Hello again, ladies and gentlemen. I know Gencon is in a few weeks, but I figured I'd start writing about my experiences leading up to the big event.
At the May 4th event at FFG, they revealed the ships that we will be getting in Wave 3. Since then, I have been thinking that the Rebel squads will be stronger once Wave 3 hits, so I have been focusing on playing Rebels more.
The squad that I have been playing the most consists of Chewbacca, Wedge, and a Green Squadron Awing. I have been playing them with a strategy that I developed that I call "Delay Wedge."
Basically, I keep Wedge back from the other 2 for a turn. Some would say that one less turn from Wedge at the beginning of the game is a mistake, but I see it more as a compromise. You see, normally people fly Wedge and get him directly into the fight in the beginning. And hence, my opponent usually targets Wedge with his alpha strike. That means Wedge will be the first ship I lose, and he won't have gotten a good number of attacks off for the points that I sink into him. So instead, I have been delaying Wedge for a round. That means my opponent has a choice: either fire off the alpha strike at my other 2 ships, or try to save it for Wedge and risk dying without shooting the missiles/torps/ whatever.
Meanwhile my other 2 ships have a round of attacking, which means Wedge's first attacks will be on a damaged ship, likely one without shields, or at least without full shields, so Wedge's attack is more likely to get through to the hull. So he will have a better chance of destroying a ship before it gets to fire back, hopefully while it still has its missiles in the tubes.
Another nice thing about this tactic is positioning. With my other 2 ships in front, if my opponent wishes to Koiogran turn to get behind them, Wedge will have a Range 1 shot at a stressed ship. So usually, my opponent won't K-turn to get behind my other 2 ships, and that helps me to anticipate what maneuvers they will take on the turn after first engagement. Then I can get Wedge into a good position for a good shot, hopefully a kill shot.
I have found that Wedge lasts much longer into the endgame with this strategy. Thus he gets more attacks off before dying, if he even dies at all. Normally this means that the damage I have sustained will be spread amongst my 3 ships, and that's a good thing, because usually that means that all 3 ships will last longer, thus getting more shots off. It is far more difficult for my opponent to focus fire on one ship if I employ this tactic, I have found.
So, it's been working for me, so I think I will be playing this squad at the Warm-up Tournament on Thursday. Yes, I know, me playing Rebels. We'll see what happens.
I've also been playing a lot of Pirate games lately in anticipation of my upcoming "Hothie's Ugly" tournament. I made another post about that, so you can see all about it there.
But, the one squad that I have played the most, and the reason for my avatar, is my "Additional Damage" squad. I got to the finals of the May 4th event and the Team Covenant Vassal tournament with that squad. But, I lost in both finals, so I still haven't proven that I can win it all with that squad yet.
Additional Damage consists of:
Bounty Hunter with Assault Missiles and Seismic Charges
Bounty Hunter with Assault Missiles and Seismic Charges
Howlrunner with Squad Leader
I am playing in a tournament later today, and I think I'm going to play a variant of that squad. I will see how well my variant does, and if I like it or not. If it does well, I may bring that to the North American Tournament. I have changed it up a little to try and eliminate some of the negatives about the squad, and boost some of the positives a little bit.
So, I will post later today with the results.
Edited by hothie