Tuesday, 3 September 2019

'Punch It' Han

Recently I've been playing a Resistance Falcon build that I don't think I've seen anybody else really talking about at all, which makes it worth sharing.  I've been using Kaydel Connix to unlock some incredible dial changes and repositioning options for the senior citizen version of Han Solo that the Resistance Falcon gets.


You've heard of 'Handbrake Han' who can stop on a dime with Inertial Dampeners?  Well let me introduce you to the opposite, this is 'Punch It' Han...

REPOSITION FALCON v1.1 (aka. 'Punch It' Han)

  • Han Solo (Scavenged YT-1300) - Lone Wolf, Rey, Kaydel Connix, Korr Sella, Contraband Cybernetics, Shield Upgrade, Rey's Millenium Falcon (113)
  • Poe Dameron (T-70 X-Wing) - Outmaneuver, Tractor Beam, R4 Astromech, Black One, Integrated S-Foils (80)
    (193)


In short: Kaydel Connix lets me change move and gain stress at I6 to dodge arcs.  Rey's Falcon lets me continue to take actions when I'm stressed, building up a stack of stress tokens.  Korr Sella lets me dump all that stress at once and reset the clock.  Contraband Cybernetics is an 'in case of emergency: break glass' button that allows me full access to switching Han's dial up even if I'm already fully stressed. 


Lone Wolf and Rey gunner give me some solid dice mods that I can rely on while I spend Han's actions on boosting and rotating my arc, and too stressed to anything fancy like Target Lock or Focus.

Let's look at the upside of what Kaydel brings to the Falcon, first in how flexible your ship becomes in where it actually ends it's move.


I think it's really important to note that Kaydel doesn't 'turn off' the second you've got a stress token.  You can still change up into a blue maneuver have it turn white, and you can always turn your dial up into a red maneuver and change it to a 2 straight.  That may sound restrictive but it's won games for me when opponents have thought they knew exactly where Han had to go.  

Contraband Cybernetics adds another trick up even the most badly stressed Han's sleeve.  Just when it looks like all your tricks are spent and you've too much stress to boost away after your maneuver you can pull the trigger on Contraband Cybernetics and get one more turn of switching dials and boosting away!

Secondly, though, I think Kaydel Connix is especially good for Han because she 'activates' his pilot ability to deploy right in the enemy's face.  Until Kaydel came along this was a very risky play to make as your Falcon was isolated and the enemy could just turn to destroy it - you could use a Seasoned Navigator but it's both less flexible than Kaydel and costs more points.  With Kaydel, though, you can respond to whatever your opponent does, giving Han back his control over the first turn.

Whatever the opponent, I was finding it hard not to come out ahead if I deployed like this.

When I started experimenting with this squad I decided to just line up pointing directly at my opponent's ships every time until it stopped working.  Dozens of games later and I'm still deploying like that as it's worked a good 90% of the time!  It's so hard for your opponent to push his ships out in a way that covers every base Han can get to without spreading himself so thin that you're happy to just plough in and bump something and unload on whatever is left that can see you.

I honestly find the Han deploy one of the most compelling and interesting parts of this list and it can completely transform games as it almost always gives you an advantageous combat position on turn 1.  It's also true that you're playing with fire using the Han deploy, though, and I've suffered some very rapid 0-200 defeats when I've got it wrong.  But look...


I've been dabbling with Han/Poe on casual Friday nights, mostly winning games but also feeling pretty confident that it wasn't actually that great and stronger players would figure it out faster.  In particular I think it really struggles against just plain efficient jousters who are prepared to spread out and simply potshot the Falcon down as the 6 red dice in the list can take too long to actually put things in the ground.  I'd beaten 4x T-70, and I'd beaten 4x B-Wings but in both games I felt like those opponents had stuck together in formation too long and given Han and Poe an easy time with plenty of table to run into out of their arc.


Ultimately the natural competitor for 'Punch It' Han to be compared against is the Rebel version of Han Solo, previously known as Handbrake Han though since the Illicit slot got taken away he's lost his handbrake.  Head to head I'm pretty sure Rebel Han is better as he gets access to all the juicy passive dice mods like Han's rerolls and the Falcon title.  Critically he also gets R2-D2 and that may really be the whole of the difference between the two... Rebel Han starts off with a tougher ship (+2 Shields), takes less damage (better passive reroll mods) and regens some of the damage he takes (R2-D2).  That all adds up to you needing to make huge inroads from all the extra positioning options that Kaydel is giving to Resistance Han.  To my mind there's no doubt that those advantages are much more matchup dependent, in some games Resistance Han is literally untouchable but in other games he's much more vulnerable to the Falcon being shot out from under him.

