Hey guys, I just got back from an awesome Store Championship at Flint’s CCG in Kitchener, ON. I didn’t win a game, but the tournament was filled with great moments that I thought I’d share anyway.
This was my third store event and first at this location. I had agonized over my list (including seeking help here). I only own a few select ships, and was having a lot of trouble thinking up something I thought would be decent against the meta with my base of Imperial Aces. Late last night, I realized I might just have enough upgrades to run my two Scum ships after all. This is what I ended up flying:
Guri (30)
7* / 3 / 3 / 4 / 1
• Virago (1)
Veteran Instincts (1)
Fire-Control System (2)
Plasma Torpedoes (3)
Autothrusters (2)
(39)
Tel Trevura (30)
9* / 3* / 2 / 6* / 4
• Punishing One (12)
Veteran Instincts (1)
Proton Torpedoes (4)
•Dengar (3)
•R5-P8 (3)
Inertial Dampeners (1)
Hull Upgrade (3)
(57)
(96)
It’s jank, but it’s what I have! I was looking forward to the Engine Upgrade promo to be able to run PtL Dengar later.
The event consisted of 25 people, putting the store almost at capacity and including a crew in from the Prototype Toronto League. One of our locals, Tristan, won their Open a month ago. While I recognize him and a few others from my previous two store events, I still don’t really know the community. I found it to be exceptionally friendly and personable at this event — really, great.
My first pairing was with Kelvin, who went on to at least top four. He was running Mindlinked Fenn Rau, Old Teroch, and torpedo Scout with Boba Fett. He was understandably astounded someone had bested his three-point initiative bid! He set up his asteroids down my right-hand side and his first two ships toward my left, with Fenn this side of centre to flank. I deployed on the right, but facing along the diagonal. At first I charged in with fours, then I reigned in with ones (bumping along the way — forgetting Tel’s large base would move him farther — because I’m a scrub). I was trying to keep him from getting a lock with the Scout for the first engagement, at which I succeeded, and then his ship was into Range 1 or didn’t have arc for much of the time. His ships converged on mine in a giant killbox, though, and while I felt I actually maneuvered pretty well (at least for me), the dice and weight of fire were in his favour, and Kelvin annihilated me 100-0 — three damage cards on each of his Protectorates.
Afterward Kelvin gave me some much-appreciated feedback, including explaining his asteroid placement and suggesting I approach slowly with the PS advantage. Another problem I had noticed was insufficient dice modification for my ships. Tel and Guri each ended up with stress partway through from Inertial Dampeners and a sloop, respectively and both bumped an enemy ship at least once. Guri’s ability, Fire-Control System, and the Dengar crew were all very helpful in this regard, but not quite enough; my dice often failed me. I’ll have to keep this in mind for future iterations of this build.
My second opponent was named Devon; he was flying a five-TIE-bomber list called Rush Hour (it’s crowded and stressful!) he had helped a friend tune:
Scimitar Squadron Pilot (16)
2 / 2 / 2 / 6 / 0
TIE Shuttle (0)
Tactician (2)
(18)
Scimitar Squadron Pilot (16)
2 / 2 / 2 / 6 / 0
TIE Shuttle (0)
Tactician (2)
Systems Officer (2)
Twin Ion Engine Mk. II (1)
(21)
Scimitar Squadron Pilot (16)
2 / 2 / 2 / 6 / 0
TIE Shuttle (0)
Tactician (2)
Operations Specialist (3)
(21)
Scimitar Squadron Pilot (16)
2 / 2 / 2 / 6 / 0
TIE Shuttle (0)
Tactician (2)
Operations Specialist (3)
(21)
Scimitar Squadron Pilot (16)
2 / 2 / 2 / 6 / 0
TIE Shuttle (0)
Darth Vader (3)
(19)
‘There’s even that one guy with road rage!’ I said of Vader.
The asteroids (and my opponent’s debris fields) ended up largely scattered throughout the left-hand side of the board. Devon set up to fly in formation along his side of the board toward my right; I set up facing diagonally in my left-hand corner this time. I thought I could maybe come upon him from the side before he was fully turned in; as such, I decided the situation warranted breaking with Kelvin’s advice and going four-forward again. Tel did end up in front of his formation and had an interesting time barrel-rolling to get as few arcs on him, at the farthest ranges, as possible. Guri, though, looped through the obstacle field and ended up on the tail of his formation. Fire-Control System did work; I concentrated fire and nixed one, then two, bombers, but Tel amassed a collection of stress and went down, both lives in a round (same as last game). I believe the second death was due to R5-P8 — I don’t normally R5 on one hull, but I forgot that consideration and rolled it.
Then Guri had a hair-raising chase through the swarming bombers that ended with me miscalculating and staring down all his guns. ‘It is a good day to die,’ I quoted, vaped the bomber facing me, and spiralled into the void in a blaze of glory. Loss 100-63.
My third opponent, Mike, had brought Rebels: PS 10 (BB-8) Poe and (Mangler) Nunb and a a Stresshog. ‘All those points spent on VIs wasted!’ I said wryly, but, truly, this was not the tournament for VI for me. I would have been better off with Mindlink.
The asteroids again ended up largely on the left. I set up similar to in the last game, though my opponent was facing down the crowded left side of the board. I again sped ahead, this time hoping to somehow curl around and shoot my torpedoes without all his arcs on me. I’m not sure this plan was the most cogent; it ended up a joust, though I did get my torpedoes off. Unfortunately, I failed in a wild blocking attempt with Guri and she bit the space dust early. Tel then collected three stress but killed the Y-wing. I slooped the Jumpmaster, then executed an ill-advised all-stop, ending up facing his K-turned B-wing with Poe close by on my right and his guns on me. This led to one of the most hilarious sequences of X-wing I’ve witnessed, however, as I one-forwarded, causing his B-wing to bump my front, then one-forwarded, keeping both of us stalled, then one-forwarded, staying stalled! Tel collected hits from Poe and took an unlucky Weapons Failure — then Tel died, and the weapons systems miraculously came on at full power again! A strong roll vaped Poe, and I had hope. Ten Nunb disentangled himself, and I flew freely again. But the first renewed Mangler hit made me realize Tel’s hull could not last. I rolled aggressively with R5, knowing my only hope was to blank all his shields and hull before Mike rolled another crit, but caused myself to explode. Loss 100-64.
Despite the losses, all three of these games incredibly engaging and satisfying. I felt my scum was definitely the right choice, that I had agency in each match, and that I was able to fly at my current best.
The last round before the cut I drew the bye, but the participation prizes hadn’t been handed out yet, so I stuck around to watch a most unusual game: Carnor Jax, Quickdraw and The Inquisitor versus a TLT Y-wing and HWK, a Mist Hunter Freelancer, and Unkar Plutt. The aces took it home with but Quickdraw down at time!
There were a lot of interesting lists at this event: at least two Phantoms, another Guri, good representation of all factions. Tristan was flying some form of XXYZZ. Some neat paint jobs — Kelvin’s had been painted. Once I looked over at another table to see a K-wing, an ARC, and the Millenium Falcon flying along in deep echelon across the Cloud City mat with the sun shining on them through the open bay door — ‘What a beautiful sight.…’
Thanks and props to Flint’s CCG in Kitchener, Ontario, and all the wonderful players who made it out today for creating such a great event. Here’s to forty years of Star Wars, and forty more with little X-wings flying across kitchen tables, trading red and green dice, and their pilots, camaraderie.