A Possible Meta-Counter

By Astech, in X-Wing Squad Lists

There is a lot of OP hotness around at the moment. Don't get me wrong, the fact that there is a lot of it is great, since you see at least some variety at the top tables. You do, however, consistently see a few pilots at the top of the list.

At the moment, these ships are Miranda, Lowhrick, Contracted Scouts, Biggs, Nym, Jess, Dengar, Rex and Dash for the most part. Individually they're merely scary, but in the right list you've probably seen the results.

What I'm trying to do is create a list that has auto-wins (or as near enough as you can get) against AGI1 aces like Miranda and Nym, and high jousting efficiency. Here's the list:

Dash Rendar (52)
HLC
Outrider
Lone Wolf
Rey

Lothal Rebel (48)
Gunner
Ion Cannon Turret
FCS
Hera

Dash is pretty standard, albeit without his customary engine upgrade. I find that he's very strong for his point cost, and can often solo a PS 6 or lower list.

The Lothal Rebel is the anti-meta ship. With an Ion Cannon Turret, it simply shuts down Mirand and Nym (and for that matter - all AGI 1 ships, and many AGI 2). Gunner + FCS give it the ability to easily punch through the token stacks of aces, such as Fenn. Hera is the only thing I'm iffy about, as I think burnout SLAM on Dash might be the better choice, overall.

So what do you think?
For the meta lists this build doesn't hard counter, is the win skill-based, or am I at a disadvantage?

I'm not iffy about Hera. One of the problems of a low PS Ghost is being able to keep arc on something to shoot and Hera definitely helps a lot on that. She opens up the 1 hard turns and the ability to K-turn again and again. Also it is a straight counter to things that would stress you and shut you down. She is an auto-include for me with the Ghost.

Otherwise I dig it. The only weak point is Dash being your ace in a way and still suffering from mediocre PS. For some reason Han was coming back into the meta in my area and was easily able to get into my Dash donut hole time and again. Mainly because playing this cheaper Dash doesn't allow you to boost and barrel roll. But as a counter to the pilots you have in mind, it is probably great.

The doughnut hole is a pretty massive drawback. Pretty much anything PS 8+ can stay there indefinitely if I let it. That's one of the reasons I'm tempted to go with burnout SLAM, so that I can get some real distance when I need it. I do love being able to keep up with Defenders in the K-turning game, though...

Normally I fly the Lothal Rebel like a missile - I just aim it at anything PS 8+ and fly Dash outside range 2 on a flank to do extra damage. Normally, by the time they burn the Lothal down they're out of missiles/torpedoes and all their PS 8+ pilots are dead, essentially giving Dash the game.

I'd consider dropping the Gunner for Han crew. There's not a lot in the meta that you'll miss against with a 4-dice primary, and the Gunner doesn't help you at all with the Ion cannon. That frees up 3 points for Dash, so you could consider Burnout SLAM, Glitters or even Countermeasures.

Just kinda messing around in the editor, I'm partial to this list flying these two ships.

YT-2400: · Dash Rendar (36)

Push The Limit (3)

Heavy Laser Cannon (7)

Engine Upgrade (4)

· Kyle Katarn (3)

· Outrider (5)

VCX-100: · "Chopper" (37)

Fire Control System (2)

Tactical Jammer (1)

· "Zeb" Orrelios (1)

· Hera Syndulla (1)

-- TOTAL ------- 100/100p. --

Chopper can really be a nuisance for getting in the way of enemy ships. He wants to get blocks and if he succeeds, he stresses his target and can still put 5 dice into them with Zeb on board.

Dash should then be able to do what he needs to do to keep range, and let the cannon loose on everything. Kyle or Kanan if you like to open up the dial but lose the extra focus.

1 hour ago, DR4CO said:

I'd consider dropping the Gunner for Han crew. There's not a lot in the meta that you'll miss against with a 4-dice primary, and the Gunner doesn't help you at all with the Ion cannon . That frees up 3 points for Dash , so you could consider Burnout SLAM , Glitters or even Countermeasures .

I just played a game against Imperial Aces - Vader with cruise missiles and standard QD, with Yorr + Kylo support. The gunner was absolutely crucial, since I could try and ionise Vader, then swap to a primary on QD whenever it failed.

Against other jousting, low agility lists though, I agree that Han is far superior. It's just matter of shooting the same target each turn.

