Tournament Report New Zealand Nationals 2016
I went to the New Zealand National Championship in Christchurch on the 8th and 9th of October. These dates meant that Wave 9 was legal and it was before the Deadeye change.
My list I took was:
Dash Rendar: Lone Wolf, Recon Specialist, Heavy Laser Cannon, Outrider, Anti-Pursuit Lasers
Corran Horn: Veteran Instincts, Fire Control System, R2-D2, Hull Upgrade
Yes, despite the threat of Contracted Scouts I took rebel regen.
There is some history to this list, I have been playing it quite a while. When I was prepping for my first tournament, regionals 2015, I picked a ‘powerful meta list’ that I liked and stuck with it and practised it lots. I picked a variation of Dash-Corran that I saw in a game on Youtube (can’t remember who), with Lone Wolf/Recon Specialist (no modification) on Dash and Push the Limit/Hull Upgrade on Corran, and I really liked the extra health on Corran, the tankiness of Dash, as well as not being stuck to using green moves on Dash. At that regionals I went 3-2 and missed the cut on MOV.
I reanalysed my list after its performance at regionals, and found the main weakness was higher PS ships with boost finding it way too easy to get into Dash’s doughnut hole, and I was having to block them to stay alive. After trying a few new variations, I settled on the above version with Anti-Pursuit Lasers on Dash to counter higher PS ships with boost. (Coincidentally about a week later Jeff Berling won Gencon with APL on Dash) The ability for Corran to Kturn or just regular turn without being stuck to greens from PTL is also great. I took this list to Nationals 2015 and went 4-3 after an incredibly long day of Swiss and again missed the cut on MOV. I put this down to not having the greatest day and it being a very long day (I would have been in the cut after 6 Swiss rounds) At this stage I thought I would just retire the list.
Come the 2016 season I decided to bring it back for a local Winter kit tournament (I wanted that Vader card, and figured I hadn’t really had the greatest success with the list or any recent practise so it wasn’t inappropriate for a friendly tournament) and went 4-0 winning the tournament. Couple of months later I then took it spontaneously to a Store Championship when the fun Carnor-double Sigma list I was planning wasn’t quite working out and won that undefeated.
Then 2016 regional season came around and the dreaded Jumpmaster had been released, and the internet was telling me I couldn’t fly rebels. I was practising different Palp aces (the Mynock special, and a Whisper, doom shuttle, palp shuttle variant) but I really wasn’t feeling it. A couple of days before my first regional (Christchurch) I opted to take the old faithful Dash-Corran because I was more comfortable with the list. I topped Swiss (5-0) without losing a ship and only rebel list in top 8 and went on to lose the final. Same for my other regional (Auckland), I was practising with Dengaroo but again changed late to Dash-Corran and came 3rd in Swiss (4-1) and again lost the final (to Paul again, same as at Christchurch).
I think by now I was getting noticed, performing consistently with an archetype that was ‘dead’ in the current meta. Onto Nationals 2016 I had no doubt in my mind I was going to bring Dash-Corran again. I was super familiar with it (despite not playing outside a tournament for over a year) and it was still holding up well against the meta (despite the internet telling me otherwise). The list has no holes. Every after game analysis I could put it down to a mistake or being outplayed (occasionally a bit of dice luck) rather than the list having a weakness. Every match up is winnable. Wave 9 was released just in time to be legal for nationals, and I briefly considered replacing Corran with Norra, but I wasn’t going to get sufficient practise in, and couldn’t build Norra up to 45 points effectively (Dash is perfect at his 55), which would lead to my list having wasted points.
Day 1
Round 1
against Jonathon T
His List (can’t remember all the upgrades exactly, was something like this):
Kanan Jarrus: Autoblaster Turret, Accuracy Corrector, Engine Upgrade, Recon Specialist
Lando Calrissian: Leebo, Nien Numb, Push the Limit
This game went well. My game plan was to kill Kanan first then Lando second. I had a good opening engagement with both Dash and Corran shooting a Kanan, and Kanan only having a poor shot on Corran. From there he went after Corran and I slowly took his ships down as Corran dodged arcs, evaded, regenerated and was his usual unkillable self and I walked away with the win with about 10 minutes left in the round.
