Rebel onslaught, 8-17-13

By TheKestrel, in X-Wing Battle Reports

I switched things up a bit today and played Rebel for the first time in a while. I took:

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Aces & Eights
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The dead man's hand.
100 points
Pilots
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Luke Skywalker (30)
X-Wing (28), Swarm Tactics (2)
Tycho Celchu (28)
A-Wing (26), Swarm Tactics (2)
Rookie Pilot (21)
Rookie Pilot (21)
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My opposition.
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Lord Vader's Entourage
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100 points
Pilots
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Darth Vader (35)
TIE Advanced (29), Expert Handling (2), Engine Upgrade (4)
Backstabber (20)
TIE Fighter (16), Engine Upgrade (4)
Mauler Mithel (22)
TIE Fighter (17), Expert Handling (2), Stealth Device (3)
Howlrunner (23)
TIE Fighter (18), Expert Handling (2), Stealth Device (3)
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I won initiative.
In the early rounds I approached slowly in a 2x2 formation, rookies out in front. The TIEs moved unexpectedly slowly, but avoided all the asteroids I was hoping to put them through. In the first exchange of fire on turn 2, I lost a shield off one of the rookies and did nothing in return. Got a couple target locks on Backstabber, who was out in front and the only one in range. Burned one on an unsuccessful attack.
Next turn, I expected the TIEs to close in faster, so I slowed to 1 speed with the X-wings and, just in case, decided to break Tycho from the back with a 5-K. This worked out horribly, as I misjudged the distance and he ended up facing most of my ships and sticking his big ass out at half the Empire. The Imperials closed much slower than I expected, and almost everyone ended up exchanging surprisingly ineffective range 1 fire. Tycho didn't get to fire, but neither did Backstabber as he broke formation. I took a shield hit on the other rookie, one on Tycho, and put two damage including a weapon crit on Backstabber. Narrowly missed Howlrunner on two other attacks.
But now I had more or less what I wanted: there was no way the TIEs would be able to keep formation. I used Tycho to bait Howlrunner and Backstabber away from the pack, which worked. On the next turn, every single Imperial ship collided with either one of mine or one of theirs, or in poor Backstabber's case, an asteroid. He survived the impact though. Only two of my ships collided, but with Mauler now at range 1 I missed a very near shot at wiping him out. Did two damage and a hull breach on him, but he still got to fire. Took both of Luke's shields. Tycho lost his remaining shield to Howlie and looked to be in some trouble.

Next turn, I broke everyone out of formation and pursued individual targets. Due to a slight misalignment, I wasn't able to K-turn the two rookies together, so one did a 4-K and the other a 2-turn to loop back into the battle. This turned out to be a mistake, but not one I paid for. With Howlie out of formation, I was able to ignore her and focus instead on finishing the wounded Backstabber and Mauler. Took no damage on a series of lucky rolls. Luke rolled 4 hits on Darth with TL+focus, and Vader (who'd collided himself out of his actions) was able to dodge only 1.
The next turn, Tycho continued to evade for his life and everyone else mostly tried to maneuver back to position while missing any shots they had.

In the final turn, Luke lost his bead on Vader but picked up Howlie and rolled well again, 3 hits with a TL. 2 got through. Tycho missed the kill shot. One rookie was able to finish Vader, and the other finally swung around back into the battle after two turns out of action and took a lucky shot at range 3 to blast Howlie to bits.

I ended up with all 4 ships intact, and no hull damage to any of them. After a poor start I was able to pull it together and break the TIE squadron down piece by piece.

NOTES:
My opponent has only played this game a few times, and clearly had problems with collisions. With Vader this is brutal. With Mauler it's also pretty nasty. I was able to avoid a lot of damage and land a lot of easier hits because of this.

My opponent also failed to remember to use his Expert Handling successfully, or maybe just didn't see the window to do it. But at one point Tycho, Luke, and one Rookie were all holding TLs on Howlrunner, and she just let those stand. I cashed them all in in the final 2 turns.

My final opinion: the Rebel squad is pretty strong. Maybe not an epic build, but fairly versatile and powerful, and very straightforward to fly. The Imperial squad was seriously disadvantaged from the start. With his flying skills as they were, my opponent shouldn't have been using Vader as a dogfighter; a stand-off Squad Leader would have been better. Backstabber also didn't belong in this squad; losing him and the two expert handling upgrades would have turned Backstabber into 2x Academy TIEs and been a better build – of course it also would have led to even more collisions.

