Surak's Workshop - Road to my first System Open

By Surak, in X-Wing Squad Lists

So on February 8th I will be attending my first System Open in Milton Keynes (UK).

Not only is this my first major tournament in my 5+ years of X-wing, the new changes to Hyperspace have invalidated all of my existing lists.

So starting from scratch then.....

As always I'm drawn to Scum first, and then large bases. This basically leaves me with Jumpmasters so new plan needed. My second most-played archetype is swarms, so that opens up a few more options.

At the moment I've got three Scum lists I'm looking at;

List 1 -

M3 swarm 1

(41) Serissu [M3-A Interceptor]
(3) Tractor Beam
Points: 44

(31) Genesis Red [M3-A Interceptor]
(3) Autoblasters
Points: 34

(30) Laetin A'shera [M3-A Interceptor]
(3) Autoblasters
Points: 33

(30) Inaldra [M3-A Interceptor]
(3) Autoblasters
Points: 33

(25) Cartel Spacer [M3-A Interceptor]
Points: 25

(25) Cartel Spacer [M3-A Interceptor]
Points: 25

Points Total 194

List 2 -

We are a TIE swarm, honest

(41) Serissu [M3-A Interceptor]
(3) Autoblasters
Points: 44

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(25) Cartel Spacer [M3-A Interceptor]
(3) Autoblasters
Points: 28

(25) Cartel Spacer [M3-A Interceptor]
(3) Autoblasters
Points: 28

(31) Genesis Red [M3-A Interceptor]
(3) Autoblasters
Points: 34

Total points: 200

list 3 -

Scum Heavy's

(85) Boba Fett [Firespray-class Patrol Craft]
(2) Contraband Cybernetics
Points: 87

(53) Dengar [JumpMaster 5000]
(3) Autoblasters
(2) Contraband Cybernetics
(5) Punishing One
Points: 63

(44) Tel Trevura [JumpMaster 5000]
(3) Autoblasters
(2) Contraband Cybernetics
Points: 49

Total points: 199

Also in the mix on this one are one rebel and one Republic list.

Rebel-

Y-ion

(32) Gold Squadron Veteran [BTL-A4 Y-wing]
(2) R4 Astromech
(5) Ion Cannon Turret
Points: 39

(32) Gold Squadron Veteran [BTL-A4 Y-wing]
(2) R4 Astromech
(5) Ion Cannon Turret
Points: 39

(32) Gold Squadron Veteran [BTL-A4 Y-wing]
(2) R4 Astromech
(5) Ion Cannon Turret
Points: 39

(32) Gold Squadron Veteran [BTL-A4 Y-wing]
(2) R4 Astromech
(5) Ion Cannon Turret
Points: 39

(37) Horton Salm [BTL-A4 Y-wing]
(2) R4 Astromech
(5) Ion Cannon Turret
Points: 44

Total points: 200

Republic -

ArcsArcsArcsRic

(50) "Wolffe" [ARC-170 Starfighter]
(4) Veteran Tail Gunner
(3) Expert Handling
Points: 57

(48) "Jag" [ARC-170 Starfighter]
(1) Munitions Failsafe
(6) Adv. Proton Torpedoes
Points: 55

(44) Squad Seven Veteran [ARC-170 Starfighter]
Points: 44

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(2) R4 Astromech
Points: 44

Total points: 200

So, I'm going to use this as a bit of a mini-blog as I go through list testing and practice ahead of the UK System Open, the first practice will be Thursday games night this week, followed by a local store tournament this Saturday.

As always, feedback appreciated.

Surak

21 hours ago, Surak said:

So on Februa

list 3 -

Scum Heavy's

(85) Boba Fett [Firespray-class Patrol Craft]
(2) Contraband Cybernetics
Points: 87

(53) Dengar [JumpMaster 5000]
(3) Autoblasters
(2) Contraband Cybernetics
(5) Punishing One
Points: 63

(44) Tel Trevura [JumpMaster 5000]
(3) Autoblasters
(2) Contraband Cybernetics
Points: 49

Total points: 199

Just a quick little mention for you regarding list 3, I would take contraband off boba and put hull upgarde on tel. It works with his ability so almost a must play. Let us know how your testing goes :)

40 minutes ago, K13R4N said:

Just a quick little mention for you regarding list 3, I would take contraband off boba and put hull upgarde on tel. It works with his ability so almost a must play. Let us know how your testing goes :)

Unfortunately just the contraband off of Bobba isn't enough to fit the hull upgrade on Tel, it's definitely an upgrade I'm aware of on that pilot for extra fun, but I'm not sure where to pull the other 2 points from

Okay so, that's a lot of lists, so I'm gonna take the approach from you liking scum swarms to just...make a suggestion:

4 generic Fangs and Sunny!

