Not looking for suggestions to "use xyz list to counter xyz list" type discussion here.
Only looking for general in game on the table strategy to make the matchups a little less difficult or better prepared.
Some of what is listed below includes reposts from other threads or notes I already had.
Might be good timing to collect things into a "Meta Counter" thread as things begin to settle.
Feel free to add your own breakdowns and call out anything thats 100% wrong. I'll probably post more later.
Torkil Cartel
- Get a first engage from outside of Torkils Arc to chip some damage in before he starts to I0 things
- Ideally you can init kill a Cartel early but Torkil is the main target here. Without Torkil the list gets average fast.
- Be aware that Seevor is a trouble maker so if you have a chance at a quick kill on him take it.
- Cartels at R1 throw 4 dice, self explanatory but it matters. R1 of them is a bad place to be.
- Rocks are your friends, make the Torkil Cartel have to navigate them or deal with them after the first engage at least
- A straight joust trading shots with the entire thing typically ends badly, try something else.
Vader Soontir+
- Lots of variations on this, key is to not allow both i6s into the end game untouched.
- If all they offer up is the not i6 stuff then your on the clock to destroy those targets fast enough to have enough pieces left to deal with the i6s
- Vader is not a fully mobile arc dodger ( "yet", precog soon ) but his damage is crazy consistent. The longer he is on the table the more MOV you will bleed.
- Be aware that with burners ( and he should have burners ) Vader can fly through rocks, boost and action with his ability.
- Threaten the flank without "committing" to it. So you can switch targets if the Flanker picks its escape route.
- Catch Bumps or Land Close to the i6 things before they move, inhabit the space where their slowest moves go while the rest of your list threatens the faster options.
- Attack from multiple angles ideally from a far enough distance/angle that denies single reposition arc dodging.
- Cast a net and prey your allowed to focus fire (*Hint: Most Ace Players Opt Into Nets )
- Threaten Flanking Aces, make them choose their escape route
- Force a favorable joust ( these are tricky to engineer as the vast majority of Aces are built to win partial jousts )
- Use Rocks to restrict their escape or repostion options ( Fully Execute rules + Gas Clouds make this way less useful )
- Set up locks turns you know you have no chance to shoot them so the turns you do matter more, usually good to do this the turn you move to block
Tavson+
- Tavson is vulnerable to in game counter play. More so than most other good ships in the meta.
- Don't Shoot Tavson, its a darwin test
- Try to Avoid Tavson's arc, he only has one and cant reposition
- Gas Clouds are dumb but rocks/debri exist, use them. Make Tavson work for his joust or flank ( i.e. Work through rocks ).
- Get Behind Tavson and he becomes mostly irrelevant.
- Take pot shots at Tavson from out of arc only if he wont coordinate something thats also shooting you or jam you before you defend
- Destroy everything besides Tavson first. Almost Always unless the FO player did something really weird on approach.
- Your win condition can be Tavson on half points end of game, you dont need to destroy everything just play to 75 min if you need to.
- If you are using an Aces list you start the game with a massive advantage ( even with Phasma ). You just have to opt into that advantage.
- If you are using a Swarm List, especially 1 with 2 dice attacks be aware that Re-Enforced tavson says nope to alot of damage. More reasons why you shouldnt be shooting him.
- If you are running a Rebel Beef 4 ship list make sure you dont run this in a block formation, your advantage becomes your multiple arcs vs Tavsons 1 big arc. Dont get into a Big 4 ship box Arc v Big Arc battle.
- Dont block and then shoot tavson that defeats the purpose. Block him and shoot something else. 4 dice without mods isnt something you need to worry about.
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Things that hard counter Tavson involve mobility.
- Anything that can boost
- Anything that can k turn
- Anything with more than 1 arc or a rotate
- Anything that can approach out of formation ( Basically everything )
- Anything that can perma block Tavson ( U-Wings are excellent at this, not just to prevent mods but to prevent arc on target ).
- 100% dodging Tavson is possible but not necessary to win consistently.
- Important not to take the "dont shoot tavson" advice to literally.
- Allowing a full multi round Tavson flank isnt a great strategy either, but thats where rocks and mobility come into play. It is after all a game.
Sinker Swarm
- Buckle up for 75 minutes
- Sinker will turn away from combat to set up rerolls if necessary
- The entire sinker swarm is a threat even at R3. Focus Reroll on 2 dice is dangerous to pretty much everything besides a Re-enforced ship or 3 force/hate Force User.
- Gas Clouds changes the above statement considerably. If you have an ace dont be afraid to park behind a cloud. Just have `12% of a plan for the following turn if you do.
- Decide your target ( Burn down Sinker or his pals )
- If they have Ric as filler, Ric will 5 straight into boxes and yell "Its a Trap!" dont take the bait unless you blocked him. He will regen and flank you after losing a couple shields.
- If they have a second Arc 170, they will offer it up as a sacrifice. Kill it fast enough and its ok to target it. It becomes a serious blocker after the 1st engage.
- Republic players K-Turn alot with Arcs for some reason
- Rock Setup is really key here. The Torrents dials are heavily restricted so you can control the direction of their arcs with obstacles.
