First Regional. Michigan 2016. Ketsu & Kath.

By RStan, in X-Wing Battle Reports

I was able to attend my first Regional ever in Michigan. My list consisted of:

Ketsu Onyo: Shadow Caster, Engine Upgrade, Dengar, Veteran Instincts, Glitterstim, Glitterstim = 53 pts

Kath Scarlet: Slave 1, Long-Range Scanners, Tail Gunner, Veteran Instincts, Homing Missiles, Inertial Dampeners = 47 pts

I had been practicing my list for about 2 months and probably got about 10+ games and a couple of games I setup just to simulate some matchups. I knew going in my hard matchups would be against 2 Lothal Rebel & YWing, Kanan & Biggs, Decimators (because no agility), and Dengaroo because it’s a strong list and Counter Measures mess up my LRS Homing Missile engagement. I hadn’t gone up against bombing K-Wings or knew if I could handle them or not, but I didn’t think there was a good chance of facing them. Towards the end of my testing/practicing, I tried out Engine Upgrade and Ion Cannon instead of LRS, Homing Missiles, & Slave 1 and also took 1 Glitterstim off of Ketsu. It worked okay and I like the value of Engine Upgrade on Kath, but I decided to stick with what I had been running.

To make this easier to read and not a giant “wall of text” post, I’ll break up my rounds into 1 post each in case people want to read one and come back to it later. Also, I don’t have all the details as I’m pretty sure people can understand remembering 6 games down to the exact action is very hard to do. I mainly know where things were and about how much damage they took/when they died along with important moments during the matches.

Hope you enjoy!

Round 1: Nathan May, Rebels.

Dash w/ Lone Wolf, HLC, Rey, Outrider & Miranda w/ TLT, C3P0, LRS, Homing Missile, Ion Bombs, Extra Munitions.

He took initiative which only affected obstacles. Nathan started his Miranda left side corner facing me and Dash right side corner facing Miranda. I placed Ketsu and Kath next to each other pointing straight towards Dash with Ketsu on the inside. The first few rounds saw Miranda moving forward along the left side while LRSing Ketsu and Dash slowly moving straight along his board edge banking focus on Rey. I moved slowly at first to see where he was going without committing too hard straight at him while LRSing Dash with Kath. Then once I saw Miranda committing to going straight and fast trying to flank the left side, I went a bit faster to close on Dash while staying out of his HLC range. I was doing very well staying just outside the HLC bubble before wanting to close in, but a few rounds of my ships hanging around just outside Dash’s HLC range, Nathan decided to cut Miranda into the asteroid field to flank me faster to not leave Dash alone against Ketsu and Kath. At this point, both Ketsu and Kath were in the upper right hand corner facing left where Nathan had started Dash while Dash was awaiting me to chase into the asteroid field and Miranda was just lower left of the mid board. Next round I cut Kath inward with a hard turn to unload my missile on Dash as Ketsu followed suit. I did about 3 damage to Dash while Ketsu and Kath took about 2 each from