6 generic MGTs with Snap Shot!

6 Generic M3-As and Serissu!

My favorite is the Fangs and Sunny. That's a lot of tough dice

Definitely some interesting ideas there, unfortunately I don't have the cards or ships for the MGT/Snap swarm!

The 6+ Serissu list is tempting, and as I've managed to secure an extra practice game tomorrow night I'll be seeing if they are still as fun for me to fly as they used to be.

I'm aiming to settle on an base archetype before Saturdays tournament to try and maximise my practice time, then I can tweak based on play

On 1/13/2020 at 1:35 PM, Surak said:

List 1 -

M3 swarm 1

(41) Serissu [M3-A Interceptor]
(3) Tractor Beam
Points: 44

(31) Genesis Red [M3-A Interceptor]
(3) Autoblasters
Points: 34

(30) Laetin A'shera [M3-A Interceptor]
(3) Autoblasters
Points: 33

(30) Inaldra [M3-A Interceptor]
(3) Autoblasters
Points: 33

(25) Cartel Spacer [M3-A Interceptor]
Points: 25

(25) Cartel Spacer [M3-A Interceptor]
Points: 25

Points Total 194

So I flew this list tonight Vs 2x plasma torp, Passive sensor Bravo Squadron Naboo, Plo, and Ric with outmanoeuvre and FCS.

Very fun game for both of us. I lost Inaldra in the second engagement, but it really should have been the first round as I lucked out with her ability to go from an instant kill from a Plasma torp to losing only 1 shield.

I managed to keep my force in formation for most of the game, only splitting on the first approach (2 groups of three to limit the risk of flanking) and towards the end when I needed to hunt both a wounded Bravo and Ric with 4 ships. I managed to take Plo off the table quickly, which was a deliberate move after he caused the near insta-kill on Inaldra by double modding a Plasma torpedo shot. The Autoblasters more than made there points back this game, though I'm having doubts about whether Serissu should keep the tractor beam or switch to another autoblaster. I'm going to fly the list again tomorrow night at games club unchanged and from there decide if I'm going to change anything for the tournament on Saturday.

Ok, didn't get a practice game on Thursday after all, so straight to the tournament.

Round 1 vs arcs and BtL- 53-103 loss

Round 2 Vs rebel beef (Luke, Thane, Braylan, Jake) 83-200 loss

Round 3 Vs 4x PS4 fangs - 25-200 loss

Round 4 Vs Luke, Jake, Dutch, braylan - lost 83-183

Proper thoughts coming later

Hey man, you were unlucky against the Fangs, our reds were astonishingly obnoxious, even if your greens had been better, it was too much. I think we both would have preferred it if they'd saved some of that luck for our other games :D

I was thinking though, if you had slow rolled in as a group, the way Serissu was headed, and then used that lovely 5k down the channel into my bottom left, I might not have had much answer to it. I obviously tried quite hard to disguise which way I was gonna go round the centre rock as long as possible, looking at my R1 jump points. How much influence that had on the way you split, I don't know, but making you have to try and cover multiple paths was my main priority. After I finally decided I didn't want to set up for a joust. LOL. The autoblaster bullseye overlap threat is real, I'd want more of them!

Actually didn't set out to get Serissu and Red 1st at all, splitting them and ganging up on the most opportune target was all I was going for. That it was them, in that order, was just even more luck for us. Red was looking set to be a real pain with those sweet double mods and I5 matters always. Sunny never fails :)

Better luck next time we meet, mate.

11 minutes ago, Cuz05 said:

Hey man, you were unlucky against the Fangs, our reds were astonishingly obnoxious, even if your greens had been better, it was too much. I think we both would have preferred it if they'd saved some of that luck for our other games :D

I was thinking though, if you had slow rolled in as a group, the way Serissu was headed, and then used that lovely 5k down the channel into my bottom left, I might not have had much answer to it. I obviously tried quite hard to disguise which way I was gonna go round the centre rock as long as possible, looking at my R1 jump points. How much influence that had on the way you split, I don't know, but making you have to try and cover multiple paths was my main priority. After I finally decided I didn't want to set up for a joust. LOL. The autoblaster bullseye overlap threat is real, I'd want more of them!

Actually didn't set out to get Serissu and Red 1st at all, splitting them and ganging up on the most opportune target was all I was going for. That it was them, in that order, was just even more luck for us. Red was looking set to be a real pain with those sweet double mods and I5 matters always. Sunny never fails :)

Better luck next time we meet, mate.

