Hyperspace: how I was in the wrong

By ScummyRebel, in X-Wing

Just came back tonight from my first Hyperspace event (not organized or supported by FFG OP).

I know I’ve been a vocal opponent of the format, but... I had fun. Lots of it.

I wouldn’t want it to be the only format, and that concern remains if more stores pick that format, but it’s not bad to be locked in now and then.

I’m still hoping to see epic 2.0 and other good things not around the Hyperspace format, but I’m going to make an effort to reduce the salt intake on the state of the game.

PS - Resistance is bonkers good in Hyperspace (well their small base ships are). I didn’t fly them, but I got beat up by them a lot.

I think I did well to want to do most of my games in Hyperspace, especially after seeing the final of the national New Zealand... :mellow:

Man, so I played a smaller (8 person) tournament today and the only Hyperspace legal list won outright.

Close though, my Imperial squad went to final salvo against it in the first, and ended with higher MOV overall. But it’s a fearsome beast.

Dont sleep on triple Upsilons, especially with Phasma. I’m trying to think what can beat it in hyperspace, and there isn’t a lot of options.

Imperial and Rebels are going to get curb stomped by it. Thannison, Tavson, Dormitz is my prediction for the first monster Hyperspace list. I really feel FO and Resistance are going to thoroughly dominate it.

But triple Ups… so much beef… so much attack… so much Alpha.

Being a Resistance Main is why I'm not fussed about it being the standard format. My triple HLC X-Wings are not bad at all.

I played this list today in nz nationals side event...

Fenn Rau (68)

Zealous Recuit (44)

Zealous Recuit (44)

Zealous Recuit (44)

200pts

it was loads of fun to fly and surprisingly resilient. went 2-1-drop (4 rounds).

Edited by Da_Brown_Bomber

Looking forward to it!

I’m not sure how I confused @Rexler Brath - I’m just admitting to trying something and realizing maybe I was too harsh before. I’m not switching religions, going Hyperspace evangelist all of a sudden. It’s no secret to the forums I was very vocally against Hyperspace, in large part because “can’t fly all my ships.”

I still would like to fly extended some/most of the time because I do actually like finding use cases for all the ships I have. However I have no longer have objections flying in Hyperspace, and I would even accept it as a way to draw new players in for some events. It’s not Inherently going to make me pass on an event just because it’s hyperspace.

7 hours ago, Captain Lackwit said:

Being a Resistance Main is why I'm not fussed about it being the standard format. My triple HLC X-Wings are not bad at all.

The bonkers lists I’ve seen after yesterday were all 4-ship, some combination of t70 and awing. Lulo, Tali, Poe, and really I think Snap are very solid. Played against Ello and Nien and they were OK, more for the pilot initiative.

8 hours ago, millertime059 said:

Dont sleep on triple Upsilons, especially with Phasma. I’m trying to think what can beat it in hyperspace, and there isn’t a lot of options.

Imperial and Rebels are going to get curb stomped by it. Thannison, Tavson, Dormitz is my prediction for the first monster Hyperspace list. I really feel FO and Resistance are going to thoroughly dominate it.

But triple Ups… so much beef… so much attack… so much Alpha.

I saw that list yesterday, and was thankful I didn’t come across it. My FO list would have been hosed.

The key to Ups is to survive the alpha, which means seeing its coming and then not being in range of all of them. It’ll be hard, especially against a good player, but I’d start with trying to pack the rocks as tight as possible and force them to burn collision detectors, if any, on the start. Then outmaneuver and get behind.

IF you can get behind, it’s all over for them. Just that first, deadly pass.

Resistance and Scum are best equipped for this with awing and fangs. Maybe the t65 can if you’ve got sfoils closed to get the mobility until you’re around them?

I’d be very sad playing imperials and trying to deal with that list. Or Tie FO/Tie SF lists like mine.

10 minutes ago, ScummyRebel said:

I’m not sure how I confused @Rexler Brath

You said something positive about hyperspace

Rexler is an Imperial ace and corrupted by the dark side. That means he only understands hate so any post that's constructive or positive confuses him.

58 minutes ago, svelok said:

You said something positive about hyperspace

Fixed it for you

3 hours ago, ScummyRebel said:

I’m not sure how I confused @Rexler Brath 

Don't stress on it. They click confused allot of the time and I haven't seen them actually post in a few months.

3 hours ago, ScummyRebel said:

saw that list yesterday, and was thankful I didn’t come  across it. My FO list would have been hosed.

The key to Ups is to survive the alpha, which means seeing its comin  g and then not being in range of all of them. It’ll be hard, especially against a good player, but I’d start with trying to pack the rocks as tight as possible and force them to burn collision detectors, if any, on the start. Then outmaneuver and get behind.

IF you can get behind, it’s all over for them. Just that first, deadly pass. 

Resistance and Scum are best equipped for this with awing and fangs. Maybe the t65 can if you’ve got sfoils closed to get the mobility until you’re around them?

I’d be very sad playing imperia  ls and trying to deal with that list. Or Tie FO/Tie SF lists like mine. 