My deciding to take Han/Poe along to the Ready Room charity event at Element Games in Stockport was therefore as much about failing to find another squad I wanted to fly at short notice as it was an abundance of confidence in my Falcon.  But at least I'd find out if I was right or not about Han being a step shot of competition.


And the short answer is... I was right!  Although I would caveat that by saying that I think I didn't help myself in a lot of the games and could squeeze more out of it I think the list demonstrated full well just how unforgiving it was.  You're living on such a knife-edge of needing perfect positioning each turn that any single mistake can rapidly become fatal.


Settle in if you want the longer version of that answer...

ROUND ONE - SHAUN WHITTAKER (RAC/Whisper)

This was how Whisper died...
Round One I played vs Whisper/RAC and that's a really friendly matchup for me - it's only two ships, and they're both I5 so I can bully both of them with all my repositioning.  I pounced on Whisper turn 1 with Han, and although my dice betrayed me and I didn't do any damage to him the the fact that I was right on top of him and he had to spend his Evade before he cloaked but the Phantom on the back foot.  

I managed to just bully the Phantom into the ground anyway over the next couple of turns then turn my guns on RAC to wrap up a win in a pretty easy matchup.

WIN 200-97


ROUND TWO - PAUL CLARK (Quad B-Wings with Marksmanship Autoblasters)

Round Two I went from the cosy armchair of a favourable matchup to the roaring pits of matchup hell against quad B-Wings.  Quad B-Wings piloted by Paul Clark who had flown Han a bit himself and knew what he could do.  Quad B-Wings that knew to just spread out and cover lots of table to chip away at my ships.  I got half points from Braylen and lost horribly, though I made some horrible strategic choices.

This Han is so different, particularly with his deployment, that I'm still on the learning curve for how to play him properly.  One of the unfortunate features of this list, though, is that I only seem to be able to spot the mistakes a few turns after they happened.  In particular they're almost always because I was thinking too tactically about the short term benefits of how Han would change his dial and boost, rather than long term and strategically.  

Having evaded the B-Wings once, Han decides to head back and give them all a second chance
In this game I threw an S-Loop that set Han on a path to strafe back across the front of all his B-Wings and their big guns.  

This is fucking stupid.  Don't do this.  Game over.

LOSS 27-200


ROUND THREE - BOB DEE (Boba, Fenn, L3-37)

Bob had faced Han/Poe before and lost but felt like he could improve on that.   In fact just minutes before the round was paired Bob had said he was looking forward to rematch and he immediately got his wish!  An hour later I think Bob was ready to stab me in the face as he suffered the effects of a fully armed and operational Negative Play Experience.

Deployment
Round One - Fenn takes fire from both Han and Poe!
Having seen how Han could take control of the first turn of the engagement in our first game Bob had a new dramatic plan for trying to trap Han.  It didn't work, though and Han ripped over the back of Fenn to dodge all the arcs and poured 4 red dice into Fenn Rau, dealing a Structural Damage crit.  Fenn managed to stay alive long enough to trade for Poe after he had dashed across the table to support Han.  

Poe & Fenn are about to eliminate each other in the corner
At this point I think Bob felt like he was doing pretty well in the game by trading Fenn for Poe.  But I've played against Firesprays with Han a few times before and... it's not a game.  It may have appeared as though Bob had 130 points of ship on the table, but functionally he had 0 points and over a dozen turns Han had such complete control over his position each time that Boba didn't get a single shot away and just bled damage out gradually to no effect.

One of a dozen turns where Han dodges Boba's arc to fire unanswered
This is one of the reasons why I don't like Han/Poe, tbh.  The tough matchups and board positions (like quad B-Wings) can seem almost unsolvably tough, but when the matchups are good - like here - you have such a dominant control of the game that it can be deeply unpleasant to play against.  Having started out by looking forward to a rematch I think Bob left the table pretty hacked off at having wasted half an hour completely fruitlessly because Han had all the odds stacked in his favour.

Sorry, Bob.