HLC and TLT, so even-ish exchange. Although I wanted to kill Dash, Ketsu and Kath were in too good of a position to close on Miranda so I decided to go after her. Dash hangs out in the asteroid field trying to keep range for HLC while Miranda moves her way out of the asteroid field onto the right side of mat as I close in with Ketsu and Kath on Miranda. Next few rounds saw Miranda take some serious damage while Ketsu was taking minor damage, but Kath’s damage was building up. Movement saw Miranda circling back towards to top right corner by the original Dash placement and Dash trying to put on as much damage as he could to get my ships off Miranda. Miranda had actually dropped an Ion Bomb and Ioned Kath towards the board edge, but a 2 turn got her away from that a turn after. Few pivotal moments were Ketsu catching Miranda in range 1 and putting her down to about 2 hull. Miranda range 1 shot back with 1 less to regain a shield while Kath was trying to get back into the fight and Dash was just out of range to help Miranda, but was still trying to put shots into Kath who was also really hurt. Next round, Miranda cut in towards Kath to try and finish her off and sent Dash towards Ketsu. Ketsu didn’t have arc on Miranda, but shot at Dash doing some additional damage while Kath shot at Miranda and got maybe 1 through. Miranda regenned on the TLT back at Kath who was at 2 health. After the TLT shots were done, Kath barely survived with 1 hull remaining and Dash was just out of range to finish Kath off. Dash put in some more shots on Ketsu that round. Following round Miranda was finished off by Ketsu, Kath added some shots into Dash taking him into hull while Dash finished Kath. At this point both Ketsu and Dash were either at half health or just half. Nathan was worried about my ability to run until Final Salvo which was within 10 mins at this point. I was looking to jockey for position for an opportunity to close fast enough in 1 turn into range 1 of Dash, I didn’t want Final Salvo even though I shoot first with only 3 dice unmodified against his 4 unmodified. After about 4 turns of maneuvering, he was following me from the bottom left hand corner while I was moving from my starting bottom left corner to the top left corner where Dash started. I knew he was going to 3 bank and probably barrel roll to get closer from his position so I went to a hard turn towards him planning to boost into his range 1. It worked exactly how I needed it too with Nathan congratulating me on a nice maneuver setup and for not just running away. I took Dash down to 1 hull in that 1 combat round. Now I had to either try to keep him at Range 1 or run again. I didn’t have the capability to 4 or 5 straight out so I committed to 2 turns and boosts to get me back into range 1 again. Unfortunately for the next 3 straight rounds, I was millimeters away from doing just that and as we traded shots, the Rey stacked focus and lone wolf while my only mod was Dengar rerolling, I couldn’t get the damage through fast enough before HLC took out Ketsu. We both shook hands and both agreed that was one of if not the best game we each ever played.