Anyway, still a fun game that could have gone at least a little different if my guns hadn't become very hot in the endgame. My opponent learned a lot about managing maneuvers for pilots of all different skills.

Edited by TheKestrel

i think expert handling could be replaced for the imperials list. its not bad but it costs u an action that would be better spent on focus (or even evade) most times.

- 3 expert handling (6 pts)

-1 engine upgrade (4pts)

-1 backstabber (16pts)

+2 academy pilot (24pts)

+1 swarm (on vader)

keep a tight formation with howlrunner towards the back but still within 1 of your other ships

I see four rebel fighters, including two named pilots, going up against four TIE fighters (ok, three and an Advanced) and my money is always going to the Rebels. If the Imperials aren't use Expert Handling to break the rebel target locks then that definitely is a waste of points; here a chain of Squad Tactics could have had everyone shooting before the Rebels had a chance to.

Perhaps it isn't as in "theme" but a four fighter Imperial squadron to try might be:

Vader (29) + Engine Upgrade (4) + Assault Missile (5) + Squad Leader (2)

Howlrunner (18) + Stealth Device (3) + Determination (1)

Backstabber (16) + Stealth Device (3)

Dark Curse (16) + Stealth Device (3)

Variation would be in the missile choice and elite pilot upgrades.

The concept is that Vader can lead the squadron into the battle hopefully unleashing the Assault missile somewhere it can deal damage to multiple ships. I put Determination on Howlrunner to keep some of the criticals for sticking but you can drop it if you like the point. Dark Curse is in there to be a pain to take out.

Yep, that's a better list. Although I still think Backstabber is not the best choice for a small squad including Howlrunner. So in that case I'd take the point fromt Determination and convert Backstabber to Mauler. And yes, Vader without a missile is missing a good opportunity for sure.

The more I read the more I applaud FFG for making a balanced and fun game.

WotC made a balanced game that was not fun. Now they are trying again with 5th Edition.

Edited by Wookie Hunter

After the 3 Imperial games, played one as the Rebs tonight. Decided to take it easy with a HSF type squad:

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HSF, pretty much
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99 points
Pilots
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Han Solo (52)
YT-1300 (46), Gunner (5), Millennium Falcon (1)
Rookie Pilot (21)
Biggs Darklighter (26)
X-Wing (25), R5 Astromech (1)

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Opponent ran Kath Scarlett with a ton of upgrades: Proton torpedo, gunner, proximity mine, Determination, stealth. Then Mauler with stealth and elusiveness, an obsidian TIE, and a academy TIE. I had the edge from the beginning, though, as he deployed scattered across the map. Mauler and Kath were mostly together, but that was it.

I kept a tight formation and Biggs did his job of buying time for Han to shoot plenty. He took two of Kath's shields on turn 2, then one-shotted the Obsidian TIE on turn 3 when it flew to range 1. Except for one turn I kept out of range 1 of Mauler, and just chipped away at Kath most of the time. Eventually Mauler k-turned and ended up at range 2 and I took the chance to get a shot in – probably the best I'd get. It worked for one point and took out the stealth. Same turn the Academy TIE got hung up on an asteroid and the Rookie tucked in behind him at range 1 and blew him to bits. Next turn Kath was able to take out the Rookie, and Mauler took out Biggs, leaving just Han with no shields against a damaged Kath and Mauler.

I paced alongside Kath, doing consistent damage, but at one point slipped ahead too far and had to eat 2 damage and an agility crit from the torpedo he finally got off. Mauler had dodged some asteroids but was closing in on a 0-agility Falcon, so it was time to end this quick.

The following turn I landed 3/3 hits, including 2 crits, on a Kath with one HP remaining. She cancelled one hit, and then – unbelievable – drew two Pilot crits which were discarded immediately, and kept on flying.

The NEXT turn I turned hard, guaranteeing a 1-range attack, and killed her off finally while also keeping Mauler out of range 1. Then the turn after that landed the killing hits on Mauler for the win, with 4 hp remaining. I think it might have been nailbaitingly close if the other squadron had come at me in a tight formation, but we'll never know.