I won't do super exhaustive battle reports on the 2 epic games ive played but I will show the deployments I've done with Dormitz in Epic play, 300 pts.
My first list had ..
- Lieutenant Dormitz - Inspiring Recruit, Pattern Analyzer, Hyperwave Comm Scanner, Collision Detector
- Major Stridan - Systems Officer, General Hux, Pattern Analyzer, Hyperwave Comm Scanner, Collision Detector, Experimental Interface
- Captain Kagi - Intelligence Agent, Collision Detector
- Quickdraw - Rage, Electronic Baffle, MkII Twin Engine, Special Ops
- Duchess - Adaptability, Adaptive Ailerons
- Carnor Jax - PTL, Auto Thrusters, Stealth Device, Royal Guard
- Omega Ace - Swarm Leader
- Howlrunner - Decoy
- Rear Admiral Chiraneau - Adaptability, Gunner, Hotshot, Vader
First up I faced an Ordnance Raider + Jonus shenanigans and Howlrunner - both with decoy to throw PS8 back to the Raider, rest of the list was 3 black cracks, one Ruthlessness Glaive, Ruthlessness Vessery
This is how the deployment ended up as
A very wide open field ahead of me with one debris + asteroid the Impetus Raider is trying to have cover from
I won this game 212-148 - my opponent survived with Vessery, Howlrunner, Jonus and one black crack.
For my part I kept Stridan, Kagi, Carnor, Duchess and Howlrunner alive
First of all, Quickdraw taking shields off the Raider before the Raider can Reinforce is GREAT and Omega Ace at PS8 from Decoy was able to shoot before being shot at (he ended up flattened under the raider when I failed to have Coordinate in range of him to barrel roll to the side and then K-Turn to safety, instead K-Turning into the Raider so just ramming myself into it and then squish.. :[ ) I had somewhat planned for being able to shoot a LOT before the raider could fire but this didnt give me enough guarantee for future games after this 'trick' worked once. I will have to try a game where the raider gets to shoot before most of my heavy hitters. (I had a 2 pt initiative bid, he had 300 pts)
A quick rundown of how things went - Turn 1 my Stridan Upsilon (obviously the one close to enemy lines) banked 2 to block I believe 4 of the ships there~ while my Carnor Jax was desperately trying to not end up at Range 1 of the Upsilon because of those 2 Ruthlessnes defenders (he ended up at range 1 of it anyway). Chiraneau went forward simply enough. But for the Raider .. I had to move quick and decisively so all those aces over yonder went forward to have range 3 on it, Kagi stayed put. Combat went in my favor on both fronts - I destroyed the red defender - glaive, before it could shoot, making Vessery deal only 1 ruthlessness (because he MISSED his tractor beam shot on the Upsilon! no rerolls and no focus!) Chiraneau did most of that by double-vadering the Defender which of course left him without shields immediately - the TIEs then plinked away at his hulls. Before the raider could shoot, I went through the shields and into the hulls with Omega Ace removing the last 2 shields and dealing 2 crits on it - that was fast!
Turn 2 saw me destroying the front section and then in following turns waste time avoiding his advance to get to the rear section and not get rammed - only Omega Ace failed to do that but he definitely did his part! And for the swarm part, Chiraneau burned down quite fast (he did his part by removing a destroyer and a black crack but I immediately decided to write him off for next games), my shuttles got passed over quite easily (Dormitz got 2 turns of attacks on the incoming mini swarm but ultimately went down before the end as he had to room to turn around and have an arc - those buggers would arc dodge easily, so he just kept doing support with coordinate and inspiring recruit where possible). Carnor Jax also didnt try being a hero and gave chase to the Impetus' rear with ease instead of trying to get into focus-denying mode against the mini swarm.
So quite a success against a Huge ship, the biggest advantage is being at Range 3 or even Range 2 on turn 1 after movements! This also serves to neutralize range 3-5 stuff but this raider was built for range 2-3 - Kagi absorbing one of the two (Weapons Engineer) TLs was really awesome. Game went to time (we have a 20 player epic league, time limit is 3 hours) as we both took our time to plan our moves and a lot of time to sort out the movements themselves with all those big wings in the way~
Onward to game 2 played the very next day against an undefeated (with his rebel list) Tantive build!
His Tantive was built for wrecking stuff with support coming from the TLT Train that skims the edge of the map and moves 1 forward each turn.,. >_> Legit but ANNOYING as heck! So basically he had Weapons Engineer, Baze Malbus, 2 Ion Batteries on the Fore, one Single turbo on the Aft and some other support cards (Gas and whatever). Support ships include Roark, TLT, Chewie - Esege, Recon, TLT - Jan Ors, TLT and operations specialist? free focus if something misses. So lots of focus around there, Esege can feed it to the Tantive. And then there was his tiny wall of 2 Bandit Z95s, Zeb TIE and Rex TIE
The Tantive's very big disadvantage against my List is Range 3-5 for the Main Turret weapon.. thats incredibly restrictive when you start so close to it!
My list this time went with "Huge ship is shooting first" and will most likely be this way from now on, not because its better but because it needs to be built in a way that you're not screwed if the other guy shoots all his guns first. So I had 11 ships instead of 9 and that proved to be more complex than I thought for the deployment phase!