36 minutes ago, Skeether said:

Just kinda messing around in the editor, I'm partial to this list flying these two ships.

YT-2400: · Dash Rendar (36)

...

VCX-100: · "Chopper" (37)

...

-- TOTAL ------- 100/100p. --

Chopper can really be a nuisance for getting in the way of enemy ships. He wants to get blocks and if he succeeds, he stresses his target and can still put 5 dice into them with Zeb on board.

Dash should then be able to do what he needs to do to keep range, and let the cannon loose on everything. Kyle or Kanan if you like to open up the dial but lose the extra focus.

I've always loved the classic Dash build. The trouble with him these days are that so many PS 8+ high-maneuverability aces are around (Primarily Miranda and Nym, But also Fenn and others). Because of this, I find PTL dash (without Kanan) to be too vulnerable, and if you put Kanan on you might as well go Lone Wolf/Rey and save some points. In addition, you lose Lone Wolf, which is nearly as good as the TL on offense and massively boosts defense as well.

Because of the expensive Dash, I think that Chopper is under equipped (although still pretty good). Zeb will probably hurt you more than the enemy, in the long run, and you lack any kind of tools against aces (short of getting them to bump, which we all know is easier said than done). If you traded Zeb and the tactical jammer for an Autoblaster turret I'd like it a lot better.

My only quibble on Ion Cannon Turret: TLT does more damage, and enough damage shuts down everything. ;) That's kinda glib. Really, I just mean I'd probably try to use the VCX for its primary weapon to burn down a Miranda/Nym first, and only ICT when without arc. Generally, it seems like a solid meta choice for a VCX turret.

I'd consider changing the pilots in the original list to Leebo and Chopper. The PS7 vs PS5 difference is basically meaningless. Dash opens up movement options, but it's possible to just avoid rocks. Leebo also soft-counters Kylo Ren, and can save you from a game-ending bad crit sometimes. This frees up 2 points for Chopper. Hitting someone with Ion, then setting up a block-into-stress seems pretty strong.

Running through other options: Gunner is certainly going to be great vs some ships (Imperial Missile Aces, for example), but it is very pricey. If I'm thinking about alternatives, I don't know that I go for Han crew. It's such a small statistical benefit. Ezra seems great when paired with Hera and FCS (even if you can't attack the same targets turn after turn), but if you never get stressed neither he nor Hera does anything. That only frees up 2 points, however. This could be well-used on Dash for a Rigged Cargo Chute or a Burnout SLAM. Either of those will help with the donut-hole problem. A SLAM just puts a massive amount of distance (and potentially in a really unlikely few directions), and a surprise Debris from RCC can prevent someone who's chasing from Boosting into Range 1. It also likely adds a green die for that turn's defense roll. Another option to get that 1 point for an Illicit on Dash would be to swap Gunner for Chewbacca. Potential double crit prevention can be pretty useful on a high-hull, low agility ship.

Leebo+Lothal with Ezra would free up 4 points total vs the original Gunner build, which I'd use on RCC or B-SLAM and Countermeasures. Countermeasures has proven to be a pretty strong upgrade against some alpha strike lists. A Leebo Outrider would also potentially open up crew Dash Rendar as a Gunner-replacement for the Ghost. Dash can mostly be made irrelevant by flying better, but it does open some things up. Opponents might think they've got a move where you won't be able to get a good shot on them, but you can just park it on an Asteroid and open fire. I think I like Ezra more if you're dropping to Leebo to afford Countermeasures, but it's interesting to think about the options provided by a crew Dash.

Personally, I don't really like any PTL Dash builds these days. His pilot skill is too low to really be able to arc dodge many things in today's Metagame. I'd rather have the extra points and the Lone Wolf rerolls and the wide open dial. I know PTL/Kanan has the full dial, but you'll lose so many defensive dice modifications vs both LW/Rey and PTL/Kyle.

Edited by theBitterFig
16 minutes ago, theBitterFig said:

My only quibble on Ion Cannon Turret : TLT does more damage, and enough damage shuts down everything. ;) That's kinda glib. Really, I just mean I'd probably try to use the VCX for its primary weapon to burn down a Miranda /Nym first, and only ICT when without arc. Generally, it seems like a solid meta choice for a VCX turret.

