), Darth Vader (3), Anti-Pursuit Lasers (2)

Things I would change: Drop Anti Pursuit Lasers. (-2) points. Once vets hit shelves, I'm going to be adding Long Range Scanners (+/- 0) to Deathrain. Dropping FCS (-2) along w/ Guidance CHiPS (+/-0) and RAC gets Engine Upgrade (+4).

Things to remember:
FRIGGIN USE ISARD. EVERY TIME. IDIOT. Lack of Isard awareness (probably) cost me game 4.
Deathrain is awesome with Conner Nets, but you want to drop them in front of targets, not on them (thanks to a FAQ/Eratta).

Lists that I won against (Games 1 and 2)
Crackswarm:
Howlrunner, Scourge, Mauler Mithel, and 3 BSP's, all 6 w/ Crackshot).
Scumsuckers:
Kavil w/ TLT, Zuckuss on the Mist Hunter with gobs of addons, and 2x Binayre Pirates.

Lists that I lost to (Games 3 and 4)
Chopper + Zeb Shuttle, Poe
Kanan + Zeb Shuttle, Biggs.

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Game 1. 6 vs. 2, and I I have super low agility ships. I'm already sweating. I figure that it's too easy to out maneuver me, so I'm going to have to go in hard and fast, and melt as much face as possible early to have any chance. We line up across from each other on (my) right. I have RAC to the inside of DR. Both push forward full speed for T1. RAC is just barely out of R3 (fractions of a mm) for a T1 shot.

T2 (I'll post a pic in a few) goes better, but not perfect. His I set a 1 straight for DR, expecting him to come a little further forward with his TIES than he did. Ended up dropping my first mine just short of his front line. RAC was better planned, came in on a 2 bank for what ended up being a R1 shot on Mauler Mithel. Target locked Mauler, shot 4 dice, after TL and RAC's ability, I had hit hit hit crit. Mauler rolled 2 evades and a blank (focused for an action). Crit came up Direct Hit. Mauler was dead without ever firing a shot. Deathrain Plinked one damage onto Howlrunner (and gaining a TL from FCS), after taking some damage. After T2, RAC was nearly untouched, and DR was at 1/2 hull.

T3: Enter the furball. I got lucky and stoopid all in one turn. His TIEs broke formation into blocking maneuvers. One TIE didn't clear DR on a K, so was facing the wrong way and was stressed. One did make the K, so was stressed, but at range 3. The third hit the mine laid on T2, and took a hit (not a great roll, but better than nothing). DR's maneuver ended up bumping the TIE that bumped me, so no boomboom, but I was out of arc of everything else for once. RAC was where I got super stupid. I misjudged my space, and used a 2-Turn and clipped a roid, landing on it. So no action, lost a shield, and no firing for what would have been a R1 shot at Scourge. DR ended up taking one more damage this turn, putting him at 1 hull. RAC got peppered, down to 0 shields, and a few damage into hull.

T4 I made up for my stupidity in T3. I was lucky that DR didn't get melted in T3, so I intended to make up for it. Soft 1 for RAC got him off the rock. Soft 3 for DR jumped over Howlrunner and Scourge. I dropped my second Prox mine out the back onto Howlrunner. Hit+crit. Howlrunner is dead. RAC took a R2 shot on Scourge, and did 2 damage after evades. This is why Vader is on board. I put myself into 1/2 hull, but that crit wiped Scourge from the board. Down to 3 BSP's w/ Crackshot. They managed to kill DR this turn.

T5 to the end, I actually spent the game both running from TIEs and trying to bump them. Bump one and you lose action, but they can't shoot you. Coupled with Isard's evade, I managed to whittle down the remaining ties. RAC finished w/ 4 hull. Win, 100-71.

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Game 2 against a Scum list I'd never seen made me nervous. I wasn't terribly worried about the z95's as blockers. Kavil with VI and a TLT was an issue. Zuckuss in the MH with a lot of upgrades wasn't something I was looking forward to facing, but it's got the maneuver of a CMU. He sets up on his "right of center", and I decide to do the same. My plan is to do some damage in a drive-by joust, and then focus down whatever I can while he gets turned around. I get pretty lucky, he slowboated his Z's. I actually managed to TL and torp one of them for it's shields, then left a mine for the next one. Most of his force focused to my right, and I think he expected me to pursue, so he took Kavil to my left, hoping to TLT me. Everything that had a Z in it's name was pointed the wrong way after T3, and I had DR and RAC bearing down on a largely abandoned Kavil. A conner net and some RAC/Vader murder saw Kavil off before the rest of his squad re-engaged. I picked off the limping Z95 next. DR fell to some Zuckuss shenanigans, but his work was done. RAC melted Zuckuss with the help of Vader (again, into half MOV), and then chased down the last Z95.