WIN 200-80


ROUND FOUR - ALEX BIRT (Obi, Mace, 2x Torrents)

Remember how I said that I'm still on a learning curve on deployment with Han?  Remember how I said that often I only spot the mistakes a couple of turns later?  Remember how I said that the bad board positions can be unsolvably bad?

This one did not go well.  

I needed to deploy to the left of the round gas cloud so I could dive in either direction
I completely punted the deployment, responded by playing tactically not strategically to dig myself deeper, then just threw Poe away for no gain.  Once I was down to just Han I managed to save face long enough to kill the Torrents and maybe show Alex a little of what the Falcon could do, but his Jedi just waited their chance for their killshot once I'd put the Falcon once again onto a bad strategic path by not thinking far enough ahead.

WTF are you thinking, Poe?
I was rotten in this game, but I think in truth the deployment mistake was so unnecessary and stupid that everything else just unravelled from there and the problems all cascaded from that one decision to line up in front of his ships rather than at an angle.  That cut my options to evade arcs in half as the board edge was there, which meant I led his ships towards Poe rather than than away from him so he could zoom in and use Outmaneuver, which meant Poe never got on the offensive and just ran into a corner and died.
\
LOSS 50-200


ROUND FIVE - 'TWIGGY' TOM WILLIAMS (Maul, Grievous & 2 Baktoids)

I'd spent most of my day throwing ships away cheaply with stupid decisions and I wasn't about to stop now!  This time the Falcon just got in way too deep way too fast and blew up very quickly.  I feel a little unlucky as the dice and crits went against me - I believe it was a Hull Breach turn 1, then I decided not to fix it as a Boost action instead would clear most of his arcs only for Tom's unmodified dice to be red hot and deal nothing but pure natty hits, into a Fuel Leak/Direct Hit combination that wiped Han off the table turn 3!

Poe tags in as Han goes for an early bath
Just as I had against Alex I came alive a bit when down to one ship and Poe did his best to be a hero, ducking and diving like one hell of a pilot to whittle away at Tom's team.  Poe managed to bag 104 points before finally the inevitable turn came where he zigged when he should have zagged and simply couldn't get away from all the arcs.

LOSS 104-200


FINAL SCORE: 2-3 and one of the few times I've ever finished with a losing record.  Han had simply proven to be too demanding for me.  
  • Could I have played better in the three games I lost?  Certainly, 100%.  
  • Could I have avoided punting the game by giving 50% of my list up really easily each time?  Certainly, 100%.
  • Does it show that the list is brittle and cripples over to a single play mistake?  Sadly yes, 100%.

Still, it meant that I could finally put Han down having scratched that itch that maybe, just maybe, the deployment and reposition tricks were busted good if I could just fly them completely perfectly.  They ARE busted good... in the 40% of matchups where the opponent doesn't have:
  • Lots of efficient jousters, or just tough jousters that won't die quickly to 6 red dice
  • I6 aces with a bigger bid
  • ships with multiple arcs so the Falcon can't arc-dodge.
I lost to the B-Wings.  I could have played like a cagey sod and tried to half-point one of them then run with my much faster ships, but that's not how I roll.  Yes, apparently how I roll is 'slowly and across all their guns'.

I lost to the Jedi.  I could have baited them into chasing Han and letting Poe in on their flank instead of just baiting them into trapping Poe infront of everyone.


Mostly, though, I lost to the list simply not having all the wonderful passive dice mods of 'Handbrake Han'.  No R2-D2, no Han or Millenium Falcon rerolls... the shots you take deal you damage, and it's damage you can't recover from so you're all-in on simply never getting shot at.  When that works it's AMAZING but when it doesn't work... well then it doesn't work.

Time to put Han down for now and see if I can get something else to stick before Wave 5 arrives!

Thursday, 22 November 2018

Herdy Gerdy - Reporting Back from 3rd at the Nerf Herder Open

Not too long ago I managed to snaffle some last minute tickets and go along to the 3rd Annual 'Nerf Herder Open', which had moved from it's usual home to my nearby store due to ever-expanding popularity.


The Nerf Herder Open is a UK charity event to support the children's ward at Hull hospital and each year it grows in size and profile, helped in no small part by the fact that it's last two winners have gone on to be crowned European and World Champions!  Two years ago it was George Dellapina who took the inaugural nerf herding crown, and then second time around it was Dellapina the Younger on his way to being the last 1st Edition World Champion.