Result: Win 100-0
After Round 1: 1/200
Round 2
against Sean C
His List:
Countess Ryad: Crack Shot, Twin Ion Engines Mk 2, TIE/x7
Colonel Vessery: Juke, Twin Ion Engines Mk 2, TIE/x7
Omicron Group Pilot: Emperor Palpatine
Yay, Defenders. Definitely not the easiest match up for my list. I much prefer fighting the more traditional imperial aces, Soontir, Vader etc. After this tournament I am starting to believe TIE/x7 is a bit too good. With this game I went after the shuttle first rather than try burn through 3 green dice, focus, evade, 6 health and Palpatine on the defenders.
Early in the match he caught Dash in a bad spot with both of his defenders and took him down to half health. Dash then got away and I took out the shuttle. His defenders then went after Corran, and with liberal use of the straight 1, barrel roll and evade actions, Corran was very hard to pin and occasionally getting shots, and Dash was just plinking away at them. Ryad went down. At some point here, my opponent accidentally dialed in a 4 straight for Vessery rather than a 4k (because he was used to Ryad), and even though I was predicting the 4k and think I was going to dodge the arc, it really took the sting out of the match. Time was called before I could finish off Vessery, the /x7 defenders are just so tough.
Result: Win 65-27
After Round 2: 2/338
Round 3
against Chris A
His List:
Dengar: Punishing One, Lone Wolf, R5-P8, Glitterstim, Plasma Torpedoes, Zuckuss, Counter Measures
Manaroo: Push the Limit, Feedback Array, Unhinged Astromech, Recon Specialist, Plasma Torpedoes, Extra Munitions, Guidance Chips
I think the matchup against Dengaroo is about 50:50 for my list, but I was currently 1-0 against it with my Dash-Corran. My usual approach was go after Dengar first, unless my opponent makes a mistake with Manaroo and lets me kill her early. However, with the torpedoes on Manaroo she is much harder to ignore, as she could just turn in at any point and add her guns to the fight. I opted to go after Manaroo first, not shooting at Dengar when he would have a fully modified revenge shot. I got Manaroo down, but lost a bit too much health on Dash doing it.
I can’t remember how this midgame panned out, but I got Dengar down to half health, but had both Corran and Dash down to 1 health each, and Corran had a Console Fire. I opted to kturn Corran with the Console Fire so I would have chance of two shots at Dengar (Corran, then either Dash or Corran double tap). Without the kturn I figured Dengar would just PS kill Dash and then chase down Corran pointing the wrong way with low health. Unfortunately, the Console Fire killed Corran, and that was basically game. Was a good close fought game but I took the loss.
Result: Loss 70-100
After Round 3: 2/408
Round 4
against Jason G
His List:
Asajj Ventress: Veteran Instincts, Gyroscopic Targeting, Dengar, Shadow Caster (can’t remember the exact upgrades on Asajj)
4-LOM: Zuckuss, Adaptability
Contracted Scout: Adaptability
This was an interesting list to face to be honest. When I looked across the table I thought he must be missing some upgrade cards on his Scout. This game went very well for me, I went after Asajj first and took her out, then 4-LOM, then the Scout. The 2 attack dice from the Scout is absolutely non-threatening against my list. I lost half on Dash, and he took a Damaged Engine (which is really annoying for Dash) and he ran away at the end on 1 HP conserving MOV.
Result: Win 100-27
After Round 4: 3/581
Round 5
against Jason J
His List:
Fenn Rau: Push the Limit, Autothrusters, Concord Dawn Protector
Contracted Scout: Deadeye, Plasma Torpedoes, Extra Munitions, Guidance Chips, Overclocked R4
Trandoshan Slaver: Zuckuss, 4-LOM, Dengar
This was possibly my worst played game of the event. I knew I couldn’t approach his squad head on because of the Scout and the party bus, so I messed around running away trying to get a good opening engagement and it just didn’t work well. This game seemed like a non-event, he chipped away at Dash, I chipped away at his large ships, and as time drew close, Dash was down and both his large ships were at half, and felt like nothing had happened in the game. I was behind on points and my best opportunity to win was to have Corran take out Fenn. In the final 5-10 minutes and 3 turns I set up a target-locked range 1 double-tap on Fenn. I was very happy with these moves, it gave me a shot at the win. After time was called I got to roll 4 target locked attack dice at him twice, and did nothing. I ran the maths afterwards and should have done 3 damage, so 4 damage wasn’t that unlikely, but I did no damage. It summed up the game nicely.