I'd consider changing the pilots in the original list to Leebo and Chopper . The PS7 vs PS5 difference is basically meaningless. Dash opens up movement options, but it's possible to just avoid rocks. Leebo also soft-counters Kylo Ren , and can save you from a game-ending bad crit sometimes. This frees up 2 points for Chopper . Hitting someone with Ion, then setting up a block-into-stress seems pretty strong.

Running through other options: Gunner is certainly going to be great vs some ships (Imperial Missile Aces, for example), but it is very pricey. If I'm thinking about alternatives, I don't know that I go for Han crew. It's such a small statistical benefit. Ezra seems great when paired with Hera and FCS (even if you can't attack the same targets turn after turn), but if you never get stressed neither he nor Hera does anything. That only frees up 2 points, however. This could be well-used on Dash for a Rigged Cargo Chute or a Burnout SLAM . Either of those will help with the donut-hole problem. A SLAM just puts a massive amount of distance (and potentially in a really unlikely few directions), and a surprise Debris from RCC can prevent someone who's chasing from Boosting into Range 1. It also likely adds a green die for that turn's defense roll. Another option to get that 1 point for an Illicit on Dash would be to swap Gunner for Chewbacca . Potential double crit prevention can be pretty useful on a high-hull, low agility ship.

Leebo +Lothal with Ezra would free up 4 points total vs the original Gunner build, which I'd use on RCC or B-SLAM and Countermeasures . Countermeasures has proven to be a pretty strong upgrade against some alpha strike lists. A Leebo Outrider would also potentially open up crew Dash Rendar as a Gunner -replacement for the Ghost . Dash can mostly be made irrelevant by flying better, but it does open some things up. Opponents might think they've got a move where you won't be able to get a good shot on them, but you can just park it on an Asteroid and open fire. I think I like Ezra more if you're dropping to Leebo to afford Countermeasures , but it's interesting to think about the options provided by a crew Dash .

Personally, I don't really like any PTL Dash builds these days. His pilot skill is too low to really be able to arc dodge many things in today's Metagame. I'd rather have the extra points and the Lone Wolf rerolls and the wide open dial. I know PTL / Kanan has the full dial, but you'll lose so many defensive dice modifications vs both LW/ Rey and PTL / Kyle .

Against even Miranda, you'd lose the TLT race, since she's doing 2 damage guaranteed and you're only doing one. Whenever I can, I use the primary, especially if I can be sure the first shot will mist/strip tokens. The trouble is that with SLAM or Adv.Sensors boost/barrel roll you simply can't pin them down - they just won't be in the primary arc. I've found it better to ionise and set up for the next turn's range 1 primary (plus Dash at range 3) than just getting another damage in. It's also super good against AGI 2 targets.

And a side note - Adv. Sensors doesn't work if the hip it's on is ionised, since it can't "reveal" a maneuver dial.

I like the idea of taking Leebo. The trouble is that PS 5 though. Dash can very often win easily against a full list of PS 6 or less, whereas with Leebo this is reduced to PS 4 or less. Admittedly, there aren't as many middling- pilot skill ships at the moment, but they're stikk out there (soon to be Thweek, Viktor Hel etc among them). I think the 2 points spent on Dash are worth it, but it kinda comes down to personal choice there - they both do their main job equally well.

I love the Hera + Ezra combo, but if that's the way you're going to play it's often better to stay unstressed and take the focus action.

I have to agree about PTL Dash - he's too much for too little these days.

Quote

Leebo also soft-counters Kylo Ren, and can save you from a game-ending bad crit sometimes.

Leebo does not counter Kylo. There's a FAQ for Maarek Stele's ability not triggering with ISYTDS (FAQ, page 9). Same wording on Leebo. You have to suffer the ISYTDS-Crit (first).

Similar wording on Leebo, but not exactly the same. With ISYTDS, it isn't the attack dealing a face-up damage, but the condition. That's my understanding of why Maarek doesn't trigger from it. However, Leebo has never cared about the source of the damage and how it got there, only whether it's face up. That's why Leebo would always get a choice after a Maarek Stele crit. To my knowledge, Leebo's ability has been used against Kylo in large events post-Maarek ruling. It's one of these things where they are different enough that a separate ruling would be handy.

12 hours ago, Astech said:

I love the Hera + Ezra combo, but if that's the way you're going to play it's often better to stay unstressed and take the focus action.