Having outgrown it's original home the Nerfs had been Herded over to Element Games, and 132 of the UK's top players were in attendance to test their mettle in the first big UK event for Second Edition.  World Champs, European Champs, National Champs... Nerf Herder promised a stacked room of tough competition but also, as a charity event, a bit of a more relaxed atmosphere.  Perfect X-Wing conditions, in fact.

I'd recommitted to trying to get to more big X-Wing events for Second Edition so getting in at the ground floor for Nerf Herder was an opportunity I didn't want to miss out on!

And what did I play?


Wretched Hive / Four Horsemen of the Apocalypse


Pretty much 100% of the credit goes to Dan Slobodian for this squad.  After the Spanish Nationals weekend I happened to pop along to Element Games and alongside the locals who were busy trying to work out why the Spanish list was so good I felt like Dan had quietly already gone one further with his squad by managing to squeeze in four strong ships with only minimal compromises made.  The second I saw what Dan had on the table that evening I did a double take and the potential for a four ship Scum squad stayed with me long after I'd left.

Because I'm an awkward man I then spent the next few weeks trying out every possible combination I could think of to avoid playing Kavil and thus copying Dan's list slavishly.  For long time it was my trusty Scum Han in the Falcon, this time with Hotshot Gunner to cover the rest of my team.  If it wasn't Han Gunner then it could be Old Teroch, or Torani Kulda, or a cheap Guri, or Sol Sixxa, or Talonbane Cobra... a real strength of Scum is how many solid options there are!


The day before Nerf Herder the indecision became too much.  I threw in the towel and decided to play my Junkyard Falcon list after all, then headed out for a last evening of practice games.  It took about two hours to knock the Junkyard Falcon out of me.  Playing against a Scum list with Kavil I was just routinely getting hammered with four dice attacks every turn, and I just couldn't seem to leverage Nym's bombs the same way that I had done in the past.

Junkyard was out and Kavil was in.  I'd never played the squad with Kavil before so I was heading for a trainwreck... I'd just have to work it out on the table.


ROUND ONE - Matt Farr - Fenn/Teroch/Torani Kulda

Round One is brought to you by this gif...


Somewhere during the opening engagement against Matt going horribly horribly wrong for me I said something along the lines of "Yeah, I don't believe in this list at all.  Mechanically it's really strong but I don't think there's enough play in it to outfly people".

As opening statements go this one turned out to be a **teensy** bit off base.  Spin forward to 36 hours later and I'd tell anyone who was within 10 yards of me that the squad is really good and I completely believe in it, that it's mechanically incredibly strong and that once I found out where the 'play' was I spent rounds 4 onwards flying it pretty darn well.  But we're getting ahead of ourselves, now, and this is still round one.


It was a disaster.  Matt flanked Fenn in like a champ, Teroch stripped Palob of his tokens and then Torani Kulda did Torani Kulda things and I was rapidly down to just 4-LOM and Kavil against all three of Matt's ships.  Fortunately 4-LOM turned out to be a total hero and hauled me back into the game, repatedly bumping and stressing the Fangs while I got the last couple of damage onto Torani then turned my guns onto Teroch.


From being way way behind after the initial engagement I now had my two best ships trying to reel Fenn in as he wriggled on the end of the line.  Mist Hunter title probably bought me this win - it was critical in crab-walking to bump Fenn, and then later it allowed me to reposition and 1-turn to keep guns on Fenn while still keeping him in Range 1 of 4-LOM to sustain double-stress.

WIN
1-0


ROUND TWO - Richard Nicholas-Pearson - Fenn/Palob/4-LOM

Of all my games this one is the haziest and all I can do is piece together what I can tell happened in the couple of photos I got from the game.  


Richard deployed his team on opposite flanks but I was able to funnel Fenn Rau back over into the rest of his team then trap him in a killbox.  He went down fast.  His Palob got a little bit separated and I just ground his 4-LOM down before rounding the remainder of my squad to finish off the HWK.


I think this one was pretty straight forward after I managed to scare Fenn Rau away from exposing my flank, but I seem to remember Richard wasn't happy with his green dice so maybe that made it a lot easier than it should have been?  Like I said, I'm really hazy on this game.