Result: Loss 33-55
After Round 5: 3/659
Going into round 6, I knew three 4-2 players would make the cut, and my MOV was quite healthy, so I needed to win, preferably win big, to have a shot at making the cut.
Round 6
against Darryl J
His List:
Syndicate Thug: Twin Laser Turret, Unhinged Astromech
Syndicate Thug: Twin Laser Turret, Unhinged Astromech
Syndicate Thug: Twin Laser Turret, Unhinged Astromech
Syndicate Thug: Twin Laser Turret, Unhinged Astromech
Great, didn’t expect to see this. Quad TLTs. It was almost like it was 2015, Dash-Corran against quad TLTs. Never got to play against these in their heyday, so this should be interesting. When he deployed them together and flew them in formation, my plan was to try kite them with Dash, trying to outrange most of them and only be in range of 1, preferable obstructed. First engagement, Dash outranges 2 and is obstructed by the other 2 (without reposition action) and proceeds to miss with his HLC. And then loses 3 shields. Not a great start. Next turn Dash does a bit of damage to a Y-Wing but takes some more back going down to half health.
About now was the first time I thought my tournament was over. The match up seemed was worse than I thought, and even if Corran pulled it out I wasn’t going to get enough MOV out of it.
I didn’t have much choice but to continue my plan with Dash, I couldn’t think of any better way for Dash to fight TLTs even though I was executing the plan almost perfectly. Following turn I then get Corran into the fight, speeding into some of the doughnuts. This turn Y-Wings start falling and the game turns around. The Y-Wings lost formation and Dash could kite easier, only having 1-1 exchanges and Corran kept harassing at close range. Dash went down to 1 HP then I ran him away and Corran mopped up. A scary start to the game, but stuck to the game plan and it worked out.
Result: Win 100-27
After Round 6: 4/832
And now I had the dreaded wait to find out if I had made the top cut, which was day 1’s goal. I liked my chances, but it was far from a certainty.
I ended up 7th in Swiss with the second best 4-2 MOV, behind a Crack Swarm of all things. All the work I put into making my MOV better paid off.
The Top 8 after Swiss were:
1st. Luke T (5/896)
Dengar + Punishing One + Lone Wolf + Zuckuss + Overclocked R4 + Plasma Torpedoes + Counter Measures + Glitterstim
Manaroo + Push the Limit + Gonk + Feedback Array + R5-P8 + Proton Torpedo + Guidance Chips
2nd. Todd F (5/863)
Omicron Group Pilot + Emperor Palpatine + Collision Detector
Countess Ryad + X7 Title + Push the Limit + Twin Ion Engine MkII
Colonel Vessery + Juke + X7 Title
3rd. Barry E (5/826)
Ketsu Onyo + Veteran Instincts + Dengar + Glitterstim + Inertial Dampeners + Shadow Caster Title + Counter Measures
Asajj Ventress + Predator + Latts Razi + Glitterstim + Glitterstim + Counter Measures
4th. Jarratt G (5/764)
Omicron Group Pilot + Emperor Palpatine + Collision Detector
Maarek Steele (Defender) + X7 Title + Crack Shot + Twin Ion Engine Mk II
Darth Vader + TIE X1 + Advanced Targeting Computer + Crack Shot + Engine Upgrade
5th. Tim K (5/719)
Dash Rendar + Lone Wolf + Anti-Pursuit Lasers + Outrider + Heavy Laser Cannon + Recon Specialist
Lothal Rebel + Fire Control Systems + Gunner + Hera + Autoblaster Turret
6th. Robert E (4/841)
Howlrunner + Crack Shot
Zeta Leader + Crack Shot
Black Squadron Pilot + Crack Shot
Black Squadron Pilot + Crack Shot
Black Squadron Pilot + Crack Shot
Black Squadron Pilot + Crack Shot
7th. Nathan W (me) (4/832)
Dash Rendar + Lone Wolf + Anti-Pursuit Lasers + Outrider + Heavy Laser Cannon + Recon Specialist
Corran Horn + Veteran Instincts + Hull Upgrade + Fire-Control Systems + R2-D2
8th. Philip B (4/806)
Omicron Group Pilot + Emperor Palpatine
Countess Ryad + X7 Title + Push the Limit + Twin Ion Engine MkII
Colonel Vessery + Juke + X7 Title
(9th had 774 MOV)
There was a good mix of lists in the Top 8, 2 rebel, 2 scum and 4 empire. A second Lone Wolf/Recon Specialist/Anti-Pursuit Lasers Dash that Tim “shamelessly copied”, 3 Palp aces lists mostly with Defenders, a Crack Swarm, only 1 Dengaroo and a Wave 9 double Shadow Caster list (only wave 9 except free Collision Detectors on Palp to make top 8).