I've started flying the Ghost with Hera/Ezra a lot (using ABT and other wingmen) and I think that's the way to go. Between FCS and Ezra, you have a great shot at hitting your target and don't need Gunner. The Ghost dial is way too limited to be both maneuverable and remain stress-free. If you go with Hera/Erza, you can move up to Chopper, which, between the ICT and his ability, makes him a scary, unpredictable blocker for many of the meta ships you're trying to counter. I've really plugged up encounters with Chopper like this, purposefully bumping already bumped ships to stay in place and make the entire area around him a general cluster. Dash could just orbit around him, wrecking havoc.

I like this idea so much, I'm thinking about running it!

"Chopper" (37)
Fire-Control System (2)
Ion Cannon Turret (5)
Ezra Bridger (3)
Hera Syndulla (1)

Dash Rendar (36)
Lone Wolf (2)
Heavy Laser Cannon (7)
Rey (2)
Outrider (5)

Total: 100

View in Yet Another Squad Builder

Just an update on how this list has gone so far. I've played 10-15 games with it so far, and only lost one (really stupid play on my part). I've faced Nymanda twice and whipped it every time - in a game I just played I got an MoV of 174 against it.

Dash is fantastic against single TLTs - especially when Lone Wolf Procs, since he universally gets the better trade (even against Miranda's regen). As-is, the Lothal can solo most things in the game (although I've yet to run up against FSR2). The combination of Ion turret and Gunner is truly fantastic - there have been several times where I'll intentionally miss with the Ion to get a TL, then do 5 damage with the mods.

Hera has been enormously helpful. Since I fly the Lothal like a homing missile, being able to go through debris everywhere and not care is fantastic. While it's tempting to move up to Chopper, I very rarely bump with the Lothal (since neither me nor my opponents want to), and when I do an extra stress token wouldn't have changed their next maneuver.

7 hours ago, Astech said:

Just an update on how this list has gone so far. I've played 10-15 games with it so far, and only lost one (really stupid play on my part). I've faced Nymanda twice and whipped it every time - in a game I just played I got an MoV of 174 against it.

Dash is fantastic against single TLTs - especially when Lone Wolf Procs, since he universally gets the better trade (even against Miranda's regen). As-is, the Lothal can solo most things in the game (although I've yet to run up against FSR2). The combination of Ion turret and Gunner is truly fantastic - there have been several times where I'll intentionally miss with the Ion to get a TL, then do 5 damage with the mods.

Hera has been enormously helpful. Since I fly the Lothal like a homing missile, being able to go through debris everywhere and not care is fantastic. While it's tempting to move up to Chopper, I very rarely bump with the Lothal (since neither me nor my opponents want to), and when I do an extra stress token wouldn't have changed their next maneuver.

What was your plan of attack against Nym/Miranda? Did you focus down Nym first? Or go hard after Miranda and burn her down so she wasn't able to run the table on a timed game? Did you go against any quad-aggressor lists? What about Dengar/Nym?

3 hours ago, viedit said:

What was your plan of attack against Nym/ Miranda ? Did you focus down Nym first? Or go hard after Miranda and burn her down so she wasn't able to run the table on a timed game? Did you go against any quad-aggressor lists? What about Dengar /Nym?

I come into those matches knowing a few things:
1. I have far more health than they do, combined. And with better defensive modifiers, to boot.
2. Dash wins in the trade against 1 TLT, but loses slightly against two of them in the same turn.
3. If I can Ionise one of them, they are dead the next round (or very nearly).
4. If both TLTs shot perfectly, it would take 3 turns to kill Dash, and a further 4 to kill the Lothal.

With that in mind, here's the approach:

Nymanda really likes to slow play so that Nym can get his bomb into position, blocking up lanes. As it happens, Dash loves slow play too. I once got 7 focus tokens on Rey when playing against Nymanda, which is pretty absurd. As such, I'll set up the Ghost in my far corner, with Dash just outside range 2. Both of them face the opposite side of the board.

If they Joust me, I've already won, given the firepower the Lothal can dish out. If they set up in the opposite corner (as they have both times) I get at least 3 turns to bank focus on Rey, essentially giving me free focus fro the whole game.