Cheers mate, yeh your red dice were on fire that game. I'll be honest, I had no solid plan for dealing with quad fangs, so it was a bit of an improvised plan from the start.

Other than not being able to roll any paint on a dice, that indiscision over my approach was definitely my undoing. My original plan was to send the 3 low PS Syck's down one flank to try and get behind your formation whilst stalling the high PS three in my starting corner. I kind of got half way down the board before I bailed on this and tried to turn it into a pincer on your lead Fang - as we both know, that didn't really work so well.

One thing I have learnt from today is I need a reliable way of getting some dice modification into the list

2 hours ago, Surak said:

One thing I have learnt from today is I need a reliable way of getting some dice modification into the list

The cornerstone of all cornerstones. Laetin is neat with the evades but I do think you needed to lean more on the focus with the others, definitely would have helped get some extra hits in, since they just weren't enough on defence. Fangs often come to despise those extra hits, trust me :D

22 minutes ago, Cuz05 said:

The cornerstone of all cornerstones. Laetin is neat with the evades but I do think you needed to lean more on the focus with the others, definitely would have helped get some extra hits in, since they just weren't enough on defence. Fangs often come to despise those extra hits, trust me :D

The problem I found across the tournament was the list was so reliant on the barrel roll action to either avoid incoming fire (arc dodging or range controlling) or to line up bullseye arcs that I struggled to get enough focus or lock actions in. Now part of this is definitely down to me being a bit out of practice with small based ace-style ships that aren't called Guri (for those wondering, I've almost exclusively flown large and medium bases for about 6 months, except flying Guri in Aces High). Whether a bit more practice will help reduce this dependence on the barrel roll or not remains to be seen however.

As to the list;

I'm currently happy with Leatin's performance, and Inaldra's autoblaster is now going to Sunny.

I'm not sure Tractor + fearless is the right call on Serrisu, in the first game Vs the Y-wings and Arc's it did good work both to tractor ships for follow up shots to finish ships but other than that the tractor beam was particularly underwhelming.

Genesis, Inaldra, and the generic are all ships/pilots that I'm not happy with. The generic is a little too expensive to be a truly sacrificial blocker, but it also doesn't put out any real damage. Apart from one massive troll moment in the Wednesday practice game, Inaldra has made essentially no positive impact. Genesis Red is mostly useful as a pocket-aces in the list, PS4 turned out to be quite useful, but the ability is effectively blank most of the time.

I'm going to look at getting some of my three Mining TIES into the list to see if I can't push the number of ships to 7 as I think the extra model will help slot.

So I've been having a think, and played with a few ideas.

The first is from my original set of lists;

We are a TIE swarm, honest

(41) Serissu [M3-A Interceptor]
(3) Tractor Beam
Points: 44

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(25) Cartel Spacer [M3-A Interceptor]
(3) Autoblasters
Points: 28

(25) Cartel Spacer [M3-A Interceptor]
(3) Autoblasters
Points: 28

(31) Genesis Red [M3-A Interceptor]
(3) Autoblasters
Points: 34

Total points: 200

The second list is a variant of the list from yesterday, focusing on what worked most consistently;

M3 swarm 3

(41) Serissu [M3-A Interceptor]
(3) Tractor Beam
Points: 44

(31) Genesis Red [M3-A Interceptor]
(3) Autoblasters
Points: 34

(30) Laetin A'shera [M3-A Interceptor]
(3) Autoblasters
Points: 33

(27) Sunny Bounder [M3-A Interceptor]
(3) Autoblasters
Points: 30

(45) Manaroo [JumpMaster 5000]
(3) Autoblasters
(8) Perceptive Copilot
(2) Contraband Cybernetics
Points: 58

Total points: 199

And the last one is sort of a combination of the two;

Mixed swarm 1

(41) Serissu [M3-A Interceptor]
(3) Autoblasters
Points: 44

(30) Laetin A'shera [M3-A Interceptor]
(3) Autoblasters
Points: 33

(45) Manaroo [JumpMaster 5000]
(3) Autoblasters
(8) Perceptive Copilot
Points: 56

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

Total points: 199

It has also been brought to my attention that quad jumpmasters with autoblasters is now a thing......

Edited by Surak
Typing is hard, apparently

So got another practice game in tonight, absolute bloody-bath.

