Hello Everyone!
My name is Nick Griffiths and I took 2nd at GenCon this last weekend. I figured I would post a little bit about my list, strategies, and findings during this year's NA Champs.
Now that all the hustling and and bustling of GenCon is over, I can finally sit down and put to paper some of the awesome stuff I saw this year and my journey through it. Ultimately I am also hoping that I can convince some of the general populace that play this game that few ship activation lists are not garbage :).
My List:
points: 379
Ships:
-ISD 1 "Calypso" (White colored ship)
--Flight Controllers, Boosted Comms, Motti
-ISD 1 "Domino" (Black colored ship)
--Flight Controllers, Boosted Comms
Fighters:
- Maarek Steele
-Mauler Mithil
-Morna Kee
-Darth Vader
-Major Rhymer
-Zertik Strom
I already know what many of you are thinking. OMZMGOMGMZOMG TWO ACTIVATIONS?! HOW CAN THAT BE! YOU DON'T HAVE 73 FLOTILLAS? HOW DID YOU EVEN REMOTELY DO WELL?! Well my caps lock oriented friend, I will hopefully shed some light on that. The main thing to note about less activations is that yes, you do need to be generally smarter with them. Since you don't have the ability to activate as strategically as you want, the main thing to focus on is making sure your activation are big and important. As a carrier player since the game's initial release, few ships rival the activation economy that is the Imperial Class Star Destroyer. I LOVE THIS SHIP. I feel it is one of the best, if not the best imperial carrier ship for many reasons. The biggest is that in one activation you can scramble a good chunk of fighters, move fast, arc dodge really well (you read that right), tank like a beast, and fire a big big gun. Other ships tend to be more specialist in their execution. The ISD is meant to be more generalist with a focus on being a tank and hitting hard. Going back to my point about powerful activations, if you are going to capitalize on doing a lot with one ship, you need to make sure the ship is capable of performing multiple roles. I can talk about this waaaaaay more but instead I will leave it at that and focus on the upgrades and general use of each ship and squadron.
Why ISD 1? To be quite honest, its about the points. For a low activation list like this you need to go first. You NEED initiative. Now, that doesn't mean you can't win by going second, but you definitely should try to snag it if you can. 385 point lists will cover about 3 standard deviations of players bids and pretty much assuring you going first if you want. I wanted to cover the outliers that may have bid super high just in case. Otherwise, the ISD 1 is a perfectly capable carrier and while going speed 3 you can assure that anything that gets within close distance is going to take some punishment. More on that in a bit.
Why Motti? The golden question. Simply put, I didn't have enough time to practice with Sloane, but I do feel Motti is very very very good for low activation lists. Especially the kinds that bring bigger ships for that tasty 6 extra HP. He provides comfort when the heat is on and you don't have ECMs or other ways to shrug off damage. Also is he pretty darn cheap.
Why...
-Steele: He hits really hard, can manipulate his attack pool, super fast, and always land a crit when needed. his utility is hard to match and his presence on the board is strong
-Mithil: I honest to god think he is the best squadron in the game. Especially now that Rhymer got readjusted. His damage throughout the game tends to be higher than most other squadrons due to his ability alone. Even if it doesn't hit everyone, the opponent tends to be on edge with their squadrons and more than likely puts them in disadvantages positions in an effort to avoid his ability. He is control + damage. Few match that capability.
-Morna: This woman is my hero. She fulfills so many roles and provides support everywhere I need it. She is rogue so even when I lose an ISD and I have full squads I can activate her. She throws 3 DICE AT SHIPS. and her ability allows her to manipulate them really well. Free rerolls and she gets back her defense tokens. In addition she is a bullet sponge and she can take damage from Strom for rerolls. She is a slow fatty at speed 3 but that flaw is easily overlooked considering her other capabilities.
-Vader: One of my all time favorite squadrons. I have seen this guy kill x-wings from full HP to 0 on MULTIPLE occasions. He is my ace cracker, normie killer, and pseudo-bomber. He has escort (which often times I find a liability but not always.), speed 4, and is kind of control due to people either immediately wanting him dead or running from him.
-Rhymer: Mainly for obvious reasons, but he still plays a pretty important role, despite his nerf. He helps squadrons catch fleeing ships, and due cool alpha strikes on ships. The problem with taking him anymore is that with all of the fighters people are bringing, this type of list just needs more anti-squadron and utility. I may remove him later down the road but for now he is fine on this crew.
-Zertik: The newest addition to the team. I needed another escort fighter that can manipulate dice. he has that in spades. Despite his weird die pool, his ability to reroll for 1 damage is really good. Especially against ships.
The main tactic with many of these fighters is die manipulation. I have it for both anti-squad and anti ship in this list. It is very useful and since I don't like flotillas I don't have the ability for bomber command (especially since I moved away from basic bombers since making 5th at 2015 GenCon Nationals). I tend to go for fighters first when I play. They are easy points to acquire and with the field swept I can then turn my attention to ships. Also I don't believe in Intel so I don't like running away from fighter fights and instead just blow through them. I have practiced A TON to be able to make this strategy work. Hopefully there are others on these forums that have played me that can attest to how committed I am to attempting to remove all fighters on the board lol. Sometimes it doesn't work in my favor but many times it does.