My general game plan is to get some early damage in with Dash, probably taking 1-2 shields for it, then running away with him while the Lothal comes in from the side.It's very easy to kill Nym with two heavy-hitters (especially when they have heavy turrets), so I typically focus on him first. So far he's died on the second or third combat turn, depending on when the Lothal comes in. After that, it's often Miranda versus a half-health Dash and Ion-armed Lothal.

As for Miranda's endgame capability, she's basically hopeless against Dash. Either she attacks a LW + Double focus target (meaning 1 damage, typically) and is being shot back by a 4-die LW + focus turret. She'll losehealth, on average, and 2 after regen. Even if Dash is at half-health, the odds are good he'll pull through.

It's actually Nym that's the endgame monster - with EU + Adv.Sensors he can easily get ito range 1 or 3 from any situation, so if it gets down to a 1v1 with Nym I've already lost.

Another update on how the list's been performing:

I'm something like 14-1 with the list at this point. The Lothal has continued to kill anything that's a threat to Dash - and baiting with Dash often works like a charm (and if they don't take it, Dash gets behind them). I've actually forgotten what the loss was to at this point. I've now beaten my main worry - FSR2.0 - twice. While I clearly can't win in a stright up joust, Dash's epic range control (and higher PS) mean that he really isn't concerned with the biggs issue.

I'm heading to the Australian Nationals this weekend, and I'll be flying this list. We'll have to see how I go against top-tier players at 6 in the evening.

45 minutes ago, Astech said:

Another update on how the list's been performing:

I'm something like 14-1 with the list at this point. The Lothal has continued to kill anything that's a threat to Dash - and baiting with Dash often works like a charm (and if they don't take it, Dash gets behind them). I've actually forgotten what the loss was to at this point. I've now beaten my main worry - FSR2.0 - twice. While I clearly can't win in a stright up joust, Dash's epic range control (and higher PS) mean that he really isn't concerned with the biggs issue.

I'm heading to the Australian Nationals this weekend, and I'll be flying this list. We'll have to see how I go against top-tier players at 6 in the evening.

What kinda of stuff have you been playing against? Faced any triple scouts, RAClo or high PS ordnance?

1 hour ago, gennataos said:

What kinda of stuff have you been playing against? Faced any triple scouts, RAClo or high PS ordnance?

Yeah I'd be interested to see how it fairs against Triple Jumps and the Imperial Missile Alpha. Raclo would also be a very hard matchup. Rac + Klyo is going to have a blinded two turns in a row leaving the Ghost dead in the water.

Just now, viedit said:

Yeah I'd be interested to see how it fairs against Triple Jumps and the Imperial Missile Alpha. Raclo would also be a very hard matchup. Rac + Klyo is going to have a blinded two turns in a row leaving the Ghost dead in the water.

That's the kinda of meta stuff I thought this would struggle against. High PS alpha could nuke Dash pretty quick, RAClo could shut down one ship and kill it, triple jumps could trap those big bases and kill it and give a hoot about ion.

10 hours ago, gennataos said:

What kinda of stuff have you been playing against? Faced any triple scouts, RAClo or high PS ordnance?

Good point. I haven't faced either Triple Scouts or RAClo yet.

I'm not worried about triple scouts - the Lothal pretty much doesn't care about bumping, and with Dash sniping from the distance I can burn one down and force most of the torpedoes to be burnt on the Lothal. Then, 2 torpless JM5Ks attack like wet noodles against Lone Wolf Dash.

As for RAClo, that's a bit of a worry, and victory will probably depend on the wingman he's bringing. If I can persuade RAC to put both BPs onto the Lothal while Dash is sniping in the distance (doing 6-7 damage, potentially crits), then have the Lothal K-turn t regroup I'll be in a good position, but if he catches Dash early it's game over. If Quickdraw or a Defender is the wingman I'm also fine, since Dash can outmaneuver both, but if it's Vader, Soontir or Carnor I'm in trouble.

I have faced High PS ordnance once - it was 3 TAPs with Vader. I basically baited with the Lothal, forcing him to unload all his munition into it after doing 3-speed turns (except Vader, who managed to do six damage with his missile *grumble grumble*). Then it was just a matter of using all those turns of Dash's shots to burn down Vader. the TAPs couldn't keep up.

If I faced the high-PS 3 ship alpha strike Imps are so fond of it's a far easier matchup. I just joust with the Lothal, playing the range game to guarantee they don't get the missiles off, while giving Dash flanking shots. Against token-stackers this Lothal really shines, especially at R1.

