For the Intermountain Cup Tournament I wanted to bring something "off-meta, but effective". By this I meant:
- Not something I'd see others playing
- Something fun to play (and ideally something I made instead of net-listed)
- Strong enough to at least do okay in a tournament
These can be simplified to:
- Play something I like that's unique to me
- Play something that won't get stomped to death all day
So no net-listing; that's not fun for me... I might as well not go to the tournament. The list-building aspect of the game is part of the fun. But I also didn't want to spend all day losing helplessly and having a bad time. I'm not a tournament player; I fly mainly casual jank. If I was going to go to a tournament at all, I wanted to bring something that wouldn't leave me feeling awful all day. That's a tough combination of goals.
After floundering for a while on what I wanted to fly, and flying a bunch of stuff that didn't grip me, I revisited my old fleet called Wullffwarro War Crimes (hereafter "WWC"). This is my favorite 2.0 fleet currently, but at the time it was not very good. It was a decent casual night list, to put it charitably.
This post is the journey of improving it, practicing with it, and ultimately, how well it did at the tournament.
Here's the original (bad) fleet :
Wullffwarro (56)
Trick Shot (4)
Saw Gerrera (9)
Hull Upgrade (3)
Ship total: 72 Half Points: 36 Threshold: 5
Jan Ors (43)
Elusive (3)
Moldy Crow (18)
Ship total: 64 Half Points: 32 Threshold: 3
"Dutch" Vander (40)
Selfless (3)
Ion Cannon Turret (5)
Adv. Proton Torpedoes (6)
R4 Astromech (2)
Veteran Turret Gunner (8)
Ship total: 64 Half Points: 32 Threshold: 4
Total: 200
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58X133W58WW164Y46X119WWWWW156Y27X130W138W134W5WWW90&sn=Wullffwarro War Crimes&obs=
Here's a preview of the version I took to the tournament :
Wullffwarro (56)
Trick Shot (4)
Saw Gerrera (9)
Targeting Computer (3)
Ship total: 72 Half Points: 36 Threshold: 4
Jan Ors (43)
Moldy Crow (18)
Ship total: 61 Half Points: 31 Threshold: 3
Wedge Antilles (55)
Outmaneuver (6)
R2 Astromech (4)
Servomotor S-Foils (0)
Ship total: 65 Half Points: 33 Threshold: 3
Total: 198
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58X133W58WW249Y46XWWWWW156Y5X126WW2WW142&sn=Wullffwarro War Crimes 8&obs=
Style and Goal of the Fleet
WWC's gimmick is it has the potential to throw up to 7 double-modded dice in a single attack. 3-dice base + 1 range + 1 trick shot + 1 jan ors + 1 damaged wullffwarro. More realistically, Wullff tends to throw 4 - 6 dice regularly, with both a target lock and Saw to mod focus results. With Saw he can also damage himself to trigger his ability, in case enemies are avoiding damaging him. On paper, the damage output is legitimately terrifying: for example on 6 dice it has a 99% chance to roll 5+ hits/crits, or 93% of all 6 hits/crits (more odds here ). Many of these are crits, thanks to Saw.
To wit: Angry Wookies have right of way.
Jan's role in the list is to live long enough to continue providing support, and to occasionally add much-needed damage with her forward arc or wimpy turret.
Dutch for a long time was a crutch to the fleet, and I struggled to figure out what to do with him. He was indeed necessary... Wullff lacks any locking capability, which severely stunts his damage output. Dutch could solve this problem, leaving Wullff pretty action-ambivalent. He could reinforce (which is weak in 2E but not necessarily useless), focus for defense or non-saw offense, or occasionally barrel roll if he could handle the stress next round. But beyond that, dutch struggled to contribute.
Early Problems
The core problem the list had was a lack of teeth. Nevermind that Wullff can explode with death-star-levels of power; his allies were milktoast at best. Variations of the list gave Dutch either Proton or Advanced Proton torpedoes, but he could never consistently get either out of the tube against the targets he most needed to kill, because he's init 4 and not especially mobile (and his lock was mainly to benefit wullff, even at his own expense). Giving him double-tap capability was interesting, but ultimately he spent most of his time as a points-pinata with one gimmick that I missed once he died (Wullff really wants that lock). Jan is alright with the title -- 3 dice isn't bad and she's usually focused -- but she's also delicate and not especially scary on her own.