WIN
2-0


ROUND THREE - Anthony Horstead - Wedge/Luke/Jan

Out of 9 rounds of X-Wing that I played at Nerf Herder Anthony was the only opponent I faced who wasn't running Scum - he was also the opponent who most deserved to beat me, even including the semi-final that I actually lost!  What I hadn't noticed before starting this match was that Anthony was sitting atop the standing table with a massive MoV of 741.  If I'd clocked that I might have been a little more cautious about just laying it all out for him on the initial engage for his X-Wings to alpha strike me in the face.

TBH that's being a little unfair on myself.  I was actually super-cautious about his alpha strike potential and very aware that Kavil would be struggling to get his target locks onto Luke or Wedge.  In approach I played it very cagily and kept my distance for a couple of turns,then when I judged the moment was right, and that I didn't think Anthony had seen the potential for it, I Advanced Sensored a Barrel Roll from 4-LOM then 3-banked him into a blocking position right in front of Anthony's X-Wings.  The medium base had actually thrown me across & forwards more than I expected and I was right up there blocking his big straight or banks that would have seen him racing in for the target locks... the positioning was fantastic.

Artists Impression
Then Anthony revealed a 1 Forward, Luke rolled in half a centimetre from 4-LOM's face, Wedge hopped in behind, and 4-LOM took 12 red dice to the face and was dead before he even knew what had hit him!

The game descended into a fierce brawl and I gave as good as I got, but without 4-LOM's knife-fighting skills I was behind the entire way.  That lasted right up until the last turn of the game, when Anthony's untouched Luke traded Proton Torpedoes with Kavil to wipe my Y-Wing off the board but take 3 damage back, then blanked out when my stressed Jakku Gunrunner rolled 3 natural hits at range 1.  

Luke went from hero to zero in two shots and I'd won.  By sheer goddamn raw brawling power and with an utterly enormous slice of luck.  But I'd won.

WIN 
3-0


ROUND FOUR - Robert Ramm - Drea/2xSkull/2xJakku

Robert Ramm was part of the UK's all-conquering team at the recent European Team Championships and although he hailed from a neighbouring store - Harlequins just 50 miles up the road in Preston - I'd seen his Drea-fuelled squad tearing it up on the Element Games stream a couple of times.  I was pretty happy about the matchup as the Fang Fighters he's relying on are made of papier mache, but given how I was only on 3-0 by sheer blind luck I was ready for my run to end.

It didn't, and in the approach I formulated to this match - a variation on the plan that had almost worked in the last game - I found my secret formula for how to fly my squad.  I slow-rolled my way out of the corner, and when I say I slow-rolled I mean I slow-rolled.  Right down to dirty tricks like barrel-rolling 4-LOM in behind the Quadjumper then reversing the Quad back onto him while the HWK stopped, I just waited and waited and waited - I wanted it to be Rob's Quadjumpers that were in the rocks and I definitely wasn't going to be flying into there to go and get him!


Rob obliged me, fronting his Quadjumpers up through the rocks while the Skull Squadron pilots tried to flank my corner-hogging position.  Judging the right moment I stopped my slow-roll and leapt forward into an engage, to decisive effect.  A Quadjumper melted to no effect and the next turn I bagged a Skull Squadron Fang that got all tangled up in all my control effects - range 1 of 4-LOM, range 1 of Palob.

With the fight happening in the right place, and in a tight mass where all my control effects were active and my lack of speed wasn't a factor, it was incredibly one-sided.  I think Rob was another opponent who felt like his green dice betrayed him but I think the way I'd been able to force the engage meant I was a strong favourite to win regardless of the dice.

After three rounds where I felt I didn't deserve to be on 3-0 everything had finally clicked for me in round 4.

WIN
4-0


ROUND FIVE - Ian Kafka - Boba/Teroch/Palob

You can watch the whole of this match on stream at First Earth. 


Looking across at Ian's squad I was mostly happy with the matchup.  By this time in the tournament I had faced enough Fangs to know that Teroch wasn't going to be a problem, and I know I can maul Palob down.  Boba was going to be my problem but I decided not to waste much energy worrying about him at first - I was going to focus on getting to the point where I could go after Boba and that meant Teroch was my big problem.


