Two Rookies, Tarn, and Blue Ace = Most Intense Game Ever

By Vineheart01, in X-Wing Battle Reports

Not one for posting battlereports but this was such an intense game i had to share.

My list:

Rookie Pilot 21pts x2

R2 Astromech (1)

Integrated Astromech (0)

Tarn Mison 23pts

R7 Astromech (2)

Integrated Astromech (0)

Blue Ace 27pts

R2D2 (4)

Integrated Astromech (0)

Total: 100pts

His list:

Echo 30pts

Vet Instincts (1)

FCS (2)

Adv Cloaking (4)

Agent Kallus (2)

Omega Leader 21pts

Juke (2)

Comms Relay (3)

Vessery 35pts

Juke (2)

x7 Title (-2)

Total: 100pts

Initiative didnt matter except for rock placement so he passed it to me so he'd have final rock placement. I deployed my two Rookies next to each other in the middle with Tarn about 3speed to the left and Blue about 3speed to the right. He deployed Echo in the middle angled towards his other two ships which were on the side of Bluey.

Let me point out that i use echo a LOT when i play imperials. I know how that ship moves, im one of the few people that can predict her in my area, the main issue is she NEVER only has 1 option she can do unlike Whisper. And usually one is going behind me while i predict the other. Because of this, i flew extremely wide and slow. There maybe 1 turn i didnt have a range3 shot (outside the first obviously) on Echo, even though i was more interested in removing OL first. This is the main reason this game was so intense because he KNEW i could predict her accurately lol.

The initial strike on Turn2 was literally just a range3 exchange of fire between my rookies, tarn, and echo. Between the 3, did 1 damage, took none thanks to R7 rerolling a natural nice shot to a terrible one lol

Bluey took point and got his initial move (hard boost to the left attempting to catch echo) blocked by echo's decloak, so i hardboosted to the right and accidentally ended up range1 to both vessery and OL. Tarn, Blue, and 1 Rookie had a shot on OL, since my opponent pulled a fast one and just booked it past me with Echo forgoing her shot entirely. Bluey fortunately didnt die, but i was forced to pull the plug on R2D2 because i suffered 2 crits and the 2nd was a double damage, so i had already lost my tank's tankyness. However, i brought OL down to 2hp with a return range1 and two range3s so i wasnt bummed yet.

Queue the hilarity of the k-dances. All four of my Xwings did a 4K, his defender did a 3bank, OL did a 3bank the other way, echo did a 1hard. Echo managed to get one of my rookies in arc at range3 through a rock, but only landed 1 hit. My rookies fired at OL and did 1 damage each, which killed him. Tarn and Bluey only had a shot on Vessery but managed to take out his shields. Vessery couldnt hit the ship Echo had TL'd so he took a potshot at a rookie and took a shield.

Following turn was a 4k from the defender, 3fwd Bluey, 2fwd Tarn (they were facing each other JUST out of range1), and both rookies were still finding range2-3 shots on Echo while she tried to get a bead on Tarn (and failed this time). Vessery landed a hithitcrit against Tarn, which got rerolled into a blankblankhit and i dodged it. Vessery took 1 damage between Bluey and Tarn and the Rookies landed another potshot on Echo.

Probably the next 10 or so turns was spent dancing all 4 of my xwings very widely and covering all angles. I never went a turn without a shot on her, though usually it was only 1 xwing at a time. Long pauses each turn for predictions on both sides lol. At some point Tarn/Bluey switched to hunt Echo because the situation prevented me hitting Vessery again. After awhile i managed to get multiple ships facing Vessery and finished him off, Bluey finally bit the bullet after somehow staying alive for so long after that nasty initial strike, only my 2nd Rookie still had a shield, Tarn was at 2hp with R7 alive, and the other Rookie was at 1hp w/o his R2. Like most intense games, this one ended at range3, through a rock, with a no-name shmuck getting lucky triple hit naturally and my opponent didnt get 3 evades with 6 dice so i took out the last hp of echo.

This game was almost 2 hours. The mental war was almost as intense as the actual game. Had we have been strangers there probably wouldnt have been as long a pause, as most people that use Echo relish in the fact they almost never get caught with her. Except for that initial escape-vector on turn3, which i wasnt expecting at all since he had no shot and would at best have range3 next turn, not to mention it went through a rock, i called every single move she could do and split my forces to cover all angles. i'd be lying if i said there was no luck in this game, but there really wasnt any horrible rolls on either side. It just so happen his only REALLY nasty rolls were against Tarn and were natural, so i forced him to reroll into a bad one lol. Even still, Tarn took damage every time he was shot at, just not crippling damage. He commented that the main issue was he simply couldnt focus fire as i kept blocking him with a ship he didnt want to fire at, and his intended target always flew away. With a ship that cant TL without shooting, and a ship that needs to be fed a red TL, thats a painful thing to face. He wanted Tarn gone asap, but i flew him packed behind a rock and some Rookies initially so he had far better shots at Bluey initially, who was SUPPOSE to regen after that attack but stupid double damage card.....poor R2D2....never got to do his intended job even once...

Also i'd like to point out that this is the only guy i have never, ever beaten before in this area lol. So i guess i feel doubly proud of this game. Normally this guy outflies the crap outta me, and since i relish in my ability to fly proper that means this guy is no slouch either.

Had to share this. Xwings 4life!

Edited by Vineheart01

That's pretty much my experience with the X-Wings. Fly a loose formation for those dodgy TIEs and suddenly they don't have spots to dodge free and clear of return fire. X-Wings don't have any tricks but if you can fly them as a team it's surprisingly solid. That's a tough list against you with all the various tricks each have so you really need to out fly your opponent. Good job.

I enjoyed this report. I learn a lot reading them. Thanks.

Welcome.

I normally dont do battle-reports, so i had to go back and edit this a few times because i forgot an important turn or had laughably bad grammar lol.

The way i played was basically "kill OL immediately, potshot Vessery if i get a chance, ensure that no matter what somebody has a shot on Echo because she can dance circles around me if i get too close"

Never expect to annihilate an Echo, especially in a 1on1 or hell even a 2on1 situation. Less so when she fires first, so she gets a cloak off every time. Never did more than 1 damage to her, but after throwing probably 25+ attacks at her (mostly range3, since she cant arcdodge me at range3 for gak) eventually i got her before she got me. Bluey died because he managed to catch him with Echo at range1, blunder on my end but he lived way longer than i thought he would anyway. Tradeoff was he gave me a range1 and range2 shot w/ a focus that round on her, which didnt kill her but still did damage and thats all i care about. Bait is baited lol.

Echo is too elusive to try and get range1 intentionally. Only times i got it was when i had no option to swing wide and still have arc, and he didnt dodge the arc anyway because of my ships in the way or a rock. Think i had range1 on her....twice? between all 4 ships lol

still think the funniest thing was the guy's face as he thought about what to do with Echo. I almost always set my dials before him, already predicted the moves she could do and split up accordingly. He caught me off guard a couple times, but didnt escape me except for turn3

Edited by Vineheart01

Nice report - this is the best kind of X-wing game :)