So I flew this

We are a TIE swarm, honest

(41) Serissu [M3-A Interceptor]
(3) Autoblasters
Points: 44

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(22) Mining Guild Sentry [Modified TIE/ln Fighter]
Points: 22

(30) Laetin A'shera [M3-A Interceptor]
(3) Autoblasters
Points: 33

(27) Sunny Bounder [M3-A Interceptor]
Points: 27

(25) Cartel Spacer [M3-A Interceptor]
(3) Autoblasters
Points: 28

Total points: 198

Vs a triple Y-wing (PS3, ion turret, proton bomb) and Obi (CLT) list. Came down to unhurt Obi Vs a 1 hull Spacer when I conceded as there was still 22mins on the clock.

I completely messed the opening turn up, but managed to get one Y-wing off the table in the first engagement for 2 hull on Sunny. Unfortunately the next round I lost 2 TIES and had Serissu, Laetin, the other TIE and the Spacer reduced to 1 hull by multiple bombs. Needless to say it's didn't go to well from there.

I knew bombs Vs a swarm would hurt, but the bruises from that one are going to last a while. Also keeps up my 100% loose streak Vs Jedi, which doesn't bode well I suppose.....

Edited by Surak

I've been toying with similar ideas, just pushing them round my table and theorying. Do you have any Fangs?

2 Recruits will just about fit in a 6 ship list and can add a healthy touch of extra to the early damage you desperately need with this archetype. Should be able to cause some target selection headaches as well... Though it clearly won't help against bombs. Unless you remove the bomber with extreme prejudice...

Does severely limit the names you can fit in though.

21 minutes ago, Cuz05 said:

I've been toying with similar ideas, just pushing them round my table and theorying. Do you have any Fangs?

2 Recruits will just about fit in a 6 ship list and can add a healthy touch of extra to the early damage you desperately need with this archetype. Should be able to cause some target selection headaches as well... Though it clearly won't help against bombs. Unless you remove the bomber with extreme prejudice...

Does severely limit the names you can fit in though.

I've 5 Fangs, so I could fit them in. Though I will say that damage output wasn't the issue this game, it was not having enough hit points to handle the return fire.

At this point with the list at 1-5 I'm honestly considering whether this is an archetype is going to work for me at this point, and if I should bail into something else while I still have time to get some practice in.

So it's been a little while, but I've done a bit more testing, specifically I made the call to ditch my Scum Swarm. It was doing progressively worse in each game, finishing at 1-7 when I decided to try something different.

That different was a Republic list based around Wolffe and Matchstick.

ArcsArcsArcsY!!!

(50) "Wolffe" [ARC-170 Starfighter]
(3) R3 Astromech
Points: 53

(44) Squad Seven Veteran [ARC-170 Starfighter]
(3) R3 Astromech
Points: 47

(43) "Matchstick" [BTL-B Y-wing]
(2) R4 Astromech
(3) Seismic Charges
(5) Ion Cannon Turret
Points: 53

(44) Squad Seven Veteran [ARC-170 Starfighter]
(3) R3 Astromech
Points: 47

Total points: 200

This list is currently 1-2, with the losses being Vs an extended quad interceptor list (which was very close on points) and Bobba + 2 fangs. The win was against quad T-65's with outmanoeuvre.

I've got two more practice games tonight, and another tomorrow, plus possibly a tournament on Saturday, but this list already feels a lot more comfortable for me to fly.

So just had a rematch Vs the fang/Bobba list from yesterday, managed a win this time by a handful of points - despite Wolffe dieing in second engagement to a 7 crit streak after he picked up a Hull Breach on the first engagement

Managed to get 2 more games in with the Arcs, one against an extended rebel list (Norra Arc + 3 T-65's) and a Republic list ( 2x plasma torp, Passive sensor Bravo Squadron Naboo, Plo w. CLT, and Ric with APT and FCS).

Both games were very close, but ultimately loss's for me. In both cases I was trying something a little different with matchstick, trying to maximise an early seismic charge to disrupt the opponent's approach through the middle. This meant a 3-straight into a 4k into the center of the table, and in both cases it cost me Matchstick in the first engagement. I'm glad I tried it, but I won't be doing that again :)

Bit of cheeky last moment practice,

Lost 200-119 against Double named Deci + a Tempest. Traded the two generics for Oicunn and then switched to the tempest. Ended with a full health health Wolffe Vs RAC and unfortunately I didn't have the time or hull to pull out a win. On to game 2 of the night.....

How about:

Zealous Recruit (41)

Zealous Recruit (41)

Cartel Spacer (25)
Ion cannon (6)
Total (31)

Cartel Spacer (25)
Ion cannon (6)
Total (31)

Cartel Spacer (25)
Tractor beam (3)
Total (28)

Cartel Spacer (25)
Tractor beam (3)
Total (28)

Total (200)

1 hour ago, underling said:

How about:

Zealous Recruit (41)

Zealous Recruit (41)

Cartel Spacer (25)
Ion cannon (6)
Total (31)

Cartel Spacer (25)
Ion cannon (6)
Total (31)

Cartel Spacer (25)
Tractor beam (3)
Total (28)

Cartel Spacer (25)
Tractor beam (3)
Total (28)

Total (200)

Fun list, I'll have to give it a try once the System Open is done - sticking with the Republic now as it's too late to swap stuff around really.

