The Seattle Regional completed my 3 week marathon of High-level competitive events. For Vancouver, I flew Poe, Lowhhrick, Fenn. For Portland System Open I flew Ion Chopper (w/ Zeb) and Strezra. It was my twist on the typical Ghost Fenn--designed specifically for the mirror match, which, naturally, I never came across, but I did come across Ghost counters...
For Seattle, I promised my girlfriend that it would only be a one-day event for me, regardless of how I did. I'm a gambling man, and willing to gamble on my continual inability to make the cut at high level tournaments. So I decided to take a list that I (a) would enjoy flying, and (b) would have the ability to kick Ghost/Fenn right in the nuts.
Here's what I came up with:
Fenn Rau (28)
Attanni Mindlink (1)
Autothrusters (2)
Concord Dawn Protector (1)
Guri (30)
Attanni Mindlink (1)
Advanced Sensors (3)
Autothrusters (2)
StarViper Mk. II (-3)
Virago (1)
Tel Trevura (30)
A Score to Settle (0)
Boba Fett (1)
Rigged Cargo Chute (1)
Anti-Pursuit Lasers (2)
Total: 100
View in Yet Another Squad Builder
Guri is my favorite pilot in X-wing and it isn't particularly close. So if I'm flying what I want and **** the consequences, that's where I start. Attanni has been one of my favorite mechanics since it came out (when the internet was positive it was terrible, before the internet realized it's actually really ******* good). It's interesting, it's original, it's a mental exercise, and post-nerf, it's still good even though nobody knows it. Hot-cop on Fenn is mean, right? Well it's a lot less mean if you have double focus on 2 ships.
I've flown my fair share of JM5K but the only one I've never flown is Tel. I started with rigged chute--the best 1 point scum can spend. With killing Ghosts in mind, I put in Boba and ASTS. APLs for bumpmastering and...would you look at that? 5 points left, "lets try out Tel", I thought, "he'll mitigate ASTS somewhat by sweeping nasty crits away for his brief second life."
Game 1: Bossk, Asajj
This is one of the weirdest games I've ever played.
Bossk lines up in the corner, with Asajj just inside. I put Guri and Fenn in the middle, with Tel lined up for a joust.
Guri drove hard up the gut, hoping to flank both or draw Asajj off. Tel and Fenn slow-played to draw them in. Fenn darted past Asajj in the opening combat but was barely, barely out of range 1, and Bossk dropped him to 1 HP. I hammered Bossk pretty hard and took him to 3 hull.
This is where it got weird. I crashed Guri, Fenn, and Tel all into Bossk so he was out of the game and Asajj crashed into Tel. Fenn died. Guri and Asajj traded range 2 attacks and I had a choice for how long I wanted that to go on. I had Adv Sensors and an enemy stuck at range 1 so focus+TL on every shot. Asajj was continuously bumping, so no mods. But 10 hits vs 5? I didn't like it, so I viper rolled back and 1 turned in. It gave Bossk a range 1 shot which brought her to 2 hull, but my opponent had planned on popping cybernetics with Asajj, pulling 5k, rotating arc, and blasting Guri at range 1. Only her new position blocked all that. Guri finished off Bossk which broke up the parking lot.
From there, Guri and Tel managed to bring Asajj to half and time ran out when Tel got blinded, but had 1 HP on his first life. Guri was out of range so that was it.
Win 52-49
Game 2: Quickdraw, Ion Vessery, TIE shuttle w/ tactician and focus officer
I flanked hard with Fenn and flew Guri up the middle, trying to draw them in. Tel was behind Guri, waiting for QD's shields to drop before Boba'ing something useful. Guri had a large rock as cover and I had a choice to cut left to hopefully flank, or drive straight to come to grips with or block QD. I went for the block and dove with Fenn. I missed the block by a fraction, Guri got erased and Fenn got ioned. Next turn, QD took a range 1 shot on Fenn out the rear arc, got 3 natties, I blanked out, and Fenn was off the table. Tel never got through QDs green dice and died shortly after.
Loss: 0-100
Game 3: Crimson specialist w/ proton silos, crimson leader w/ bomblets, AP-5 w/ Sabine & prox. Both bombers had engine upgrades.
Bombs are scary for my aces, but 2 dice primaries aren't.
My opponent set a fortress in the corner and my heart sank as I realized this game might be play grab-*** for 75 minutes and final salvo. There's a 0% chance I fly into fortressed bombers with trajectory proton bombs. I'll take the 8 vs 6 salvo, thank you, and shower away the shame when I get home.
Regardless, I sent Fenn up one flank and Guri up the other, with Tel in the middle waiting to commit. Luckily he broke the fortress after a turn, which allowed Guri to get behind the bombers and happily plink away at range 2 or 3 without fear of bombs and with turrets posing almost no threat.
Fenn turned away from the approaching bombers while Tel hurried to engage. AP-5 coordinating boosts on bombers is a cool trick and I tried to get Fenn away from it. Crimson specialist dropped a specialized bomb, which I saw coming, and tried to avoid it with Fenn, but he boosted into range to block my only escape path. Boom went the proton, major explosion-->direct hit+Sabine, dead Fenn.
****.
Luckily, Tel's suicide dive into the heart of it paid off. He was rattled but not bombed. Shaken, but not stunned. He Boba'd away Crimson leader's bomblets and GTFO'd with his 2 remaining hull.
Guri dropped crimson specialist while staying way the **** away from his protons. Then I got confused when he coordinated a boost on crimson leader. For some reason, I thought that was his final position, so I barrel rolled into a position that I knew would give AP-5 a prox drop, but gave me a shot on the severely wounded Crimson leader. But then CL moved and I realized I didn't have to do what I did. I could have just turned from where I was and have no risk of getting bombed.
Sometimes I'm dumb.
Guri killed CL and got proxxed next turn. She only rolled 1 hit+Sabine and was down to 2 hull (I lost a shield some time previous). My opponent called it there, knowing there was no earthly way AP-5 kills Guri and Tel in the 5 remaining minutes we had. But considering there were only 5 minutes and I had no intention of re-engaging with either ship, I couldn't count it as a full win.
Win: 78-49
Edited by Sekac