Once Wullff died, the list lacked any serious teeth and it was often over.
The second problem was mobility. Dutch is alright at this (funny, the Y-Wing is the mobile one), but Jan and especially Wullff suffer from very unfriendly dials. Jan can rotate her turret but a 2-dice attack isn't impressive; she really wants to bring her front arc to bear when able.
Against aces, this list suffered a lot. Both Wullff and Jan had trouble once isolated by higher-init foes. Dutch, Wullff, and Jan each had trouble with staying power: in a 3-ship list, it's bad to lose a ship fast to focused fire.
Initial Restructuring
When I decided to resurrect the list, I looked it over and concluded most of the upgrades could be stripped away, leaving me with this core:
- Wullffwarro with Trick Shot + Saw (and Trick Shot is negotiable)
- Jan Ors
- Dutch
This gave me 48 to 52 points to play with, ideally adding a 4th ship. This would give me more hull and firepower to play with... in theory.
I asked for suggestions and people recommended a generic E-Wing or Jek Porkins. I also thought about adding Biggs for defense, or attack shuttle Zeb for a cheap 3-dice ship. Because I was pressed for time (limited practice days and not many weeks before the tournament), I never actually tried people's suggested Jek or E-Wing, which I feel bad about.
Biggs was an improvement over the base design. He added good firepower and helped keep allies alive, however he had to fly close and wasn't quite doing the trick. Zeb was a delicate disaster with a bad dial, who I will not revisit again. >:(
Here are a few of the iterations I tried.
WWC2
Wullffwarro (56)
Trick Shot (4)
Saw Gerrera (9)
Hull Upgrade (3)
Ship total: 72 Half Points: 36 Threshold: 5
Jan Ors (43)
Elusive (3)
Moldy Crow (18)
Ship total: 64 Half Points: 32 Threshold: 3
"Dutch" Vander (40)
Ion Cannon Turret (5)
Proton Torpedoes (13)
R4 Astromech (2)
Shield Upgrade (4)
Ship total: 64 Half Points: 32 Threshold: 5
Total: 200
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58X133W58WW164Y46X119WWWWW156Y27XW138W136W5W165WW&sn=Wullffwarro War Crimes 2&obs=
WWC4 (not sure what happened to 3, but it's not the only iteration I didn't bother to write down)
Wullffwarro (56)
Saw Gerrera (9)
Ship total: 65 Half Points: 33 Threshold: 4
"Dutch" Vander (40)
Crack Shot (1)
Ship total: 41 Half Points: 21 Threshold: 4
Jan Ors (43)
Ship total: 43 Half Points: 22 Threshold: 3
Jek Porkins (46)
Elusive (3)
"Chopper" (Astromech) (2)
Servomotor S-Foils (0)
Ship total: 51 Half Points: 26 Threshold: 3
Total: 200
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58XW58WWY27X116WWWWWWY46XWWWWWY3X119WW0WW142&sn=Wullffwarro War Crimes 4&obs=
WWC5
Wullffwarro (56)
Saw Gerrera (9)
Ship total: 65 Half Points: 33 Threshold: 4
"Dutch" Vander (40)
Ship total: 40 Half Points: 20 Threshold: 4
Jan Ors (43)
Ship total: 43 Half Points: 22 Threshold: 3
Knave Squadron Escort (52)
Ship total: 52 Half Points: 26 Threshold: 3
Total: 200
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58XW58WWY27XWWWWWWY46XWWWWWY24XWWW&sn=Wullffwarro War Crimes 5&obs=
WWC6
Wullffwarro (56)
Trick Shot (4)
Saw Gerrera (9)
Ship total: 69 Half Points: 35 Threshold: 4
"Dutch" Vander (40)
Ship total: 40 Half Points: 20 Threshold: 4
Jan Ors (43)
Ship total: 43 Half Points: 22 Threshold: 3
Biggs Darklighter (48)
Servomotor S-Foils (0)
Ship total: 48 Half Points: 24 Threshold: 3
Total: 200
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58X133W58WWY27XWWWWWWY46XWWWWWY7XWWW142&sn=Wullffwarro War Crimes 6&obs=
WWC7
Wullffwarro (56)
Saw Gerrera (9)
Ship total: 65 Half Points: 33 Threshold: 4
"Dutch" Vander (40)
Ship total: 40 Half Points: 20 Threshold: 4
Jan Ors (43)
Moldy Crow (18)
Ship total: 61 Half Points: 31 Threshold: 3
"Zeb" Orrelios (34)
Ship total: 34 Half Points: 17 Threshold: 2