- Lieutenant Dormitz - Inspiring Recruit, Pattern Analyzer, Hyperwave Comm Scanner, Collision Detector
- Major Stridan - Systems Officer, General Hux, Pattern Analyzer, Hyperwave Comm Scanner, Collision Detector, Experimental Interface
- Captain Kagi - Intelligence Agent, Collision Detector
- Quickdraw - Rage, Electronic Baffle, Guidance Chip, Cluster Missiles, Special Ops
- Duchess - Adaptability, Adaptive Ailerons
- Omega Ace - Swarm Leader
- Gamma Squadron Veteran - Homing Missiles, Crack Shot, Guidance Chip, Extra Munitions
- Gamma Squadron Veteran - Homing Missiles, Crack Shot, Guidance Chip, Extra Munitions
- Gamma Squadron Veteran - Homing Missiles, Crack Shot, Guidance Chip, Extra Munitions
- Epsilon Squadron Pilot - TIE/FO
- Epsilon Squadron Pilot - TIE/FO
So dropping Howlrunner (Decoy) and Chiraneau entirely made me quite a bit of points! I decided to go without Carnor Jax, he hadnt done a whole lot beside surviving last game so.. meh!
Triple Bombers, and 2 PS1 TIE/FOs replaced those 3 ships. Not a bad deal!
Now the deployment was really complex - I messed up without knowing it immediately, if you look at the shuttle, there's like 4 ships behind it. I initially placed my 2 PS1s in front of the Upsilon (the one on the right with raised wings) but then I realized I wasnt going to have anywhere to go with all my ships because of my opponent's good placement of asteroids, creating a choke point which would have been perfect but for that one Debris that I decided to exploit! Anyway, the 2 PS1s were in the way of the rest of my list but I managed to fix things up a bit with some crafty thinking...
Kagi in front of those 2, Kagi does a Zero anyway, the 2 Epsilons did a 5 Forward + barrel roll each, in perfect position to block his middle 2 ships of his weird little wall... and stuck behind Kagi was Omega Ace looking in the wrong direction (straight up 90 degrees from my opponent's border) and Quickdraw looking forward. It worked really really well. Coordinate to barrel roll Omega Ace on the other side of the shuttles corner to then Hard 2 into the Debris, after receiving a Target Lock from Systems Officer (Stridan) AND having the focus+evade from double Hyperwave Comm Scanners - the combo was set! And next to it, Quickdraw went 3 forward, ending just in front of the Debris, using Rage to Baffle and remove 2 shields (lucky evade dice for range 3!) on the Tantive.
As for the 2nd part of my list, the bombers went 2 forward each, only one had range 3 on the Tantive, the other 2 took Locks on a Z and a TIE. So not everything was quite in range but enough of it to do decisive damage! Combat went once more, pretty much my way. PS12 Tantive shot his turret with 6 dice, ouch~ then his 2 ion batteries failed to ionize Omega Ace (whew) and his Single Turbo shot something with high agility to miss, giving him a second turret attack (Baze!) on the bomber that locked it, destroying it before it could fire its missile. So I lost a ship, I knew I was likely going to, but ouch, a 6 dice and a 5 dice attack back to back is really painful~ But then it was my turn - Quickdraw removed 2 shields I believe, Duchess was out of range and shot a Z95, his Jan Ors was the only TLT in range and failed to do anything to my Omega Ace - I was in cover thanks to the tantive! My PS8 Kagi I think he shot one of the low PS in front of him? I dont think I had him shoot the Tantive.. and then it was Omega Ace's turn.. Reinforce removes one so 1 shield left and 2 Crits go on hulls (that turn 1 Hyperwave comm pretty much guarantees Swarm Leader gets +2 Dice~ :D), both of them are the weapon thing that makes his 2 ion batteries disabled and I forget what else happened to it, maybe that was it... in the middle I shot more at the riffraff in front of me, removing Rex before he could fire, bringing both Z95s to 1 hull each, forgetting Crack shot on one, oh well.
So right there, another incredible alpha strike against a Huge ship.
What followed is rather obvious - turn 2 I destroy the front section (he repaired the ion batteries, quickdraw dies before firing his missiles.. after he was done shooting I finished the section), couple of turns later I destroy the rear, many turns later I clean the table after chasing down the TLT Train and losing 4 ships to it (Duchess, Omega Ace, 2 Bombers) and Stridan surviving with a single Hull... ugh, really painful TLT train x:
Rebels: all Dead
Empire: Stridan (1 hull), Dormitz (4 shields left), Kagi in mint condition (literally on the other side of the map at this point, he didnt give a f...) and a TIE/FO in good condition
300-177
My opponent did have bad rolls (due to limited rerolls thanks Kagi!) where he had blanks he couldnt do anything with and his greens, while somewhat scarce on a Rebel list as usual, didnt really give him anything good especially considering the huge focus battery he had on all 3 TLT ships - Moldy Crow on Roark, Esege with Recon and Jan Ors always getting 1 or 2 focus a turn from evaded TLT shots - plenty to have for defence! Except focus sides rarely came up on defense x; To come up against it once more, I'd probably leave that silly train go on its ride and force him to turn around to face me, instead of giving chase.. I lost 100 points just to get rid of those 3 ships! Simply brutal...
Welp, there you have it, some good experience with Dormitz in an Epic setting - its really crazy.
Now my next goal is using Dormitz in a setting where ... there's no huge O: Thats gonna be a headache, it could easily turn against me if a list full of smalls and large (Scum with attani mindlink spam) gets to easily go behind my shuttles if I start in the middle of the map) so your deployment becomes way more important in that scenario.
Edited by Kalandros