Warning! Wall of text incoming.
So the Greek nationals are coming next month, September 25th, and as you can imagine, everyone who actually plays X-Wing at least semi-competitively here in Greece is preparing. We are a pretty small community of players, and so everyone pretty much knows everyone's style of play. However, the meta is pretty diverse but powerful lists like Dengaroo and triple scouts are quite common nevertheless. It may come as a surprise to some, but Palp Aces is not very common.
Anyway, for those of you who have read my previous post about the Athens Regionals will understand what I am saying about the meta diversity. Of course, it could be that stores don't get the new waves as they are released, but 2-3 months later plus that new product orders are sparse so once the stock has been depleted, you can only find T-65 X-Wings, TIE Fighters and TIE Punishers in the stores
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I will be posting my thoughts, as well as battle reports, of the games I play previous to the Nationals. This post will be regularly updated once a week, probably at Saturday or Sunday, since that is when I am able to play some games.
The first part of tournament play is to decide on a list and play it to find out weaknesses and strength, as well as to familiarize yourself with it. That is my first big problem. Like everyone else who plays competitively, I want to win my games and take the tournament. Of course, that is not always possible since no matter how well you fly, if dice are not on your side, there is nothing you can do about it. So, the motto of this road to Nationals will be, Fly Casual
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I have been finding myself unable to create a list worthy of tournament play for any faction, without including either Biggs, Palp or Dengar. All of these add guarantees to the list, it being either forcing split fire, manipulating dice or doing damage through sheer force and dice modification. So, I have narrowed it down to these three list, one for each faction:
Rebels
Wes Janson, VI, R3-A2, IA
Biggs Darklighter, R4-D6, IA
Corran Horn, VI, FCS, R2-D2 or Miranda Doni, TLT, Sabine, EM, Conner Net and drop R3-A2 to R2 Mech or Norra Wexley, PTL, Tail Gunner, EU, R2-D2, Overhaul.
I have alternative choices because it is debated right now whether Wave 9 will be allowed in the tournament or not, If it is allowed, I will definitely run Norra.
Empire
Palpshuttle
Carnor Jax, PTL, Royal Guard TIE, AT, Hull Upgrade
Countess Ryad, Juke, TIE/x7, Stealth Device
Scum
Dengar, Lone Wolf, Plasma Torps, Zuckuss, Overclocked R4, Glitterstim, P1, Counter Measures
Manaroo, PTL, Recon Specialist, R5-P8, Feedback, EU
As you can see, the lists are completely meta-oriented. Regen, focus control and Dengaroo which is pretty much the definition of "meta" right now.
Right now, I am inclined towards the Rebel list because it can deal with many different threats, and if Corran/Miranda/Norra survive to late game, they are gonna be monsters. Time will tell though if I go with that list, since there are other factors to take into consideration. For example, all the games plus the top cuts are probably gonna be in one day, which means tiredness is gonna play a significant factor. I am not saying I will definitely make the top cut, but if I do, Dengaroo is the perfect list since you can pretty much set it on autopilot and let it do its business. Anyway, that is a matter for another time.
So, now that we have the lists settled, it is time to move onto the battle reports. I have played 4 games up to this point, one with Scum, one with Empire and two with Rebels.
NOTE: All games will be described from my perspective.
Scum game 1
Opponent's list:
Wedge Antilles, PTL, R2 Mech, IA
Airen Cracken, VI
Rookie X-wing, R2 Mech, IA
Blue Novice X-wing, R2 Mech, IA
My opponent sets up top left with all his ships in a checkerboard formation, with the aces in the back. My Manaroo is opposite to his swarm facing right and Dengar is in the middle, trying to engage in the asteroid/debris field. He opens with 4 forwards on all ships while Manaroo runs away with 4 forward plus boost. Dengar does a 3 forward and barrel rolls right to get into hard turn position next turn. His swarm hard turns towards Dengar next turn but Wedge bumps and has no shots while Manaroo does her thing and Dengar 2-hard turns left. Here I misjudge the distance and Dengar bumps a debris cloud and stresses himself. Not that he cares, but I am unable to use my torps for the rest of the game. I choose not to pop counter-measures as we are at R3 and I get 3 dice anyway. After the combat phase, Dengar was intact and the T-65 has lost 2 shields after the return fire from Dengar. Next turn, all his ships get into position to fire at Dengar, while he inches forward with a 1 speed move, ending in R1 of all his ships. Manaroo is still circling around. I pop counter-measures to get the 3 agility and remove Wedge's TL. Aires fires but does no damage, gives Wedge the TL back. Dengar then attacks the wounded T-65 and takes it off the board with a 4-hit attack and a blank on the T-65's defense roll. After, Wedge and the other x-wing attack Dengar and after I blank out two of my rolls, plus the LW re-roll, Dengar is sitting at two hull and fires back at Wedge, causing him to take 3 damage and use IA to avoid a Direct Hit. Well, that did not go as planned! Anyway, next turn I was in a great position to sloop and Wedge could not fire at me because he was stressed from PLT. Indeed, I sloop with Dengar while the x-wing and Airen k-turn to get shots on me and Wedge flies past me, at R1 with just a focus. I fire at Wedge and take him of the board while the x-wing plus Airen take Dengar down, but not without Dengar taking the shot at the T-70, causing it to lose its shields and use IA to avoid hull damage. Here I chose to fire at the T-70 because I though it was gonna be the greatest danger to Manaroo with its 3 dice primary plus boost. Anyway, his ships were pretty beat up at that point and I had a full health Manaroo with the Painbot so it was clean-up time. Indeed, Manaroo destroys the two remaining ships and Scum take the game.