Lost 74 - 100, Record 0-1.

Edited by RStan

Round 2: Tom Tanner, Rebels.

Dash Rendar w/ PTL, HLC, Outrider, Engine Upgrade, Kyle Katarn & Poe (PS 9) w/ PTL, Autothrusters, Black One, Primed Thrusters, R2 Astromech.

Looking across the table at the 2nd Dash Rendar in a row, but with a PS 9 Poe NO regen. Tom decided to take initiative. I thought to myself that I could focus down either one of them, but if I was given the opportunity to delete Poe quick, to go for it since he shoots first and is a small ship being more susceptible to tractor beaming from Ketsu. He started Dash in the top left corner and Poe in the middle right facing me. I started with one of my favorite “slight stall and see what my opponent is doing” setups with Kath and Ketsu facing each other in the corner about a 2 straight away from each other. Kath performs a 1 straight and bumps while Ketsu performs a hard 2 over Kath looking at the top right corner. It gives me options on which path I want them both to go and still normally leaves my opponent guessing. Tom had Dash run down the left side and Poe went 2 straight and began boosting/barrel rolling into the asteroid towards Dash. After that first turn, I came to the conclusion that Dash would run down almost all the way the left side to flank me just as Poe is able to catch up, so I wanted to position myself to crash in on Dash if he engages too fast, especially since Poe kept barrel roll/boosting towards Dash using Primed Thrusters and PTL keeping stacked stress for another turn. I put my LRS target lock on Dash because of Black One. As I expected, Dash did cut in towards my ships and Poe did end up lagged just a bit behind to strip the target lock off of Dash. Poe shot at Ketsu taking off 1 shield. Ketsu shot range 2 at Dash, giving him a damage and a tractor token for Kath’s Homing Missile shot which rolled 4 hits without needing the lock and he took 3 more damage. Dash returned fire on Kath taking out a few shields. Next turn Dash shifted a bit to his right flying across the bottom of the mat next to me as Poe turned in around an asteroid to bring his arc to both my ships. I moved Ketsu into range 1 of Dash, but her arc facing range 1 at Poe while Kath moved slowly behind Ketsu to add shots on Poe. I applied the tractor beam token from Ketsu’s ability to Poe, rolled him on a rock that he’d also have to maneuver through next turn. He took a damage landing on it while Ketsu and Kath shot at him to bring him down to 1 health. Dash returned fire again at Kath since Ketsu was in the donut hole and brought Kath down to 5 hull left. Poe’s maneuver next turn to leave the rock ended up killing him with the rock damage roll. The next 2 turns were Dash trying to turn to chase and finish off Kath through the asteroids as they flew towards the upper left hand corner of the mat while Ketsu flew along the left side of the asteroid field trying to plink damage into Dash as he flew at Kath, which added in about 2 more damage. Final turn of the match, I knew Tom wanted to close in faster so I slowed both Ketsu and Kath to position for range 1 shots. That ended up working as planned because both Ketsu and Kath cleaned up Dash before he could shoot back to finish off Kath.