Onto the day 2 and single elimination.
Day 2
Top 8
against Todd F
His List:
Countess Ryad: Push the Limit, Twin Ion Engines Mk 2, TIE/x7
Colonel Vessery: Juke, TIE/x7
Omicron Group Pilot: Emperor Palpatine, Collision Detector
My plan for this game was take out the shuttle first, then go for the defenders. The first engagement was good, I caught him by surprise as I went quickly and his defenders went slowly so didn’t get evades for the first exchange, but the dice didn’t let me take advantage of this. On one of the next turns I got Ryad in a good spot and took her down to 2 HP, and then I headed after the shuttle and took it out. The defenders went after Corran, and trapped him quite well and took him out. I ran the numbers in my head and worked out if I finished of Ryad and kept Dash above half I would get the win.
The defenders dice got really hot (I didn’t notice this during the game, I thought they were just really tough) and Dash’s 4 hit HLC shots were struggling to do anything. They kept rolling 3 pictures and spending the tokens and taking no damage. While I was hunting Ryad, Todd mis-set (or it slipped) Vessery’s dial so that is was showing the 5 straight and the 4K and (I still feel a bit dirty about this) I made him do the 4K so he was out of the fight for a couple turns. When I finally got Ryad down, on the same turn Vessery took Dash’s last shield off.
This was the second time I thought my tournament was over. There was 10 minutes left, and Vessery was full health, and the 4 hit HLC was being ineffective. I all but conceded, as I was sure there was no way I could take out full health Vessery in 10 minutes.
But I gave it a shot. I set my dial super quickly every turn and everything was done so fast. We must have got through 10-15 turns in those last 10 minutes. Todd did the incredibly sporting thing of keeping up with my fast play, and giving me the chance to win the game. I think I would have definitely won with unlimited time since I was moving after Vessery. When time was called, Vessery was on 1 health and Todd was revealing his dial. The TO came over and said we couldn’t play another turn because Vessery still had his tokens from last turn on the board. After I complained since it was my opponent’s ‘mistake’, we were both ready for another turn, and it was in my best interest to have another turn, we got one more turn. And Dash did it!!!
Such an unbelievable match. Could have easily gone either way. Had Dash killed Ryad a bit faster and not lost his final shield it would have been mine. Had we not played so quickly at the end it would have been his. Hats off to Todd’s sportsmanship in the end of that game, especially after I had already been ruthless on a dial mistake.
Result: Win 100-72
Top 4
against Barry E
His List:
Ketsu Onyu: Veteran Instincts, Counter Measures, Dengar, Shadow Caster, Glitterstim, Inertial Dampeners
Asajj Ventress: Predator, Counter Measures, Latts Razzi, Glitterstim, Glitterstim
Into the top 4, against the list I was most scared of the top 8. Basically it was fear of the unknown. And it was coming off “outjousting a Crack Swarm”. The plan was the usual engage at range 3 with Dash, and keep Corran the hell away from Ketsu’s front arc.
Largely this game went according to plan. The first exception was in the early turns of engagement, with Corran staring down Ketsu from a distance, with obstacles all around. I was struggling to decide between going slow and hoping to stay at range 2, or trying to go fast and get behind him. Even before he revealed Ketsu’s dial I knew I had made a bad decision. For Ketsu’s action he moved his mobile arc to the side. Corran then proceeded to slam into the front corner of Ketsu’s base, right next to an asteroid. I guess he wasn’t expected such a poor move.
This was the third time I thought my tournament was over. He was going to tractor me onto that rock and have a range 1 shot with Ketsu, followed by a range 2 with Asajj and destroy Corran.