Second game of the night was against Oicann, Delmico, and 4 academy pilots, managed to survive to time, loosing 177-140 (just realised I've put the scores this post and my previous one back to front, oh well).

Both matches were good fun, and I was deliberately playing against archetypes that I hadn't played with this list and thought might be bad matchups.

Ok so its the morning after the System Open, and as I'm having breakfast before heading home I wanted to put some initial "gut reactions" down before I start analysing things to much.

The event was amazingly good fun - the X-wing community is definitely one of the friendliest gaming communities I've been part of.

Eleven games of X-wing is a lot more mentally and physically challenging than I'd anticipated. I'd expected to be feeling the effects by the end of the second day. What I wasn't expecting to be was so tired that by the time I got back to my hotel after watching the final to order dinner I had to make a considered effort to actually make a coherent order! (The blank look from the barman was a pretty good indication that the first attempt wasn't great)

I am glad I balanced my main event list between fun and effective, 2-4 felt great for my first system open. 0-5 with the fun list in the Extended Format Worlds Qualifiers on the Sunday didn't feel amazing, even though all 5 games were great fun. Next time I'll have to bring something competitive enough to maybe scrape one win out on day 2 :)

I'll post up some details of what (and who) I faced round by round later, for now it's on the road and see how bad a mess the storms we've had have left the British roads in.

Edited by Surak

Well done!

I didn’t play at all on day 2, it’s too much for me! And I had a good day on day one so I was happy with that.

Ok so here we go (these will not be full bat-reps) - this post will cover the 6 rounds of hyperspace from the main event, I'll do another one on extended event from day 2 later.

The most important thing I'd like to start with is saying thankyou to all of my opponents; Spike, Alessandro, Craig, Sean, Dan, and Pete from day one, and Nathan, Mark, Adam, David, and David from day two. All of you were great opponents, with everyone keep things relaxed even in the closest of matches.

So my list;

Wolffe and friends

(50) "Wolffe" [ARC-170 Starfighter]
(3) R3 Astromech
Points: 53

(44) Squad Seven Veteran [ARC-170 Starfighter]
(3) R3 Astromech
Points: 47

(43) "Matchstick" [BTL-B Y-wing]
(2) R4 Astromech
(3) Seismic Charges
(5) Ion Cannon Turret
Points: 53

(44) Squad Seven Veteran [ARC-170 Starfighter]
(3) R3 Astromech
Points: 47

Total points: 200

I'm really glad that I switched from my original swarm and had practice with the Republic before the event as by the end of the day I was pretty tired.

So on to the event...

Round 1 Vs "Spike" flying Han/Luke, 200-153 win. First round and straight into a win, wasn't expecting that! Very close match with just a Squad Seven Vet left on the table at the end.

Round 2 Vs Alessandro from Italy flying Luke, Braylan, and 2 blade squadron B-wings. My first international opponent ever, unfortunately I couldn't keep the momentum of the first game going and I crashed out of this game 49-200.

Round 3 Vs Craig flying a scum salad of Fenn, Sunny, Manaroo, and Genesis Red. This was shaping up to be a really close game after first engagement, and then Sunny struck. The much sought-after 5 hit autoblaster shot wiped one of my Vets of the table and the game got away from me from there. 94-200 loss.

Round 4 Vs Sean flying Quad TIE FO and Kylo. This went pretty bad as well, losing 60-200. Swarm was about the only archetype I hadn't managed to get any practice against, and it really showed.

Round 5 Vs Dan flying Ric, Luminara, Wolffe, and Broadside. This was a fun game, we both set-up to joust, and a joust it was. Won 177-121 at time after we had both a Wolffe-off and a Y-wing off.

Round 6 Vs Pete flying Ahsoka, Ric, Wolffe, and Broadside. Another Republic training mission, unfortunately this one didn't go my way and I lost 80-200.

Ended the day 2-4, which was 1 win better than I was aiming for coming into the event. My main take aways from the event were;

variance can really suck, and when your opponent is apologising for not only their red dice being good but also how bad your red and green dice are you know you've hit a run of variance;

the list has got a good hit-point pool, but it really struggles Vs swarms and beefier lists. As much as I will hate myself for it, I might actually need to think about adding a Jedi or Ric to the list to give it more options.