Win 100 - 23, Record 1-1.

Edited by RStan

Round 3: Ryan Tanner, Empire.

Countess Ryad w/ PTL, MKII, x7 & Juno Eclipse w/ Adaptability, TIE/x1, Adv Targeting Computer & Darth Vader w/ Adaptability, TIE/x1, Adv Targeting Computer, Engine Upgrade.

I felt pretty good finally looking at some Imperial ships with their agility that I will gladly tractor away. Was also very surprised to see not only Darth Vader, but another TIE Advanced in the same list. Ryan Tanner (actually Tom Tanner’s son from the previous game) had decided to give me initiative which allowed Juno to also move after my ships along with Vader at PS 10. He setup his full squad in a line in the upper left corner while I started as I did in the game against Tom with my Kath 1 straight into Ketsu and Ketsu hard 2 around Kath in my bottom right corner. He moved forward slowly down the left side of the board with Ryad going a bit faster. I positioned slowly ready to move in fast with Ketsu once he moved in an open area towards the bottom middle on my side. Kath LRSed Ryad during this positioning. Next turn I was able to catch Ryad just far enough out in front of the Advanced so that Ketsu had Ryad’s flank at range 2, but outside of the Advanced’s arc and Kath had Ryad at range 3, but out of range for the Advanced shots. Ketsu shot at Ryad, but no damage while Kath fired her Homing Missile to take out Ryad’s 3 shields. Few next rounds are a little fuzzy in my memory, but Ryad didn’t take any more damage during those middle rounds, Juno and Vader did a little damage to Kath and Ketsu while some bumping occurred and damage was overall scarce. I think I did 1 damage to Vader and Juno each. One particular part of all this that was confusing to me was that neither Juno nor Vader target locked during this time, and they both had the opportunity to do so. He opted to stay defensive with focus/evade actions most of the time. At one point, Juno K turned behind but just barely stayed in Kath’s rear arc. Kath did 3 more damage to Juno putting her around 1-2 hull left. Next he did a green straight to try and follow up with a closing effort he had setup with Vader and Ryad, but it had landed him on a debris field which meant no actions for Juno. Kath finished off Juno and Ketsu put more shots into Vader as she was circling the fight within some asteroids which brought Vader to 2 hull. Kath was into hull at this point from Ryad and Vader. Ketsu was down to either 1 shield or none left. Placement wise, this fight had moved onto the left side of the board in the middle, a bit closer to me, but dangerously close to the board edge. He ran in with Ryad for some blocking which worked as Ketsu and Kath both bumped into Ryad as they tried to turn back towards the rest of the mat to not be angle at the board edge. Darth Vader followed Ryad in a bit to shoot Kath which brought her down to 1 hull and applied Console Fire and Loose Stabilizer crit cards. Ketsu returned fire at Vader from her mobile arc, killing him while Kath had no shoots after Vader died. I thought at this point, if Ryad tried to move without bumping again, since Ketsu bumped on Ryad’s right side and Kath on her left that Ryad would go off the board. I dialed in Kath’s 3 turn since that was the only maneuver that would keep her on the board and move past Ketsu after I purposely dialed in a maneuver for Ketsu to bump into Kath to allow for a clean 3 turn. He flipped over a hard 3 towards Kath and BARELY fit Ryad on the map and past Kath while he tokened up Ryad with focus evade. Ketsu bumped Kath, Kath 3 turned and got a stress form Loose Stabilizer. Combat started and I rolled a hit for Console Fire which killed Kath. The following turns were Ketsu moving towards the top half of the board skirting around the asteroids as Ryad 3 turned again and moved along my bottom board edge beginning to angle towards an open lane. Ryad already had a target lock on Ketsu from the previous turns. A few turns later we exchanged range 3 shots within this larger lane between asteroids. Ketsu dealt Ryad a crit which was Stunned Pilot while Ryad returned with 2 more damage. He had to be really careful with Ryad not to bump me now with the Stunned Pilot card and with only 2 health left. He performed a 3 straight at Ketsu while I did a 1 straight which I bumped into him, not causing the damage since he didn’t bump. Although I rolled him onto a rock with Ketsu’s ability and shot at him range 1, but with his focus evade, I only got 1 more damage through. He took no rock damage while on it. Ryad 4 K turned off the rock while I did a 1 bank and turned my mobile firing arc at him. Although with his tokens and no Ketsu ability, I didn’t get any damage while he put a couple more on Ketsu. I didn’t like this trade even though I was shooting first; he had the tokens to tank it and damage me back with focus & target lock. I decided to starting playing “ring around the asteroid” keeping my mobile firing arc pointing at him and boosting to stay out of his arc. Unfortunately, he wasn’t taking any damage as his green dice were on point and his tokens saved him from any stray green dice. Eventually Ketsu had taken another damage from Ryad which brought Ketsu down to 3 left. The final turn Ryad was flying along the bottom edge of the map and I had Ketsu hard 2 towards him which forced me to bump into him, but just in the right way for my line between my mobile and front arc to cross him where I tractored Ryad from Ketsu’s ability with a 1 boost and finally shot down Ryad. This ended up being a much closer game than I preferred, but got the win.