On 10/11/2017 at 2:10 AM, DR4CO said:

I'd consider dropping the Gunner for Han crew. There's not a lot in the meta that you'll miss against with a 4-dice primary, and the Gunner doesn't help you at all with the Ion cannon. That frees up 3 points for Dash, so you could consider Burnout SLAM, Glitters or even Countermeasures.

On 10/11/2017 at 3:40 AM, Astech said:

The gunner was absolutely crucial, since I could try and ionise Vader, then swap to a primary on QD whenever it failed.

One observation: whilst I see the value of gunner (because when you're paying for a 4-dice big stick, you want to be swinging it more turns than not) but at the same time, the ion cannon is important too against the right target.

I'd suggest a compromise; if you're taking Hera/FCS, consider saving 2 points (not 3) and dropping to Ezra Bridger crew. That gives you an offensive focus, meaning full mods (or near enough) whilst K-turning back and forth like the TIE/x7 that eat all the pies, but also gives you a better chance of not missing Vader in the first place.

On 10/11/2017 at 5:01 AM, Astech said:

I've found it better to ionise and set up for the next turn's range 1 primary (plus Dash at range 3) than just getting another damage in.

Definitely. So many targets just categorically will slip a single arc of fire if you let them. With a heavy swarm with 4-5 arcs of fire, you can build a dragnet people can't avoid. With one big ship, you can't afford to do that, and with one big ship whose primary weapon is arc-restricted, you need a means to pin someone down. Even if it's alternate one-two punches of ion and primary, it'll still do better than several turns in a row of no shot at all.

It's the same reason I think a bomber or two slotted into a TIE swarm will get more mileage out of ion pulse missiles than cruise missiles. Ya, ya, 5-dice attack, ve haf heard ziz all before. But the ion pulse missile ionizes you and makes you predictable when stuck in front of a TIE swarm .

1 hour ago, Magnus Grendel said:

One observation: whilst I see the value of gunner (because when you're paying for a 4-dice big stick, you want to be swinging it more turns than not) but at the same time, the ion cannon is important too against the right target.

I'd suggest a compromise; if you're taking Hera / FCS , consider saving 2 points (not 3) and dropping to Ezra Bridger crew. That gives you an offensive focus, meaning full mods (or near enough) whilst K-turning back and forth like the TIE/x7 that eat all the pies, but also gives you a better chance of not missing Vader in the first place.

Given average dice, Vader can easily evade an Ion Cannon turret, as can any of the AGI-3 Focus+Evade aces. If they're outside of arc, only triple blanks on their part would mean they could get hit, and inside arc you're still need three hits and they'd need to roll double-blanks. Whereas with Gunner, it's almost inevitable that they'll get hit.

If I do miss with the Ion (which I sometimes do intentionally to get a TL) then the gunner + FCS combo does an enormous amount of damage.

If you did not have Dash, what would you use instead that might replicate the results? I’m thinking Chewie?

5 hours ago, tonycanevaro said:

If you did not have Dash , what would you use instead that might replicate the results? I’m thinking Chewie ?

There's literally no replacement in the game for Dash here - not with the required combination of 4-die turret, amazing defensive potential and agility on the field. However, the next best choice would probably be a built-up Miranda. Something like:

Miranda Doni (48)
K-Wing (29), Twin Laser Turret (6), Extra Munitions (2), Harpoon Missiles (4), Rey (2), Bomblet Generator (3), Advanced SLAM (2)

Mirada's TLT is pretty good (although it can't punch through token stacked aces like Dash can), and her regen is pretty good defensively. Her bombs really help against anything chasing her, and the Harpoon missiles give you a edge against FSR2.

You also get an additional 4 points to spend on the Lothal, which I'd probably use on a pair of Flechette torps.

Another update on the progress of the list:

I went to the Australian Nationals over this weekend (I've just got back). In short, I went 3-3. Dice were partly to blame - doing 2 damage to a decimator with a HLC, focus and TL, twice in a row, is pretty absurd. Every single game was exceedingly close (although I had very decent MoV).

Kylo/RAC is indeed this list's great weakness. My very first game of the day saw RAC solo my whole list. Dengar/Nym was also pretty potent. I intriguingly lost to Nym/Miranda due to some BS dice and a single bad decision.

I'll be making a battle report shortly.