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Game 3 against Chopper + Zeb, and a PS10 Poe. This went south FAST. I honestly forgot about the Ghost/Phantom double tap. I focused it down as best I could, but the Ghost did a ton of damage to DR, and Poe did some damage to RAC. DR died early, but Ghost was also dead. The shuttle managed to launch when Ghost had 2 hull left, but was thankfully pointed the wrong way. I tried to circle, but Poe had Autothrusters, so me being in "front" of this circle-jerk of a spacefight meant I was basically handing him evades. I've decided that he has me dead to rights, so I turn in and bear in on the shuttle. R2, target lock, with 4 hull left, I shoot at an undamaged shuttle. 3 damage get through, so I go ahead and vader myself two hull to deal the final damage. The shuttle got launched, but it never did anything. Poe finished me off that turn.

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So if G3 against Ghost/Phantom + Escort was bad, what could be worse? Ghost/Phantom + Escort, again.

This time the escort was Biggs. Biggs has a weakness. Biggs takes shots when you might not want to shoot him, so I think "so what if I just run up and put a gun in Biggs face and pop him asap? So this turn, I ignore the Ghost early. Both of his ships are PS5 to my PS6 and 10. So I actually got to use DR as a torp boat! T2 or 3 was a TL and torp from DR, and some abuse from RAC left Biggs as a stain on a roid. My opponent was visibly shocked to have lost his escort so quickly, and I hoped to take advantage of that. However, this fight could also be called "Jason learns about Ion Turrets".

Focusing on Biggs meant that I wasn't harassing Kanan. DR got ionized for his last shield. I was focused on BR'ing out of R1 (habit) from Kanan that I didn't think about getting ionized. So I BR'd into what would have been an avoidable collision with a roid, but now i"m ionized, so I drift onto the roid, and take a crit. *#(@$. RAC has a pre-existing ion token from that turn too. DR takes another damage coming off the rock. RAC get his second ion token, and floats onto the same rock after DR vacates it. DR is facing the wrong way at this point, and RAC can't shoot because he's on the rock.

DR breaks free, but RAC drifts forward 1, not enough to clear the rock. 1 more damage, and 2 more ion tokens. So another turn of no shooting and a drift forward. Luckily, my RC keep stressing, so he was having to take greens to clear it, so this turn my drift put me at R3, out of ion turret range. RAC breaks free, but is heavily damaged. DR is trying to get back into the fight, but is opposite corner from Kanan.

RAC starts to maneuver away from Kanan, taking R3 shots (so no RAC bonus, but I'm out of Ion range). The only times I slow up is to let him close range into 2 when I've got a clear field in front of me, in case I get ion'd. Plink plink plink. RAC is in flames, DR is trying to position, and I land a crit from the Deci on Kanan - all damage is face up. I think *ahah!* now even DR can pewpew him for crits. He takes a bold turn in, gets a R1 shot on RAC and finishes him off. RAC is down, and I instantly regret not using Vader when I had 3 hull left.

What have I forgotten?

Phantom. Kanan has 3 face up crits, 2 hull left, I set my maneuver to close on what's left of Kanan hoping to boost around for a R1 shot with 1 hull left. He moves, and ejects the shuttle. CRAP! So now I'm out of position, and have what is basically a fresh T-65 (just a bit les hull and shield) pointed right at me. Needless to say, the Phantom melted me that turn. Since the Ghost had 2 hull left, I only scored 1/2 MOV on it. Game 4 was my widest loss by MOV, 55-100.

edit- I forgot to use Isard twice in this game alone. The last time I forgot to use her was the turn that he did *just enough* damage to kill RAC. One evade token would have given RAC one more turn, likely eliminating Kanan, or blocking him to prevent Phantom deployment. With that, DR could have swung round and finished things off. If DR was still on the board, I have no problem suiciding RAC to one round a shuttle for a clear win.

Edited by JasonCole

Great write up! Have you thought about AS on deathrain?

DR's dial isn't brilliant, but it's good enough that I can end up right in front of who I want to bomb, or hop over them and deploy to the rear and still get them. The 3 maneuvers are perfect for bombing a ship that I was face to face with in the previous turn. I haven't really found any advantage to being able to drop out the front when the rear will do too.

I am tempted to replace the conner net with a second prox mine (4 total w/ EM) to get 1 point back. I'd then actually take Electronic Baffles, believe it or not. It would be worth 1 shield or hull on DR to be able to set a 4-K or a 3-Turn (red on his dial) and still be able to lay a mine and then barrel roll, especially in the early game. That's where DR actually suffers a little, in that after that initial pass, he's only slightly faster to get turned around than the Lambda.

Hmm. Yeah, I really like that idea, especially with 4 prox mines. Starts to make him quite a bit dodgier.

Edited by JasonCole