Flight Controllers: I never leave home without it. My favorite upgrade. It increases fighter power by a ton! gives me the edge in fighter fights so that I can clean them up faster to move on to ships more quickly.
Boosted Comms. Some say this upgrade is a crutch. I would highly disagree. The ability to let my squadrons roam and not worry about ship positioning is critical. Especially when I need to be as careful as I am with my movements with the big guys so that I can arc dodge and be in prime positioning. This ability allows me to do just that.
Battle Reports:
Now I don't remember names, and I don't remember lists well. So I am going to do my best and you will have to deal with it lol. I know the ships and the general gameplay but basically I fought the same type of list 3 times on Friday.
Match 1: Yavaris + Floats + Guppy+ Lots O Squads (10- 1)
Match 2: Yavaris + Floats + MC80 + Lots O Squads (9-2)
Match 3: Yavaris + Floats + Pelta + Lots O Squads (7 - 4)
I am going to group this report into one since the matches went very similarly. Essentially I knew I was going to play this. I understand this type of list is very popular right now due to its competitive presence and it was exactly what I was hoping to fight. I could elaborate in great detail how these matches had gone but I am going to give the general idea. I don't write on forums very often and don't like to type a ton despite the length of this post lol. So when going against a list like this you have to do some quick math. I will be conservative with these estimates but lets say I do just OK in the squad battle. That means that I can TIE up (see what I did there? ![]()
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) their squadrons and he ties up mine. So that leaves his ships vs mine. Yavaris and any other ship without many upgrades simply can't withstand firepower of that magnitude. That isn't me being arrogant its just the ISD is too bulky and the natural gun on them is very heavy hitting. It doesn't need a ton of upgrades to be a powerful shot. So when their squads are occupied or dead that means their offensive capabilities go away with it. Ultimately that is my issue with spamming flotillas because despite their utility and activation spread they don't do anything for offense. So I will run my speed 3 ISD up to you and then fire and keep you in arc. How most of those matches went was that my alpha strike was pretty strong and then afterwards I would go after the other ships or flotillas.
Match 4: ISD Boarding Party Avenger (I have dubbed this the Party Bus) + Quasar + Gozanti + Lots O Squads (3 - 7).
There is a preface to this match. I had to DM 32 hours of Alternity all weekend for Baldman Games and since FF tourneys never finish on time I had to rush this game. I wont take that win away from my opponent though. He played very well and even if I wasn't rushing I may have still made critical mistakes. This game went OK but I made a few really bad errors. He had about 20 more points in squads than me. Even though I didn't win the squad fight, I still held them up and killed a few in the process. The only issue is that I didn't go for the real targets in this game. The Quasar and Gozanti. I tried to go for the big guy. That didn't go well. Even though I didn't lose an ISD I didn't make up the points in squads. It was a very very good game I loved it despite me having to good.
I made top 4 after this.
Top 4 match 1: ISD Board Party Avenger + Quasar + Gozanti + Lots O Squads (7-3)
Yup, I played him again the next day right at the start. It was the comeback story I was hoping for. I understood what I needed to do but didn't before and I was able to take the Quasar and Gozanti, brake even in the squad fight and pretty much brake even in the precision strike points. Again, hard fought and was a great great game. Thing to note about this game and this opponent was that he had 3 activations :D.
Final Match: MC80 from **** + Funky Bunch of 4 Flotillas + VCXs and Jan.
I done goofed in this match. So here was an example of how I chose the wrong objective.
Choices:
Sensor Net: Def would have lost. He has too many fast activations.
Advanced Gunnery: I should have chose this one. I will explain later.
Fire Lanes: I chose this because I was dumb and didn't foresee the strategy that he was going to employ. The quick and dirty of it is that he used the VCXs to strategic before I could tie them up. He moved them and I couldn't get the points back. And in a desperate attempt to get more points I fed Motti to him. That MC80 was packed to the brim with all kinds of fun goodies like Intel Officer, Xi7, Engine Techs, ECM, Blast Doors, and others. He was just punching holes in my face that I couldn't avoid. In retrospect I should have choose advanced gunnery and gone for the fighters and did a cut and run. Though that wouldn't assure me a win it may have been a much better strategy than letting those tokens go.
TL:DR: Low ship activation lists don't have to suck and often times they don't. You just need to make sure that you are set up in a way that each activation is very potent and will protect you against their swarm activations. I have been running this list for a long long time and I have done very well with it in the past (multiple store championships, 1st at Indianapolis 40+ people 2 day tourny, 2015 gencon top 5 (it was VSDs at the time but still), and other wins). I like to think they have the ability to do well. People will just need to switch up their mindset.
Thanks for reading everyone and hopefully this provides some insight into my list choice. Also hopefully I will get to see some of you at World's.
P.S: Sorry about the spelling errors and perhaps lack of elaboration on stuff. I normally don't write on forums and its like 1:30 am here so I am a bit tired lol.
-Capt. Griff
Added Name in case anyone cared.