Total: 200
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58XW58WWY27XWWWWWWY46XWWWWW156Y68XWWW&sn=Wullffwarro War Crimes 7&obs=
WWC8
Wullffwarro (56)
Trick Shot (4)
Saw Gerrera (9)
Targeting Computer (3)
Ship total: 72 Half Points: 36 Threshold: 4
Jan Ors (43)
Elusive (3)
Jyn Erso (2)
Hull Upgrade (5)
Shield Upgrade (6)
Moldy Crow (18)
Ship total: 77 Half Points: 39 Threshold: 4
Biggs Darklighter (48)
R4 Astromech (2)
Servomotor S-Foils (0)
Ship total: 50 Half Points: 25 Threshold: 3
Total: 199
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58X133W58WW249Y46X119WW40W164W165W156Y7XW5WW142&sn=Wullffwarro War Crimes 8&obs=
There are lots more of these that I tried but didn't write down, especially variations on Jan + Wullff + Dutch tweaking crew, talents, etc.
I spent around a couple of months trying iterations (as well as a few entirely different fleets, looking for something that gripped me), playing around 3 - 6 games a week. Problems with these lists included:
- not having Moldy Crow for the token storage and a decent attack, but also for the wider arc coverage
- still not having enough firepower or threat
- not being able to remotely deal with the fleet's natural predator, ace lists.
So while a worthy line of investigation, none of these fleets really paid off. Thouth WWC8 above was promising, removing Dutch entirely.
The Turning Point
About a week or two before the tournament, Targeting Computer became available. Dutch had always been a rather awkward crutch to the list (and no matter how I kitted him out, he didn't seem to pull his weight), so I decided it was time to finally replace him. Targeting Computer freed Wullff from actively needing support; Jan's help was nice but not necessary, and we no longer required Dutch's services. With Saw and Targeting Computer (and optionally Trick Shot), he was a strong, independent wookiee, and that was fantastic!
The problem? I only got my copy of Targeting Computer (and thought to make a proper version of the fleet with it) on the Thursday before the tournament, my last practice day. I'd spent so much time trying other fleets, and trying dead-end iterations of this fleet, that I was out of time. Schedule conflicts guaranteed this would be my last chance to practice the fleet, and nobody was available to fly competitive lists against me. Uh-oh.
The Final Version
With some restructuring and lots of thought about what the list really needed, I decided on Wedge. Wedge is a beast of a ship. He's an ace, meaning he preys on many of the ships that prey on Wullff. His ability cuts through normally solid defenses, especially with Outmaneuver, and that makes a lot of agile ships very twitchy about being flanked. And he's so threatening that he produces something the fleet desperately needed: split threat. With Wedge on the team, it's no longer clear who to fear, and when I split my fleet apart, foes didn't have a clear answer of where to turn and fight. Jan can support either Wullff or Wedge, and with outmaneuver, Wedge is extremely dangerous for agile ships to ignore. With Wullff throwing 5 or 6 dice, I can offer a devil's bargain to my opponent.
With some advice from friends to give Wedge R2 Astromech for some emergency retreat-and-heal ability, here's how the final list looked (repeat of above):
WWC9
Wullffwarro
(56)
Trick Shot (4)
Saw Gerrera (9)
Targeting Computer (3)
Ship total: 72 Half Points: 36 Threshold: 4
Jan Ors
(43)
Moldy Crow (18)
Ship total: 61 Half Points: 31 Threshold: 3
Wedge Antilles
(55)
Outmaneuver (6)
R2 Astromech (4)
Servomotor S-Foils (0)
Ship total: 65 Half Points: 33 Threshold: 3
Total: 198
The two remaining points might have been useful for Engine Upgrade on Jan, since I did occasionally need to boost out of arc etc, but honestly I think the bid helped more.