Fortunately for me, it seemed that Barry didn’t realise Ketsu’s ability could trigger when I was bumped on the corner, in both the front arc and the mobile arc. I wasn’t saying anything during the game. (I meant to mention it after the game but I forgot – Sorry Barry). Corran just took the stress from Asajj and was out of the fight for a few turns. Dash fought with both the Shadow Casters for a couple of turns while Corran turned around. I then did it again, less bad this time, but Corran was range 1 in front of Ketsu. But it was okay, I had done the math in my head and I could afford for Corran to go down. Ketsu was almost dead, and Asajj was near half and Dash was pretty healthy. Dash needed to finish off Ketsu and get Asajj to half and I would win the game. Corran survived the Ketsu death trap on 1 HP and flew and regenerated while Dash mopped up and won the game.
Result: Win 100-27
Final
against Luke T
His List:
Dengar: Punishing One, Lone Wolf, Overclocked R4, Glitterstim, Plasma Torpedoes, Zuckuss, Counter Measures
Manaroo: Push the Limit, Feedback Array, R5-P8, Gonk, Proton Torpedoes, Guidance Chips
Wow, into my 3rd big final in a row. And it wasn’t against Paul this time so I might have a chance. I had played Luke and his Dengaroo once before, at the top 8 of Christchurch regionals, and I came out on top in a close game. He slightly tweaked his list though, with torpedoes on Manaroo instead of Engine Upgrade.
My plan was same, try and take out Dengar first whilst trying to keep Corran alive. Corran v Manaroo there is only ever going to be one winner. However, second turn I saw an opportunity to go for Manaroo. A flew Dash forward aggressively at Dengar with a 3-bank and maybe a barrel roll and blocked him. Then I threw 4 dice at Manaroo with the HLC and took off all his shield. He triggered the painbot and rolled a crit doing us both a damage. Amazing start. Next turn Manaroo got his only Gonked shield back, Dash lined up another shot and Dengar slooped behind him (nothing I could do about that) and Corran was still making his approach. Dengar fired his plasma torpedo at Dash, stripping all the shields the Dash fired the HLC at Manaroo again, taking him down to 1 HP.
This wasn’t going to be one of those drawn out finals. It was going down really fast. I knew I was ahead, as did everyone watching and I could feel it. There had only been 3 turns. 4th turn was where it started to turn. Manaroo tried to speed away, not clearing stress with a 4 straight, Dash went for another block on Dengar, as well as getting into range 3 of Manaroo. Unfortunately, I called Dengar’s move wrong and he narrowly avoided the block. Corran was almost in the fight, but Dengar’s move meant he was out of arc. Dengar aggressively popped Glitterstim this turn and took the range 1 at Dash.
Hit, hit, hit, crit.
Blinded pilot.
Dash can’t shoot, is on 1 HP and Manaroo is still alive.
Next turn, Dash gets the heck out of there and Corran goes after Manaroo. Corran takes a range 3 obstructed at Manaroo and does nothing. Then I made the decision that I think ultimately cost me the game and decided to double tap at Manaroo. I should have waited for next turn to get a better shot and take the PS kill, but I just faltered under the finals pressure and having not killed her last turn. Corran missed the double tap, and took a proton torpedo from Manaroo the following turn, taking him down to 1. It was basically game over at this point, both my ships on 1 HP and Dengar still very healthy. Next turn Corran K-turned and took out Manaroo, but died to the painbot and Dengar finished off Dash and that was that. Done and dusted in about half an hour. Congrats to Luke. Hell of a dramatic final.
Result: Loss 41-100
Yep, I made 2/2 regional finals and a national final this season, and lost them all.
It was great tournament and I thoroughly enjoyed it. Thanks to the organisers, they did a great job. Thanks to Wellington’s Cerberus Squadron, especially Paul, for letting me stay with them and sorting out accommodation and transport around Christchurch. Thanks to all my great opponents for some epic games, in particular those who travelled from Australia to play in our Nationals.
As to the future of list I’m not sure I’m ready to retire it completely yet. With Heroes of the Resistance come the first cards since Wave 5 that make me want to change something. Rey crew may well replace Recon Specialist, and I may try find a way to squeeze an illicit on Dash with Smuggling Compartment, there are so many good options, BMST, Slam, Feedback, Glitterstim, Rigged Cargo, Dampeners.
TL:DR: Dash-Corran (without PTL or Engine) is still awesome