So let me detail the lists, the approach, and how it worked out. Because my list survived the initial joust best, though did not kill the most, on the day.

Me: Feroph with Death Troopers, Sai with Sloane, Howlrunner, Night Beast, Academy Tie.

him: Thannison with Phasma, Hyperspace tracking and hull upgrade

Tavson with electronic baffle and Hyperspace tracking

Dormitz with Hyperspace tracking

Both lists want to come and punch you in the face. Now mine did fairly well on the initial joust, only loosing shields on the shuttle. The reaper coming in from the side. And I did decent damage back.

But here’s the trouble. That lists all deploys forward at I6. Most ships will not have the luxury, or even possibility to avoid the joust. The best you can do is split deployment and try and get a flank. But that relies on your list not needing to be in formation (which 4/5 of mine needs to be in, but the reaper is my flanker) and being maneuverable enough to achieve this.

But no matter how I deploy the shuttle, it will be literally impossible for me to avoid shots. I deploy sideways and run, he 3 banks and shoots with mods still. Because their dial is pretty good, and they deploy after me. So my optimal move is make it unappealing. Reinforce. And with Howlrunner moving last my deployment plan is rush the academy forward, pin them if they go fast, to prevent them getting a lock on Howl. Night Beast 3 forward focus evade, howlrunner focus. Locks are on the shuttle. Reaper gets into R2 on the side of Thannison (we deployed down the left side of the board).

Now the win state of my list, and most, is survive the initial onslaught and get behind with enough firepower to clean up. A tough order, but what is needed. The problem is two fold.

Thats a lot of beef

Phasma makes the second part really difficult

Because after surviving the initial joust I had traded the academy, Sai, and one damage onto the Reaper for shields on Tavson and Thannison, two on Dormitz, and a damage card or two on Thannison. Dormitz is double stressed, and Tavson on a debris and stressed. Night Beast and Howlrunner doing a 3 or 4 k would be beautiful right now, would get me behind all 3. Feroph would love to aileron left, sloop right, as that’s going to get me behind the shuttles as well.

But Phasma. I can do none of that because Phasma. Howl and Night Beast do 3 blues to jump Thannison, but because his ships aren’t moving, will take multiple turns because I keep getting that stress. Same for Feroph. Stressed, so no aileron. The only move I can perform that doesn’t bump is a 3 bank left, but that won’t clear stress, and all but ensures I won’t get another shot.

So this list makes the very thing you need to do, get behind it, very difficult to achieve in practice. Once I got behind and facing the right way, my two remaining TIEs did work.

Slowly because they rolled evades at about a 66% rate from there out.

But it just wasn’t enough firepower to kill before time. It ended in a tie. Thannison dead, Dormitz and Tavson each at 2-3 hull left. My two ties untouched.

But until you play it, do not think it is easy to avoid. I believe that, because they deploy at I6, it is literally impossible for most ships, except those with 5 straight and boost that deployed facing parallel to the board edge, to avoid those initial shots. This list is a terrifying monster.

To put in perspective, none of my other games of the day went to time, or even took more than 40 minutes. In fact the practice rounds that was true as well. It is brutally effective at killing things, and usually pretty resilient to not dying, only twice have I even lost a ship with it.

But triple Ups is a whole different level. Quad munitions Jonus, Redline, Deathrain, Bomber? It came the closest to killing it. There was only a single Upsilon left.

It still wasn’t enough.

Phasma is the secret sauce. At 5 points, one fewer than Death Troopers, you have perhaps the best control piece in the game.

I find it really funny that Mara Made was trash in 1.0 but suddenly becomes amazing in 2.0 as Captain Phasma...

2 minutes ago, Deffly said:

I find it really funny that Mara Made was trash in 1.0 but suddenly becomes amazing in 2.0 as Captain Phasma...

Stress maters more in 2.0. No Ezra to laugh it off.

2 hours ago, Deffly said:

I find it really funny that Mara Made was trash in 1.0 but suddenly becomes amazing in 2.0 as Captain Phasma...

It was trash in 1.0 because everyone you wanted to stress had PTL anyways so couldnt stack stress, or had TLT and could give two ***** about turning around and having arc on you. The ships could just fly away from you and TLT you to death, and in Mirandas case, regen while she does it.

Resistance han actually has a pretty good bead on beating triple jumps. If han places first, you guarantee no fortress and can start attacking turn one while giving your support time to flank. If you place second, you get peak fortress disruption and can find yourself in position to flank immediately.

My res han list clocks in at 197, which beats this one at 198. I can drop it as low as 195 without losing too much efficiency

On ‎1‎/‎27‎/‎2019 at 3:22 AM, ScummyRebel said:

Just came back tonight from my first Hyperspace event (not organized or supported by FFG OP).

I know I’ve been a vocal opponent of the format, but... I had fun. Lots of it.

I wouldn’t want it to be the only format, and that concern remains if more stores pick that format, but it’s not bad to be locked in now and then.

This. I've so far played very few games, but I've played 1 Yavin format, 1 Hyperspace format, and one Extended format.

Varying formats between events means you know you're going to have a fundamentally different experience each time.