Hello fellow starfighters!
Mainly, I would like to share a few details from a truly Epic game we had today. This will not be a turn by turn battle report - there is a video link of the whole match below, and you are welcome to it, as well as the lists.
We had an epic team tournament in the works for some time now (teams of two, with 400 pts per side), however not many people were interested/available. Soon that turned into three teams of two, and the prospect of one team waiting until the other two were finished, was not a very appealing one.
That was when the tournament format was changed to one huge Team Epic showdown of 3v3, with 600 pts per side. We had participants voting on which factions they would/wouldn't prefer to fly, and with those restrictions, the two teams were randomly created. Those were of Imperial and Rebel faction (scum were also given the option of stealing and fielding a GR-75 transport).
One player was a no-show, so the Imperial team was forced to control the 600 pts list with just the four hands. The odds were evened out when one of the Rebel players left, approximately mid-game. The battle was conceded by Imperials about 4h and 45 minutes in the game, after possibly 5-6 turns. Most of the players had a great time, and as Epic is not a common format, it was certainly a nice break from dogfights and a good learning experience.
For the full video of the match, see our
LGS Twitch channel
.
Here are a few of my observations from today's game:
- During preparation, I was not able to properly create and export such a huge list in any of the mainstream on-line squadron builders. YASB required to add Ordnance Tubes on both sections in order to equip ordnance (raising the squad points), and permalinks wouldn't work. Squadron Builder kept corrupting the list, and wouldn't print/export. List Juggler wouldn't allow me to add Epic ships. That's why I am pasting the lists in text format below (from a mobile app).
- Keep your named pilots to a minimum, mainly as it makes the game smoother, and there are less things to track (and forget).
- Keep the upgrades simple, intuitive and efficient, as much as possible.
- Know your list well! And have a copy for the opposing team.
- Read your opponent's list beforehand, ask about interactions and combos, and explain yours in turn. Try to retain that information, and be polite if asking about the same thing multiple times.
- Try to steer away from huge groups of the same pilot skill, as their activation can keep the opposing player(s) waiting for quite a long time.
- Keep your pilot cards in pilots skill order, so not to miss the activation window.
- Try to think ahead, as that will significantly speed up the game.
- Have the generic pilots all numbered, as that greatly helps with the communication. Clearly state what are you doing, so that the opposing player can respond in kind.
- Keep a set of all applicable tokens on each of the pilot cards, as a reminder of what actions can be taken, and for backtracking in case some of the tokens are left behind during the moves (primarily the target locks).
- I found it useful to keep the dials facedown on the cards themselves, so when they are flipped up, you know which ships have activated.
- Also, when a pilots shoots, tap the card sideways, to indicate it's done for the turn.
- Resolve moves and actions one by one.
- In case there are more than one player per side, it is possible to activate in the same time on different sides of the board - this keeps the game pace up significantly. Same applies for shooting in combat phase, with exception of Palpatine use (this actually should require shooting in PS order, and one at a time).
- Playing Epic is significantly more demanding than standard dogfights, so have patience and expect that you will make mistakes (as will the other team).
And now, the lists-
Rebels
:
B-wing: Dagger Squadron Pilot (24 + 7)
+ Fire Control System (2)
+ Plasma Torpedoes (3)
+ Extra Munitions (2)