Win 100 – 74, Record 2-1.

Edited by RStan

Round 4: Brandon Prokos, Scum.

N’dru Suhlak w/ Deadeye, Guidance Chips, Homing Missile, Glitterstim & Fenn Rau w/ PTL, Autothrusters, Concord Dawn Protector & Bossk w/ VI, 4-LOM, Zuckuss, Dengar.

Looking at this list initially, I wanted to kill N’Dru or Fenn on the very first turn of engagement depending on how he setup his list. I decided because of that and wanting to move after all his ships, I gave him initiative after getting the initiative roll. Brandon placed N’Dru first on the top left hand corner farthest forward with his 1 range placement and then place Bossk with Fenn on the top right with Fenn on the inside of Bossk. I simply decided to not mess around and just placed Ketsu and Kath straight across from N’Dru pointing directly at him. I dialed in a 4 straight for both of them and LRSed with Kath on N’Dru. He moved N’Dru with a 1 straight, Fenn with a 3 bank boost straight and Bossk with a 3 bank that bumped into the back of Fenn trying to cut across the board to help N’Dru, but landed on a debris field with rolling a crit so 1 shield off Bossk. Next turn I dialed in a 5 straight for Ketsu and a 4 straight for Kath. N’Dru performed another 1 straight and focused. Fenn performed another 3 bank boost and pushed to focus while Bossk followed with a 3 bank and focus. Ketsu’s 5 straight and boost put her at range 1 of N’Dru while Kath focused after the 4 straight. I used Glitterstim on Ketsu and applied Ketsu’s tractor beam token and barrel rolled him forward a bit to hopefully get him at range 2 of Kath instead of 3. Fenn and Bossk took their range 3 shots at Kath taking out all of her shields. Ketsu fired at N’Dru taking him down to 1 hull and applied the 2nd tractor beam token as Kath shot at range 2 finishing off N’Dru without using the Homing Missile. Next turn I had Ketsu perform a 3 turn and Kath a 3 bank. I didn’t mind the thought of bumping in case it wasn’t advantageous for Ketsu to boost after 3 turning because Fenn had a stress and either had to 2 turn into where I was going back at his board edge or 2/3 straight towards the side where N’Dru died and potentially get shot from Kath’s rear arc. Either way, he was at least going to boost to turn his arc to shoot me. Fenn 2 turned in, boosted towards my ships and focused while Bossk did a 2 bank to bring his 180 pointing at the overall top left corner, but landed on debris. Ketsu’s 3 turn and boost fit perfect to range 1 Fenn Rau and Kath still ended up bumping into Ketsu, but still pointing her arc at Fenn. Ketsu applied her Glitterstim again and tractor beam token to Fenn Rau as I barrel rolled him out of arc to shoot at Ketsu. Bossk shot first at Kath bringing her down to 4 Hull remaining, but had to use Zuckuss which applied 2 stress to Bossk. Ketsu shot at Fenn doing only 1 damage, but applying the second tractor beam token for Kath as she did another damage to Fenn. I dialed in a 3 bank for both Ketsu and Kath to clear Ketsu’s stress and for a rear arc shot from Kath on Fenn. Bossk did a 1 straight to clear stress 1 of his stress tokens and move off the debris field while Fenn did a hard 2, boost and barrel roll to try and get shots back on Ketsu or Kath. Ketsu performed her 3 bank and I turned her mobile firing arc to face Fenn while Kath bumped into the side of Bossk about half way across the front of her base (this positioning detail is important later). Ketsu shot at Fenn range 2 and got another single damage through which applied the tractor beam token and barrel rolled him back towards Kath. Kath took a range 3 shot at Fenn and he blanked out on defense as Kath killed Fenn. His green dice didn’t help him much in that round as I think he only got 1 evade from both shots from Ketsu and Kath. Next turn I dialed in a 1 bank for Kath for a rear arch shot at Bossk since he only could turn towards me, if he could finish the maneuver and set Ketsu up begin turning around to come back into the fight to help Kath out against Bossk. Bossk revealed a hard 3 as expected, but couldn’t finish it, so he was still bumped and on the debris and my 1 bank had me bump as well. The realization hit me. There was no reason for me to move Kath further out and potentially allow Bossk back into the fight to try and finish off Kath or engage Ketsu. With the 2 stress he had, he couldn’t 3 turn the other way without flying off next turn nor could he 1 straight and 3 turn the other way without going off the board. So I decided to put down another 1 bank green for Kath and get Ketsu around to setup for an attack run. Bossk revealed a 1 bank towards Kath to clear his stress and I revealed my 1 bank again to just bump into him to not get shot and keep Bossk there. I knew at this point he was trying to clear stress to give him a red maneuver such as a 0 or hard 2 to get out of this situation. Ketsu this round had been able to shoot from range 3 at Bossk getting 2 damage through. Again, I had Kath do a 1 bank towards Bossk, but this time Bossk did a 1 straight to clear his last stress and take a focus action. This setup Ketsu at range two in her mobile side arc and Kath at range 1 in her rear arc. Ketsu got 2 more damage through and applied a tractor beam token and Kath shot Bossk down to 2 hull with her rear arc. With only 2 hull remaining, Bossk 2 turned which barely fit still on the board, but I only 1 straighted with Kath which kept Bossk in Kath’s rear arc as she finished off Bossk.

Win 100 - 23, Record 3-1.

Edited by RStan

Round 5: Mark Grawburg, Scum.

Asajj Ventress w/ PTL, Engine Upgrade, Latts Razzi, Shadow Caster & 2 TLT Y-Wings w/ Unhinged Astromechs.