I deployed with a similar formation to the one I'd used successfully in my game against Rob Ramm but advanced a bit faster, especially with Kavil.  This was a bit of a repeat of my first round, when Matt Farr had threatened to flank with Fenn and I'd pushed him back into the rest of the squad.  This time I used Kavil to bully Teroch off the flank and back into a killbox next to Boba.  Rather than keep running with Teroch Ian finally cut back in to get his guns online for the engage, but unfortunately that meant Teroch ate a big Proton Torpedo shot from and then Palob and the Quadjumper finished him off.

Although I was really happy with how I'd executed my plan and bullied the table for the opening engage it's about here that I have to say that Ian's dice made the rest of the game completely farcical.  Everything I threw at him landed with crits while Ian couldn't have rolled an Evade if you gave him 100 dice.


With Teroch gone I swung all my guns onto Palob and the HWK went down in a hail of laser fire on the very next turn.  Boba tried to make a game of it but there's only so many times you can reroll blank evade dice into more blank evade dice and stay on the table.

WIN
5-0


ROUND SIX - Geoff Ball - Boba/Palob/2xJakku

This final round saw me paired against my friend Geoff, who was just as surprised to be on a 5-0 record as I was.  With qualification for the Sunday already locked down we had very little to play for other than a theoretically 'better' matchup in the Top-16 tomorrow morning.  Even though we were technically table 1 in a prestigious tournament this game played out a lot more like beer & pretzels X-Wing than you'd maybe expect considering the occasion.

And anyway, it didn't take long.  My slow roll opening carried me halfway across the table then Geoff backed up his Quadjumpers to try and range control the engagement and I saw my opportunity to leap forwards.  It worked perfectly for me - Geoff's Palob was caught way out of position trying to flank where my slow-moving squad used to be and I pounced on his Quadjumpers as they moved forwards again to clear their stress.


I smashed into Geoff's disorganised squad like a sledgehammer, annihilated his Quadjumpers and then tied Boba up with bumps, tractors and stress.  It was massacre and my cleanest win of the day as I only gave up half points on Kavil in return for sweeping Geoff off the table.

WIN
6-0



TOP-16 - Phil (X-Wing Dad) - Boba/Fenn/Unkar

Before I headed home on the Saturday I found Phil and we traded the short form version of what we were playing - I knew his pilots and he knew mine but we didn't share the complete squad lists.  After spending Saturday despatching Fangs, Firesprays and Quadjumpers in various configurations I hadn't lost much sleep over what Phil would have in store for me.  It's X-Wing so you can always lose any given game and we were in the Top-16 of a big tournament so I knew that none of my opponents would be slouches, but there was nothing in his squad that I hadn't already beaten a couple of times already.

That it was such a familiar opponent meant I could deploy and approach an engagement just doing what had already worked so well in rounds 4-6... and it worked again here.  The Fangs and Quadjumpers are just so scared of the damage and control I can kick out - especially Kavil's big range 3 Proton Torpedoes arc - that I could just bully the table and force Phil into responding to my moves.  Kavil once again hared up the flank as quickly as he could (which ain't that quickly, but seeing as the rest of my squad are tortoises too it's all relative), and that ultimately forced all Phil's ships to turn away and run.

To be honest I think this had probably been Phil's plan all along - in running away he was baiting me into the rocks and Boba's rear arc - but it also been my plan too and the way it worked out put me in the box seat.  Phil's Unkar Plutt comes with Contraband Cybernetics that allow him to put in a second turn of tractor beam shenanigans after either a sloop or reverse, but against me Unkar used his Cybernetics to just throw a second reverse move trying to get away from Kavil's big gun.  It was only a temporary reprieve, though, and once it had burned its illicit charge the Quad had to come forwards and meet its fate anyway.

In turning Fenn and Boba away into the rocks Phil had passed up on dealing a lot of damage.  I fed him 4-LOM to Boba's rear arc and was certainly fortunate to get away with only losing 2 shields (I think I got 3 natural evades on 4 green dice), but that was a beating I'd been prepared to sacrifice for the table position and now Phil was down to 2 ships while I'd only only lost 2 shields.

My guys regrouped then turned their control effects on Fenn and once again I demonstrated that I've just got too much nasty stuff for the Fang Fighters to deal with.  They don't like tractor beams, they don't like having Palob steal their tokens, they don't like taking stress tokens, and they don't like being hit with fully modded Proton Torpedoes either.  

Fenn wriggled and squirmed but was likely a dead man walking long before an unlucky Disabled Power Regulator saw him Ioned onto a rock for lethal damage.