- Recycled engages looping around a cluster of obstacles work pretty well.
- Dont take to long to engage, you need every minute on the clock.
- Something in your list will be destroyed. End of story. Make sure its the "correct" thing. I.E. not the thing you need most end game.
- As with most "swarmy" lists you want the first engage to start putting damage into something while almost entirely outside of the giant damage blobs arcs.
- Helps stack init kills for following turns.
- Half pts requires 3 dmg cards on a torrent. Keep that in mind! Splitting fire and collecting half pts can win you the scramble drill end game.
Sear Swarm
- They will offer up 1 vulture as tribute sear fuel. TA175 triggers prevent Double Init Kill Turns.
- R3 is a very tricky place to trade against these. Networked + 3 Agility = The Clock Belongs to Roger Roger
- Pretty sure destroying 2 vultures within the same init window is helpful
- Similar to above Sinker Swarm comments you want an initial partial engage to chip in some damage.
- The trick is to take 1-2 hull off the designated sear sacrifice, so you can destroy it quick next rd and put damage into the next vulture target.
- You want to chain "vulture destroyed" + "next vulture loses 1-2 hull" turns
- Dont take to long to engage, you will run out of time.
- Often this will park 1 or 2 vultures on a "central pivot rock". Combat will toilet bowl around that area of the board.
- Targeting Sear first is typically a mistake, despite the fact that it increases the offense/defense of the entire list.
- Typically you will "feel" like your losing mid/end game, but your not. At any time these vultures can start to pop and pts will swing.
- Vultures have "awkward" dials that tend to want to hard turn. Take advantage of that. There are angles & ranges where they cant easily turn in on targets.
- If the list has probes, destroy the probe droids before the turn that everything would attempt to lock.
- If two probes on are on the table things get a little more complicated ( I dont know the best answer in these situations, I think its shoot the vultures )
- If a giant pile of target locks end up on a thing...keep that thing the **** out of as many arcs as possible.
- Gas Clouds make Vultures feel inadequate.
- Vultures typically set up "walls" instead of boxes. Attack a side of the wall and try to have obstacles in the way for when the other side of the wall tries to collapse in on your ships.
- Attacking from multiple angles helps considerably.
- Keep in mind though that Ta175 says "gains calculate" which means Vultuers that K-Turn or Talon or Stress are still a serious threat.
Ketsu Old T+
- Ketsu can tractor at Range 1-3 if he lands a hit on offense
- Do not engage near rocks or obstacles, turn zero rock placement matters
- Try to create big wide open spaces and engineer an initial engage there
- Ketsu wants to keep the arc facing forward, take advantage of that ( no boost or roll )
- Absolutely do not be R1 of Ketsu in its forward arc, if you are you deserve what happens next
- Ketsu can tractor friendly ships, this is very useful pre-first engage to adjust Old T's trajectory before the "fang fightas gotta go fasta" turn.
- If they give up Old T at Range 2-3 for some reason, take some pot shots at Old T
- Old T tends to function as this lists "End Game" get rid of him
Republic Regen Aces
- General tactics against Aces apply, though Jedi are much capable of dealing with blocks, rocks, and being forced to reposition.
- Generally speaking I find it more valuable not to block jedi. Potential shots are precious and rare. Take them if you can get them.
- Which ever Jedi have regen will accept seemingly bad trades and lock alot.
- See Regen Ric Sinker Swarm Comments ( He will go in the box )
- Take meaningful shots at whatever they give you I guess.
- Dont chase and get flanked later without a plan.
- Go all in at the thing(s) that dont have Regen to get "guaranteed" points without splitting fire.
- Use Debri so Jedi have fewer panic escape routes. Block Ric because you can.
- Forcing them to take the escape route over a rock + boost + regen is still technically helpful.
- Anticipate the sloop or kturn instead of regen disengage.
- Shoot the Jedi that has fewer force charges, keep pressure on so they cant regen the force.
- Save your end game ships for end game.
- Sounds simple but you dont want to be trading pts on your end game pieces because you cant get them back.
- Dont pretend that Regen Obi or Ani or Ric is on half, they are not, not yet. Dont count half pts until you have it for sure.
- Some Jedi players will keep all 3-4 pieces "close" together. If that happens you can put their entire list in a box and split fire as things disengage to regen.
- Big picture matchups against Regen Jedi are about "favorable" mini engagements.
- You know that they will typically not be fighting with all their guns every round.
- Key is to make those turns unfavorable to them even if they "earn" a free flank in the process.
Placeholders ( Pick One )
- Big Deal+
- Lateral Fortresses ( Quad Vipers, Trip Phantoms+ )
- Redline+
- Palp Jendon Alpha ( Trip Inq, 2x Inq Soontir etc. )
- Rebel Leia Beef ( UUUU, Biggs, Cassian )
- Fat Han+
- Scum Control Jank
- AAAAA
- SFSFSFSFSFSF
- Rebel Trench Run ( 2x Torp or EE+ )
- Roger Roger Roger Roger Roger Roger Dooku
- Sloane+
- Boba Guri
- Sun Fac+
- Precog or Supernatural or Advanced Sensors Aces+
- Snapshot Swarms