As I posted up last night, I went to the Martinsburg regionals yesterday (using a vacation day from work to do it! ?) I had been working on my regional list for a while, to avoid the "Throw something together the night before and see if it works" mentality that I normally go with. I had been running it at our store monthly tournament for a few months in various configurations, and I finally settled on the specifics this past Thursday.
Since I haven't actually posted it before, it was:
ISD1, Screed, Avenger, Boarding Troopers, Wing Commander, Leading Shots
Gladiator 1, Demolisher, Assault Proton Torpedoes, Ordnance Experts, Engine Techs
Raider 1, Instigator, Flechette Torpedoes, Ordnance Experts
2x Gozanti cruisers
2 Decimators, Valen Rudor
Superior Positions, Advanced Gunnery, Hyperspace Assault
The concept behind the build is to have two heavy-hitters (Avenger and Demolisher) doing the bulk of the work, and the Raider, Gozantis, and squadrons try to handle the squadrons, tying up any enemy fighter balls long enough that I don't die. Wing Commander is there on the ISD to ensure I can get the squadron command for Boarding Troopers, even if there's a slicer tools flotilla running around, and the ISD can also activate the fighters if necessary. @CyborgNinja has shown me the importance of disrupting enemy squadron balls with his expert level squadron play (all luck he will claim, he's very modest ?)! I had tried with just 4 activations, no engine tech, and 3 Defenders plus Stele and had a good 13 point bid, but I felt not having a fifth activation was just hurting my gameplay too much with Avenger and Demo.
I think I can safely say many people were surprised at how many participants showed up, with 36 starting the tournament! We had people from as far away as the Philadelphia area showing up! Four rounds was going to lead to a long day of playing.
Round 1 was against one of those Philly area guys, Marcus. He was running an Imperial list with an ISD2, Sloane, Weapons Liaison, Flight Controllers, Spinal Armament, Electronic Countermeasures, Expanded Hangar Bay, Avenger
Gozanti w/ Comms Net, 2 Gozanti w/ Repair Crews. Squadrons were Vader, Howlrunner, Dengar, Ciena, 2 Advanced, 3 Interceptors. He chose first player and selected my Superior Positions objective.
Deployment (except my squadrons, I took the picture too early). As you can see, I'm going for a pincer move with my anti-squadron components going for his squadrons.

End of turn 1. He's split his squadrons up but I'm not too concerned about it. My biggest concern is mis-timing my Raider run with my squadrons so it doesn't die before my squadrons can protect it from his.

End of turn 2. Some of his squadrons jumped out and attacked mine, which was fine. It allowed me to use Instigator with its Flechette Torpedoes earlier than I had planned for.

End of turn 3. Here we go! It's clobberin' time! He's obviously favoring my ISD over Demo. My Decimators are destroyed, but Valen is still up, and my Gozanti pair are doing some damage with their anti squadron shots.

End of turn 4. Demo is set up for a classic dual arc shot, and my Avenger is ready to pound the remnants into space dust! My Raider died unfortunately- it's defense tokens really are horrible.

End of turn 5. So apparently Gozantis can also shoot ships... Both of our ISDs were destroyed, mine dying to a single Gozanti shot removing my last hull point. Maybe I should do more than just spam navigation commands the whole game.

End of the game. Valen lived, Demo and my 2 Gozanti lived, and 1 of his Gozanti survived. It ended up being a 30 point MoV for me due to his objective tokens compared to mine (328-298, a 6-5 win). I ended up 21st of 36 (there were quite a few people that took their bye rounds).
Overall I was happy with the performance of the list, and this match pointed out the importance of something other than navigation commands.
Edited by emsgoof


