The two practice games I played that day went positively, and I was able to shake out a little bit of strategy, but not much. It was all casual lists that day; I'd arrived too late to play against the tourney fleets. Most importantly, my arch-enemy list type (cagey ace lists, particularly jedi) wasn't available to practice against in any form, so I was going into the tournament relatively unpracticed. This is something I regret, but it couldn't be helped.
Goal for this Tournament
Revisiting my earlier goals:
- Play something I like that's unique to me
- Play something that won't get stomped to death all day
I had succeeded at #1: Nobody's bringing this fleet, I could guarantee it. This was my creation, the product of my uniquely sick mind. There's just something satisfying to flying something I built, whatever its flaws. Compare that to the relatively (IMO) soulless act of netlisting; it's fine as a strategy and probably necessary to win tournaments, but I don't find it fulfilling. I'd rather stay home than fly something I don't enjoy.
Point #2 was more uncertain. I honestly didn't know how well the list would do in a real fight, but I pessimistically expected it to lose, brutally, most of the day. So I made a promise with myself: I'm going to go and enjoy this day as much as possible, and try to not stress too much. I'm going to give it my all, but I'm okay with doing poorly. If I'm in the middle of the rankings instead of last, then I've done really well.
There was one final thing to address: I don't enjoy long tournaments because they exhaust me, physically, mentally, and emotionally. 14 hours of x-wing just destroys me . During Campaign Against Cancer I had a really bad time even though it was a much more casual tournament (our local tradition is to bring silly casual lists). Such a fun and casual tournament should have been my jam, but instead I spent the day tired, irritable, and consistently making the same mistakes over and over again and not learning from them. I went home that day angry with myself and ruminating on all the mistakes I could have avoided. I'd flown the older version of WWC that day and should have done at least okay, but by round 3 or 4 I was too tired to function. It ruined the tournament for me. And IMC was going to be a much tougher tournament.
To resolve this problem, I decided to do something I've never done before: rely on caffeine. I've only recently started drinking tea, in small quantities; I've never been a caffeine person, never had coffee, and I don't drink any soda or energy drinks (haven't been into soda since childhood). Caffeine has just never been my thing. But now that I'm starting into tea at work, I figured I could drink tea at the tournament and be a bit more alert, hopefully avoiding the mental exhaustion that destroyed me last time. I bought a bunch of bottles of pre-brewed tea that I could shove in my bag, along with some water bottles.
Spoiler alert: It dam* well served its purpose, in spades. Not only was I not tired and miserable, but I probably drank too much and spent the day jittery. On balance and in retrospect, I preferred that, because I actually had a good time at this tournament. The Spiffing Brit would be proud of me.
It Begins
Here's the TTT link to see other lists, points, MOV, SOS, etc.
Two years ago I won the last Intermountain Cup with the infamous first edition Triple Auzitucks list. Long story short:
- I had a first-round bye from that tournament
- We didn't do IMC last year because 2.0 released right as the tournament was scheduled, and the TO wanted to let people learn 2E first. So I still had that bye.
- The extremely negative play experience the Triple Auzitucks (with Expertise and Tactician) created for other players is another reason why I avoid the top meta.
- I'm now known for flying that auzituck list.
-
It was hilarious to multiple people (including the TO) that I was flying an Auzituck again, despite FFG's unbridled hate-nerfs to the ship.
The TO was really hoping I would win this tournament because that would be hysterical, me coming back with an Auzituck and taking first place again. I wanted to moderate my expectations a bit more than that. The important thing here though is I had a first-round bye, so I sat around relaxing and occasionally watching other players play, and I wonder how it affected my score moving forward. *shrug*
Round Two I fought Bruce Young's imperial inquisition:
Soontir Fel
TIE Interceptor
(64)
Shield Upgrade + Targeting Computer
Inquisitor
TIE Advanced v1
(42)
Fire-Control System + Cluster Missiles
Inquisitor
TIE Advanced v1
(43)
Fire-Control System + Concussion Missiles
Colonel Jendon
Lambda-class T-4a Shuttle
(50)
Jamming Beam + Director Krennic
I apparently did pretty well, despite still being pretty shaky with my list. 142 to 36 points.