+ Guidance Chips (0)
B-wing: Dagger Squadron Pilot (24 + 5)
+ Fire Control System (2)
+ Plasma Torpedoes (3)
+ Guidance Chips (0)
B-wing: Dagger Squadron Pilot (24 + 8)
+ Fire Control System (2)
+ Proton Torpedoes (4)
+ Extra Munitions (2)
+ Guidance Chips (0)
Y-wing: "Dutch" Vander (23 + 8)
+ Twin Laser Turret (6)
+ R5-K6 (2)
K-Wing: Esege Tuketu (28 + 9)
+ Twin Laser Turret (6)
+ Recon Specialist (3)
GR-75 Medium Transport: GR-75 Medium Transport (30 + 12)
+ Slicer Tools (7)
+ Bright Hope (5)
E-Wing: Etahn A'Baht (32 + 8)
+ Sensor Jammer (4)
+ R2-D2 (4)
CR-90 Corvette (aft): CR-90 Corvette (aft) (40 + 16)
+ Construction Droid (3)
+ Cluster Bombs (4)
+ Ordnance Tubes (5)
+ Proton Torpedoes (4)
CR-90 Corvette (fore): CR-90 Corvette (fore) (50 + 28)
+ Weapons Engineer (3)
+ Sensor Team (4)
+ Cluster Bombs (4)
+ Tantive IV (4)
+ Assault Missiles (5)
+ Homing Missiles (5)
+ Carlist Rieekan (3)
B-wing: Dagger Squadron Pilot (24 + 8)
+ Fire Control System (2)
+ Proton Torpedoes (4)
+ Extra Munitions (2)
+ Guidance Chips (0)
T/70 X-wing: Red Squadron Veteran (26 + 2)
+ Adaptability (0)
+ Targeting Astromech (2)
+ Integrated Astromech (0)
T/70 X-wing: Red Squadron Veteran (26 + 2)
+ Adaptability (0)
+ Targeting Astromech (2)
+ Integrated Astromech (0)
T/70 X-wing: Red Squadron Veteran (26 + 2)
+ Adaptability (0)
+ Targeting Astromech (2)
+ Integrated Astromech (0)
T/70 X-wing: Red Squadron Veteran (26 + 2)
+ Adaptability (0)
+ Targeting Astromech (2)
+ Integrated Astromech (0)
A-Wing: Jake Farrell (24 + 9)
+ Veteran Instincts (1)
+ Proton Rockets (3)
+ A-Wing Test Pilot (0)
+ Autothrusters (2)
+ Push the Limit (3)
VCX-100: "Chopper" (37 + 10)
+ Accuracy Corrector (3)
+ Autoblaster Turret (2)
+ Hera Syndulla (1)
+ Engine Upgrade (4)
Imperials:
TIE Bomber: Captain Jonus (22 + 7)
+ Determination (1)
+ TIE Shuttle (0)
+ Twin Ion Engine Mk. II (1)
+ Systems Officer (2)
+ Fleet Officer (3)
TIE Bomber: Gamma Squadron Veteran (19 + 11)
+ Determination (1)
+ Extra Munitions (2)
+ Assault Missiles (5)
+ Ion Pulse Missiles (3)
+ Long-Range Scanners (0)
TIE Bomber: Gamma Squadron Veteran (19 + 11)
+ Determination (1)
+ Extra Munitions (2)
+ Assault Missiles (5)
+ Ion Pulse Missiles (3)
+ Long-Range Scanners (0)
TIE Bomber: "Deathfire" (17 + 7)
+ Extra Munitions (2)
+ XX-23 S-Thread Tracers (1)
+ Cluster Mines (4)
+ Guidance Chips (0)
TIE Bomber: Scimitar Squadron Pilot (16 + 6)
+ Extra Munitions (2)
+ Cluster Missiles (4)
+ Guidance Chips (0)
Gozanti-class Cruiser: Gozanti-class Cruiser (40 + 23)
+ Targeting Coordinator (4)
+ Weapons Engineer (3)
+ Dual Laser Turret (5)
+ Docking Clamps (0)
+ Suppressor (6)
+ Optimized Generators (5)
Lambda-class Shuttle: Omicron Group Pilot (21 + 8)
+ Emperor Palpatine (8)
TIE Advanced: Tempest Squadron Pilot (21 + 3)
+ Proton Rockets (3)
+ TIE/x 1 (0)
+ Guidance Chips (0)
+ Accuracy Corrector (0)
TIE Advanced: Tempest Squadron Pilot (21 + 3)
+ Proton Rockets (3)
+ TIE/x 1 (0)
+ Guidance Chips (0)
+ Accuracy Corrector (0)
TIE Advanced: Tempest Squadron Pilot (21 + 3)
+ Proton Rockets (3)
+ TIE/x 1 (0)
+ Guidance Chips (0)
+ Accuracy Corrector (0)
Raider Class Corv. (fore): Imperial Raider Corv. (fore) (50 + 10)
+ Quad Laser Cannons (6)
+ Tibanna Gas Supplies (4)
Raider Class Corv. (aft): Imperial Raider Corv. (aft) (50 + 28)
+ Captain Needa (2)
+ Shield Technician (1)
+ Quad Laser Cannons (6)
+ Ion Cannon Battery (6)
+ Engineering Team (4)
+ Instigator (4)
+ Optimized Generators (5)
TIE Defender: Onyx Squadron Pilot (32)
+ TIE/x7 (-2)
+ Twin Ion Engine Mk. II (1)
TIE Defender: Onyx Squadron Pilot (32)
+ TIE/x7 (-2)
+ Twin Ion Engine Mk. II (1)
TIE Interceptor: Soontir Fel (27 + 8)
+ Push the Limit (3)
+ Royal Guard Tie (0)
+ Autothrusters (2)
+ Stealth Device (3)
TIE Fighter: "Howlrunner" (18)
+ Adaptability (0)
TIE Fighter: Academy Pilot (12)
TIE Fighter: Academy Pilot (12)
TIE Fighter: Academy Pilot (12)
TIE Fighter: Academy Pilot (12)
Thank you for reading and watching.
Edited by karadjordje