After weeks of training and preparation, I attended the Odense Regionals at the Dragon's Lair FLGS in Odense, Denmark on Sunday Feb 12th. I knew I was facing a tough challenge, having chosen a list with a lot of moving parts and plenty of opportunity for both spectacular success and total failure in a meta dominated by hyper-efficient token-stacking lists like Paratanni and X/7 Defenders.
The event had 40 participants and 5 rounds of swiss, with cut to Top 8. I knew that to be sure to make the cut, I needed to go at least 4-1 through a field of very good players.
The list - Jess and the Jukes:
Jess Pava (25)
R2-D6 (1)
Primed Thrusters (1)
Swarm Leader (3)
Integrated Astromech (0)
Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
Autothrusters (2)
A-Wing Test Pilot (0)
Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
Autothrusters (2)
A-Wing Test Pilot (0)
"Zeb" Orrelios (18)
Twin Laser Turret (6)
Total: 100
I love multi-ship lists with lots of synergy, and do my best to stand apart from the mainstream meta lists. This list is a ton of fun to fly, and hits like a Star Destroyer if I get everything off right. It's also a challenge, because it relies heavily on blocking and setting up snap shots.
The main battle plan is to engage in formation, trying to get a joust, then block and snap to clean up. The key is to let the TLT fire first to strip tokens, then the juke A-wings and finally Jess with her swarm leader re-rolls and focus to hurl fully modded 5-6 dice attacks. People tend to underestimate the massive amount of hurt this list can throw in a joust, and it is tanky enough to survive without losing a ship, especially if the opponent focuses on Jess, who is super tanky with her rerolls and effective 7 health with IA. Thanks to the FAQ, the EPT-droid can be safely thrown out at the first opportunity without losing Swarm Leader, and it's a nice way to discard a nasty crit.
The weakness of the list is that since most of the ships usually take the evade action, it lacks modifiers to the reds, and has to compensate by hurling more dice and pushing damage through with juke. The A-wings are good late-game ships, but they can struggle to kill high-agility or mobile enemies.
Full round by round report coming below.
Edited by JaceDK