It turns out, Soontir can evaporate pretty quickly against my fleet. He's one ace I'm quite happy to fly against, because one mistake against Wullff or Wedge and he's probably off the table. I spent about half of the game not firing with Wullff, and Wullff's job turned out to just be to chase Soontir around and keep him from daring to engage; when he finally did engage, his allies were gone and he quickly died to the firepower. The Inquisitors didn't get many missiles before death, and both took devastating shots and spent a lot of time trying to escape arcs and swing back around. I was surprised at how fast the Lambda cooked too, once I focus-fired it.
This was a good start; these are the ships Wullff and Wedge like to hunt. This player played pretty well and was good at avoiding taking unnecessary hits, but in the end I was able to do so much damage that he spent a lot of time in damage control, trying to not trivially lose ships he needed.
He did have one very unfortunate mistake, landing his lambda barely clipping an asteroid. He was at range 1 to devastate Wullff, could have been a near-lethal shot. But it didn't materialize, because rocks. That was fortunate.
Round three I fought Jon Craft; I think the fleet's name is "blue squadron irregulars".
Blue Squadron Scout
UT-60D U-wing
(47)
Hera Syndulla + Pivot Wing
Blue Squadron Pilot
A/SF-01 B-wing
(43)
Fire-Control System
Blue Squadron Pilot
A/SF-01 B-wing
(43)
Fire-Control System
Blue Squadron Escort
T-65 X-wing
(43)
R4 Astromech + Servomotor S-foils
Bandit Squadron Pilot
Z-95-AF4 Headhunter
(23)
Lots of bulk and firepower. Thankfully, I was able to lure him with Wedge on the edge of the table and then run away into the corner when he expected me to turn in and fight, giving Jan and Wullff a bit of a better approach. Wedge then swung around and started nuking from behind. I ended 200 to 136.
Round four I fought Nate "Tsunami" Johnson and his Resistance Beef list:
Lieutenant Bastian
T-70 X-wing
(48)
Integrated S-foils
Jessika Pava
T-70 X-wing
(51)
Integrated S-foils
Temmin Wexley
T-70 X-wing
(55)
Integrated S-foils + Composure
L'ulo L'ampar
RZ-2 A-wing
(46)
Crack Shot + Predator
The core problem was the amount of damage output, paired with the extremely high health of the whole fleet. The whole fleet is so well-moded on attack and often defense, it was hard to deal with. I ended up losing this fight 122 to 200. But I fought **** hard. A few mistakes (like forgetting to regen Wedge when I could) really hurt me. I beat myself up over this performance a bit, because I could have done so much better, but oh well. I managed to do a lot of damage, but just couldn't finish stuff when I really needed to.
I did have an interesting targeting choice at one point that's worth examining. I had Wullff lock Temmin. When it came his turn to attack, he could fire at Temmin for a fully modded 5 dice, or he could target Jessika for singly-modded 7 dice. Both targets were focused, and Jess had her charge. After thinking it through, I targeted Temmin. Jess would be rolling 3 green dice doubly-modded compared to Temmin's singly-modded 2 dice, and I considered Temmin to both be the more dangerous threat, and the target I could more likely finish off later (Jess' job is usually to absorb shots and waste the player's offense, and I didn't want to fall into that trap). I'm interested in what people think of this choice.
Round five I fought a bit of an easier matchup, Dennis' Redline fleet:
Rexler Brath
TIE/D Defender
(90)
Juke + Fire-Control System
"Redline"
TIE/ca Punisher
(75)
Advanced Sensors + Proton Torpedoes
Onyx Squadron Scout
TIE/ag Aggressor
(35)
Ion Cannon Turret
This could easily have gone either way, but I enjoyed some dice luck and managed some good positioning too. Redline brutalized me with proton torps and primary attacks, but thanks to range shenanigans she never got her 2nd torp off. Rexler was a regular problem but I think Wullff got some shots into him and that helped a lot. Mad props to him for flying a TIE Aggressor too! That ion cannon was a constant problem and it put me in some very serious danger on a regular basis. I won 200 to 105. I don't remember exactly why (it's been too long now), but we felt like some clutch moments of dice luck had helped me quite a bit.
I had now made it into the top 8, which was well past where I had expected to land. But I really, really wanted to be in the top four. The painted ship prizes for the top four players were gorgeous!