This was one matchup I had never face before, but having experience using the Shadow Caster, I wasn’t completely clueless. Mark setup his 2 Y-Wings in a line to the outside next to the board edge with Asajj on the inside of them. I setup my normal “slow-ish” start with the Kath bump and Ketsu 2 turn over Kath. He moved 2 straight speed with his YWings and 1 straight with Asajj, both of us essentially seeing what each of us were planning. Next turn saw more slight slow play with me trying to attain positioning that would allow me shots on Asajj with minimal from the TLTs. I had Kath LRS Asajj during this time. Our first engagement he 3 banked with his squad and I approached with Ketsu at range 2 of Asajj and Kath at range 3 which was what I wanted so he couldn’t use Latts Razzi against the Homing Missile. I popped Glitterstim on Ketsu and fired at Asajj who had focus evade. His dice were evade and focus to which he used the focus, evade token and Latts Razzi to take no damage to avoid the Tractor token against the Homing Missile shot. Kath shot the Homing Missile off and got Asajj shields off. Asajj shot back at Ketsu to strip 1 shield while 1 other YWing got rid of the other two shields. The third YWing was in range 1 of Ketsu (but out of arc for the tractor beam ability), so it shot at Kath with TLT taking out 2 shields on her too. I figured there could be a decent amount of bumping next turn so I made sure I could clear the stress from Ketsu with a 2 straight and had Kath do a 1 straight. The two YWings veered a bit to the left and away from the big ships while Asajj tried 3 bank to clear stress and hopefully make it over Ketsu and Kath, but instead bumped. Ketsu bumped back along with Kath. Asajj applied a stress to Ketsu as Ketsu applied a tractor beam to Asajj. Ketsu was able to shoot at one of the YWings and get 3 damage through and apply a tractor beam token and barrel roll it closer to Kath and into range 1 of Ketsu. Kath got 2 more damage on the YWing. Asajj shot at Kath, getting 1 damage which applied the tractor beam token as both YWings shot at Kath to follow up. This brought Kath down to 4 hull. Next turn Ketsu didn’t have the option perform a hard 3 green to help Kath in the fight, and where I was positioned, only a 3 bank was “safe” enough for me to put on the dial because of her angle at the board edge and still be able to clear my stress. I put a 3 bank also on Kath to try and stay with her, but also with the thought of using inertial dampeners because the YWings were positioned to either go behind Kath or be in range 1. Y Wings did get close, but not behind Kath while Asajj actually went for a 2 turn towards Kath as well which also put her at range 1 of Kath. With Asajj positioned behind Kath and both YWings at range 1 of Kath, I did decided to use Inertial dampeners while Asajj applied another stress token to Kath. Ketsu was out of range to add to the shots, but Kath shot at range 1 out of her rear arc at Asajj and did 3 damage which included 2 crits that were Structural Damage and Shaken Pilot. Asajj returned fire and did 3 damage back to Kath putting down to 1 hull. Both YWings were in range 1 of Kath though so she stayed alive for one more turn. I knew the following turn would be very difficult for Kath to survive, but one thing I had going for me was that Asajj was in a very dangerous position close to the board edge with only 1 or 2 maneuvers to keep her in the game. Ketsu was unfortunately not in a good spot to try and get back in the fight fast enough as I had to spend 2 turns to get her back to mid field. Meanwhile, I setup a 1 straight with Kath to clear the Asajj stress to at least perform an action and help get more damage on Asajj and maybe kill her with her Structural Damage card with Tail Gunner. The YWings slowed up where 1 bumped Kath and the other bumped behind the other YWing in a line parallel to my board edge. Asajj performed her 2 turn which BARELY stayed on the board. Kath moved 1 forward and focused. Asajj was at range 3 so no stress for Kath, but that also meant that Asajj got at least 1 agility even with the Structural Damage card. Kath put 2 more damage on Asajj, but then his ships all shot at and finished off Kath. At this point, Ketsu was turning into the middle of the board with Asajj at 2 health, a YWing at 3 hull and the last YWing at full health. I decided to have Ketsu go after Asajj since she still had the Structural Damage card and he had too many options for the YWings to go to kite Ketsu. Next turn, Asajj still couldn’t action the Structural Damage off. Only Ketsu and Asajj could shoot at each other where Ketsu had to boost to get the shot which only did 1 more damage while Asajj got two more damage on Ketsu. The second turn I had a decision to either 1 bank to open up more of a shot at Asajj to where she was pointing or 2 turn where she was going if she moved a 3 speed green, but to me it seemed to commit too much of my arc and I figured I can boost to get closer after the 1 bank. YWings moved in a bit and Asajj moved 3 straight and was able to action the Structural damage away and pushed to focus. Unfortunately my one bank barely put my front corner of my base on a rock so I couldn’t action and couldn’t shoot. I popped my last Glitterstim to hopefully stay alive, but with the shots from Asajj and both YWings, Ketsu went down. In hindsight, I should’ve went for deleting 1 YWing quickly and decide, depending on positioning, what to do from there.

Lost 25 - 100, Record 3-2.

Edited by RStan

Round 6: Brian Thiel, Scum.

Dengar w/ PTL, Unhinged Astromech, K4 Security Droid, Engine Upgrade, Punishing One & Asajj w/ PTL, Latts Razzi, Gyroscopic Targeting.