Well, I think that this game showcases Dengar pretty well, with him being able to take on the entire opposing list on his own and deal enough damage fro Manaroo to clean up after. Since this was the one and only game I played with this list, I can't really say much since the list speaks for itself.
Empire game 1
Opponent's list:
Wedge, Predator, BB-8, IA
2 Dagger B-wings, FCS, HLC
My opponent sets up top-right with all his ships with the two Bs in front of Wedge. I place my shuttle in the right cornet ready to run away while Ryad and Jax take the center. He opens with a 3 forward on everything while the shuttle runs away and Ryad with jax get into position with 5 forwards plus boost on Jax. Next turn, the Bs continue with a 3 forward while Wedged turns in to face Ryad and Jax. Wedged fires to no avail but I do no damage to him either. After that, I decide to be annoying with Jax and joust Wedge with Ryad. Meanwhile, the Bs start turning in, towards the middle. However, Ryad just couldn't roll well enough to damage Wedge, even when he couldn't use his focus. Wedge though rolls 4 hits onto Ryad who, with 4 dice, focus, evade and Palp blanks out on her roll so she takes two, plus she loses the stealth device. Next turn sees Ryad go down to combined fire from Wedge and one B while I am able to destroy a B with Ryad (before she died), Jax and even the shuttle, which now is pointing towards the right of the board, ready to go into the middle. I am in a pretty bad position though, by losing my main hitter of the list. Anyway, I press on with the shuttle and the B bumps me while wedge missed the bump by the slightest and unloads on me, dealing 4 damage. meanwhile, Jax is circling around to get into position and fires a the B, doing 3 damage. Next turn, I am not able to stand still with the shuttle as I am stressed so I must move. I just choose 1 forward to bump Wedge and clear my stress, as there was not better way to move since Wedge and asteroids ware in the way. The B moves forwards to clear my base and Wedge k-turns behind the shuttle. Jax keeps chasing the B and puts 3 more damage into it, while Wedge deals 4 more damage to the shuttle, which is now limping on 2 hull. Now, if this next turn went any different, I could have potentially won the game. I stand still with the shuttle and Wedge has to bump me since he was stressed so no BB-8. The B k-turns while Jax sticks to it. Wedge targets Jax but does nothing but Jax just couldn't roll at least decently during this crucial round. I roll 3 blanks and a focus, so I spend focus and Palp to try and kill the B-wing. He saves one hit, so well, he at least takes the crit. He draws the crit, and it is a get a stress token crit. Oh well, goodbye shuttle, as my opponent rolls 3 hits on his HLC, securing the kill. After hat I am able to easily finish the B off but I am left in a scenario of Jax vs Wedge, were Wedge both out-PS's me, and has BB-8. I try my best to predict his move, but you can't really be sure with BB-8. I manage to destroy his shields, but Jax dies a couple rounds after.
I really like this variation of an Empire list, since it has the tools necessary to deal with Dengar though Jax and TIE/x7, Juke Ryad but really struggles if Ryad doesn't roll well on her defense, plus you need to be able to fly pretty much perfectly all the time (since the smallest slip can cost you the game) and that is quite tiring, especially seeing this in a one-day tournament setting.
Well, that is it for this post. I will be posting the Rebel games I have already played sometime this week, so stay tuned!
Oh and by the way, feedback on the lists and the style of writing is always appreciated.
Thanks for taking the time to read this!
P.S: I am quite new to these forums, so if this post is in the wrong category and should be in the Battle Reports sub forum, feel free to move it.
Edited by fok12