I wanted to win one of these (hopefully the image url works):
Let's recap: I was flying a silly jank fleet. I had no right getting into the top four with this hot mess. But I wanted it , and now that I'd already gotten this far, I had my hopes up.
Unfortunately, the next list dashed my hopes and dropped me back into reality. My natural predator had found me: cagey aces .
Match 6: Mike "Epicenter" Sausedo
Darth Vader
TIE Advanced x1
(75)
Afterburners + Fire-Control System
Grand Inquisitor
TIE Advanced v1
(60)
Concussion Missiles + Fire-Control System
"Duchess"
TIE/sk Striker
(58)
Proximity Mines + Fifth Brother + Crack Shot
When I say "cagey aces" I mean f****** cagey. Mike knew his fleet really well, and he consistently flew his aces in an extremely cautious manner, always running away rather than engage, unless they had the perfect opportunity. This fight was a long, unfun grind of gradually approaching and trying to pin his aces between multiple arcs so he couldn't run, failing, paying the price, and trying again.
Had I had more time to practice this final version of my fleet, I could have done better. Especially if I'd gotten to practice with wedge against cagey aces more. But unfortunately, this was where my luck and experience ran dry. This was a painful, brutal reality check. I made a few mistakes but mostly did my best, and it just wasn't enough.
What really kills me is, looking at the other top 8s, I would have loved to fight literally anyone else except Jaxon's jedi + ric list. Most of those fleets would likely have been Wullff food, or at least a much closer match. Instead I ended up with a savagely hard counter, flown by an extremely good player. Aw well.
Thus ended the journey.
Conclusions
First of all, I learned this list isn't entirely casual junk. It was able to hold its own in most of the fights, and that's a fantastic surprise. I'm really happy I got to do so well with a fleet I actually built myself and like.
Second, cagey aces are pure evil, but we all knew that.
Third, I can do tournaments. I'm not a completely incompetent player. Please understand, I spent so much time losing badly when trying out fleets and trying to refine this one, I honestly started believing I'm just a terrible player. But once I was in the tournament (with the final iteration of the fleet), I surprised myself quite a lot. I'm thankful to the other players whose kind words lifted me up and kept me going, both during practice and during the tournament. Caleb, the TO, was especially awesome at lifting my spirits, even as I had serious doubts about attending.
Fourth, if I want to do all-day tournaments, it's worth being caffeinated, even a bit overly so. I had shakey hands all day and this led to some bumping of ships and other mistakes, but unlike the last tournament, I actually enjoyed myself. I wasn't exhausted, I wasn't irritable and tunnel-visioned by the exhaustion. This made a massive difference in the quality of my day. So uhh... I guess I'm a caffeine person now, if only occasionally.
Fifth, I need to decide on a list much earlier so I have more practice time. Particularly against cagey aces, I could viscerally feel my inexperience and it ended up hurting me a lot.
As for the fleet itself, its original iteration was not good. I'd built it to be silly casual jank, and had succeeded at exactly that. But I loved the idea and I wanted to fly something quirky. Being able to run without the Dutch-crutch was a major improvement, and just as important, adding Wedge added the final piece that was missing. The fleet now had teeth, it could split its threat, respond to many lesser ace lists and eat through agile ships, and every ship in the list felt like it was a valuable contribution. Even Jan was a terrifying asset now that Wedge was on the team, since she could choose who to empower based on who needed it and could bite hardest. And having her title back helped her contribute direct damage more often too.
Despite the failures, all the iterations I went through were extremely instructive. I tried many versions of what to put on Dutch and Jan. I tried various four-ship versions. I tried different approach strategies. A lot of these builds and play strategies were dead ends, but they helped narrow down to the final version, enabled by Targeting Computer.
Will I play future tournaments? I'm hesitant. It was still a long, grueling day, and fighting hard-counters like cagey aces wasn't much fun; I was lucky to fight only one. Also, as people get to know my list, they'll be better at picking it apart. It's not top-meta, and eventually its flaws will be pretty well-known, so I'll have to be prepared for that. A lot of my success today might be thanks to the element of surprise.
But I may be more open to the occasional tourney now. I spent a long time avoiding them -- both because they're exhausting and because I don't like all the meta nonsense -- but now it feels a bit less unappealing.
Edited by Wazatadding assorted list variations I tried during testing