My target priority was Dengar as his defense isn’t that great in this setup and his offense is more dangerous in the long run. I won the initiative roll and I gave it to him so I can move last. He started with Asajj in the middle barely to the left facing a lane down the asteroid field and Dengar on the upper left corner while I started with my “slow-ish play” in my bottom right hand corner. Asajj started with a 3 straight while Dengar did a 4 straight. Dengar closed in a bit toward the bottom half of the board towards my corner next turn with a 2 bank while Asajj did another 3 straight. I had Kath 2 bank out towards Dengar (still very far out of range) and LRSed him while Ketsu performed a hard 3 around an asteroid on my side to setup a crash in on Dengar’s flank next turn. I dialed in a 1 straight for Kath to try and setup range 3 while I had Ketsu setup for a 3 bank since she was a bit behind and even if Asajj force me to bump, I still had Glitterstim and Dengar crew. Asajj ended up 1 straighting, focus and pushed to evade while Dengar also did a 1 straight, no target lock range for K4 so he boosted and pushed to focus. Kath did her 1 straight and focus and nicely still at range 3 while Ketsu ran in at Dengar at range 2, but I decided to turn my arc towards Asajj because Dengar’s arc was facing both Ketsu and Kath. It gave me options that after Kath shot with Homing Missile if he then decided to rebuttal against her or not to shoot at Asajj instead. Ketsu popped Glitterstim and was just outside of Asajj’s mobile arc since he had moved it to the side in earlier turns. Dengar first shot at Ketsu, took out 2 of her shields. Kath shot at Dengar with Homing Missile as 3 went through. He decided to rebuttal back at Kath which he did just 1 damage. I had Ketsu shoot again at Dengar and took out the rest of his shields and 1 hull. Asajj shot last at Ketsu in her primary arc and did 1 shield. Next turn was a cluster. Asajj moved first with a 2 straight to clear stress while performing focus and target lock on Ketsu. Dengar moved in with a 1 straight focus and target lock on Kath. Ketsu tried to 3 bank to clear stress, but bumped into Asajj and Kath bumped into the back of Ketsu. Dengar shot at Kath at range 2, since that is who he had target locked and did 3 damage which was the rest of her shields. I didn’t want Ketsu to shoot at Dengar and had bumped Asajj so she didn’t shoot while Kath shot at Asajj and did 2 damage. Asajj returned fire at Kath to do 1 more damage which was her first hull. The next movement phase was hard to plan for since there was this giant clustered mess of big ships all bumped and facing each other. Asajj was facing downward toward my board edge with Ketsu bumped into her left and Dengar in front of Asajj facing Ketsu and Kath (bumped together) facing Dengar. Asajj had a stress so I figured he might try a 3 hard turn in either direction while I thought Dengar would 3 bank inward towards the middle of the board. I dialed in Kath for a 4 straight and Ketsu for a 3 bank. Surprisingly, Asajj did a 4 straight to move past Dengar and Ketsu in front of Kath for some action. Unfortunately it was too far as he was sitting within a 1 straight maneuver of being off the board. Asajj was going to fly off next turn. Brian didn’t think it was going to go that far and there was a chance the 3 straight could’ve fit, but it would’ve been close. Dengar then 3 banked pasted Ketsu, focused and pushed to target lock Kath. Ketsu moved and I turned her arc to the rear while Kath 4 straighted just past Asajj, but was in her mobile side arc at range 1. I decided to target lock with Kath on Dengar as his arc wasn’t facing either of my ships anymore and Asajj was going to die next turn, so I didn’t care about doing damage to her anymore. Dengar shot at Kath at range 3 and did 1 more damage. Ketsu shot at Dengar first taking out 2 more health and Kath finished off Dengar with her rear arc. Asajj tried to take out Kath before the next turn when she would go off the map and took her down to just 2 hull. Kath survived and Asajj flew off the board next turn.

Win 100 - 23, Record 4-2.

