Ok, finally had some time to look through the post Adra. Thanks again for the analysis and feedback.
Much of what you suggest I've independently concluded, but haven't had the ability to test against Drew. I referenced the Supercarrier ISD already, it comes with Stele, Valen, Cienna, Mithel, Vader, Dengar, a JM5k, and Zetrick. Both TIE Advanced pilots tank damage, Mithel waves his magic ability in there, both Jumpmasters are two sources of intel. Activate 6 has me leading with Cienna to respond to any counter, and finish with Vader punching whatever it is I've managed to harm. I have thought about juggling possibilities to include Rhymer and Jendon for some more threat power.
But this list was me throwing up my hands and saying, "Fine, maximize anti-squadron potential to just rush and destroy the fighter barrier." Taking all aces means everyone has defense tokens, and Fighter 6 with flight controllers was trying to maximize that alpha strike. There's not a lot of anti-capital potential in this list though, just the ISD-I and whatever battery values are present in the fighters, making me think it's not a great all-comers list. Yet, this is what I feel I need to field to face Drew's list.
Still, he's the only player I can get to commit to a game where I'm at in the SF Bay area. There are players up north in Oakland and a lot of players in the south part that meet around Mountain View or Santa Clara, and I'm stuck in between with a long drive to either place. I'd love to try making my 5x VT decimator drop list work, because it seems like a lot of fun, and I'd like to try making the VSD-ISD-TIE FIghter list work for kicks as well. But with Drew's rebel speedbump list, these list types aren't competitive because I must go all-squadrons.
And my hangup with this list is the thought that, to beat it, must I go all AA and reduce my all comers competitiveness? Because Drew, as we see in the tournament, can handle all kinds of opponents. The list set up to beat his can't, I don't think. It's formed my opinion that rebel squadrons are the strongest element in the game right now because of their flexibility and resistance to easy removal.
Some callouts to your comments Adra,
QuoteIf he's stripping more than 1, maybe 2 extra shields on one ship with Norra crits, either you're doing it wrong, or he is. Don't redirect the first attack that crits. Sure, it drops your shields in that zone. On subsequent attacks, either he 1) attacks the same zone, at which point you redirect to adjacent shields and don't take the extra shield damage anymore, or 2) attacks the adjacent hull zones, allowing you to bring the fourth hull zone's shields into play, which would otherwise not have been available. Either way, you win.
This thought did occur to me, but then you have to choose between blowing most of your defense tokens or tanking critical hits on the hull. Yavaris could follow up dealing crits, and if he's activating 6 B-Wings the contain is going to be long gone as you're taking more damage.
QuoteDon't take rogues to do an activated squadron's work. VT's, like all rogues, are super points-inefficient, especially for squadron-hunting. If you're carrying them to activate anyway, take either Interceptor/Howlrunner or an Aceball (I like Howlrunner/Valen/Soontir/Mauler/Dengar/Black).
When I've had the chance to activate and use VTs, in spite of them carrying Rogue, I've utterly destroyed things with them. THey're a powerful squadron that, if activated early during the fighter phase, can wreck a bunch of things. I haven't been afraid to ignore their Rogue keyword and just use them. I feel Rogue in this case is good if you end up losing the ship that was commanding them to allow them to still fight things, or if the carrier must flip over to another command.
I did one test pitting activation-powered TIE Defenders against the rogue-only VTs, and it was no contest for the TIE Defenders. Activating the VTs on the other hand cleaned house. It's one of those cases where it just works for me *shrug*
Edited by Norsehound