Edited by RStan

Conclusion

Final standing had me at 25th out of the 122 players at the Michigan Regional. For my first ever Regional and actually only my 4th FFG tournament (3 store championships prior that I did 3-3 at best), I’m very happy with how I did, especially considering my only two losses came from people who did make it to the top 16. I think my dice were overall average. I didn’t get exhausted or mentally tired towards the end of the day that I feel cost me any games. Met a lot of great players. I didn’t see another list exactly like mine although someone did mention there might have been another Shadow caster and Firespray running around, but I didn’t see it. I’m excited for the next big event, not sure how far I’m willing/able to travel for one though. What I learned about my list is confirming my past thoughts that if Ketsu gets too far away from Kath, Kath will either die or get very hurt if Ketsu can’t get back to the fight fast enough. Just gotta work on better follow ups for my engagements because I feel pretty comfortable with my ability to setup a favorable engagement.

If you made it this far, thank you for reading and again, hope you enjoyed it! :D

Edited by RStan

Funnily enough I have a very similar scum list Ive been wanting to try, but since i didnt have the tail gunner upgrade I never thought of that.

**** now I have to go buy more stuff.

My regionals list is

Kenkirk + Vader + Palp + Ruthlessness

Echo + VI + ACD + FCS + Gunner

Excellent write-ups, and congratulations on a solid finish! So, how long had you been flying the Firespray prior to this? I've used it perhaps a dozen times in the last year, and I am not particularly comfortable with it. I know your list is solid, as I have tried something similar, but I just felt unable to use Kath properly. So. How long did it take you to feel like you really had Ms. Scarlett sussed?

Excellent write-ups, and congratulations on a solid finish! So, how long had you been flying the Firespray prior to this? I've used it perhaps a dozen times in the last year, and I am not particularly comfortable with it. I know your list is solid, as I have tried something similar, but I just felt unable to use Kath properly. So. How long did it take you to feel like you really had Ms. Scarlett sussed?

Before playing this list, I maybe used Kath once or twice at most. The experience I've had prior to creating this list and practicing with it was just going up against Firesprays because a local person that I've played against is a HUGE Boba Fett fan and always runs a Firespray in his list when he's playing Scum. Most of my experience of "knowing" Firesprays came from going up against them and observing any of his games. So I'd say I still have some learning to do with the list even though I believe I played it well so far.

Edited by RStan

Thanks for the great write-ups and well done on your final standing with a non-mainstream list!

These will be the first two Scum ships I'll pick up once Christmas has been kind to me, plus a Protectorate of course (Asajj and Mandalorians - what more to want?) - so it's great to see them being used and written about together.

Forgive me for something obviously missed on my part, but how does Ketsu enable you to keep Kath alive - playing to block or bump or ?

Thanks for the great write-ups and well done on your final standing with a non-mainstream list!

These will be the first two Scum ships I'll pick up once Christmas has been kind to me, plus a Protectorate of course (Asajj and Mandalorians - what more to want?) - so it's great to see them being used and written about together.

Forgive me for something obviously missed on my part, but how does Ketsu enable you to keep Kath alive - playing to block or bump or ?

This is a very offensive list designed to kill things fast and deleting at least 1 ship from the board or at minimum severely crippling it within the first 2 rounds of engagement. What I've found in the mid to late game is that if Ketsu isn't with Kath and runs off too far to disengage and leaving Kath slightly behind, the enemy ships have a much easier time focus firing on Kath. With the Shadowcaster's speed combined with Engine upgrade, if my opponent decided to focus on Ketsu and chase her, I'd out run them/arc dodge them. Kath doesn't have repositioning besides inertial dampeners for 1 turn. It's very effective, but my next turn is likely a green maneuver which is predictable and easy to catch. Without the additional firepower of Ketsu and her tractor beam tokens, Kath doesn't have as much of a punch to her besides in her rear arc. If I don't have focus firing between both ships, there isn't much pressure on my opponent and they can setup better to focus fire Kath.

Overall, having them together isn't anymore defensive, it's more offense to help clear the field to take less shots since most of the time I'm shooting first and Ketsu is setting up Kath with her Tractor Beam tokens. It's a bonus for me if I can tractor beam a ship onto a rock since I'm mostly concerned about the -Agility.

Edited by RStan

Gotcha, thank you - makes total sense and I can see where you're coming from now :)