That left Boba Fett and although I'm sure I would have won from the position I was in it was made into a formality by Boba's dice once again crapping out.  That Phil's game ended to taking four damage from a Fuel Leak-Direct Hit combination of crits after rerolling blank-focus green dice into blank-focus just sums it all up, really.

WIN


TOP-8 - Colm Browne - Drea/3xKimo/L3-37

It's not really possible to look at Colm's list and not think "OMG that fits?".  He gets three big bruising Kimogilas with Drea Renthal providing them rerolls.  That's all fine... that he gets an Escape Craft with Tobias Beckett on top as well???  Jeez.

I was not looking forward to this game at all.  In case you've not done the maths yet there's 39 hull sitting across the the table from me, and those bullseye arcs will put an end to Palob and his token stack pretty darn quickly.  And on top of that those 3 Kimos take up a massive amount of table space and can be so hard to fly around.  The one downside I know they've got is that the Kimo's are super-clumsy and can't turn for toffee.  It's a weakness I've watched other squads expose, but not one that my squad of geriatrics are likely to be able to take advantage of.

Bowing out against a good player in bad matchup in the quarter finals isn't a bad way to go. 

But what do we say to the God of Death?

"Not today."


Tobias Beckett gives Colm control over most of the asteroid placement and he built up a diagonal wall that boxed me into the corner I deployed in while he had all the space in the world to plan his approach and maneuver his big hogs.  I responded by going back to my ultimate turtle opening and baiting him as far forward as possible so the rocks would interfere with his k-turns after the initial engage.  While that occupied 4-LOM, Palob and the Quad I sent Kavil out on a mission to get in around the flank of the Kimo's.

After a cagey opening and some careful positioning from both Colm and myself, the battle lines were drawn...


...and then the dice meant I won.

TBH I think I got my side the engagement spot on while Colm fluffed his a bit and managed to bump a couple of his Kimo's on the first turn of firing while Drea was out of range of providing rerolls.  But even so, the fact that after two rounds of firing I'd killed one Kimo and badly wounded a second at the cost of only losing 1 shield token was better than I could reasonably expect.

The second Kimo went down then I turned on Drea and Colm had seen enough, conceding the game before it unraveled any further.

WIN



SEMI-FINAL - Adam Shipley - Boba/Palob/2xJakku

You can watch this game in full on the First Earth stream.


I'd beaten basically this same squad 200-26 when I played Geoff at the end of day one.  While I was playing Adam the same matchup was being played out in the other semi-final, where Dan Slobodanian also rapidly mopped Geoff up.

I lost this game, though, and the reason I lost is mainly because I screwed up enormously.

The opening engage was really favourable for me - Kavil got brutally hammered and was lucky to live but I got right in among Adam's ships and destroyed Palob and a Quadjumper.  The first pivotal thing that went wrong was I failed to kill his second Quadjumper as it responded to all my best attacks with pure natural Evades.


The second pivotal thing that went wrong was that, with the Quadjumper still on the table a turn longer than expected, I was completely blind to the threat that he was going to walk Palob off the board with his tractor beam.  How blind was completely blind?  Blind enough that I would move my own Quad into the perfect position to tractor Adam's quad into a harmless spot and instead just give it a tractor token and didn't move him.  Palob was forced off the board and at the time I felt like it had been inevitable, but watching the stream back I had every chance to stop it.  Crap.


It changed the game.  With Palob gone and Kavil almost dead the points were suddenly really close and although neither Adam nor I took time to properly work them out we both came to the conclusion that Adam was probably slightly ahead on points, but we didn't really appreciate just how delicate the balance was.  

Maybe in the semi-final of Worlds we'd have played differently but Adam and I both chose to go out on our feet by hurling dice.  When he was ahead he chose to leave Boba in range and kill Kavil rather than run away, then when I was ahead I chose to press ahead and go for the kill rather than slam on the red stops/reverses and take the win.  My naked aggression cost me the win as a damage from an asteroid was the difference in Adam taking half points from my Quadjumper.

In the end a paltry 5 MoV decided a game that should never have been close as I should still have had all 4 ships on the table.  

My winning streak was at an end.

LOSS

Justice was done eventually though, as the originator of my squad, Dan Slobodian, went on to crush Adam in a joust-off in the final to secure the Nerf Herder trophy for our Scum squad!



CONCLUSIONS
You can hear both myself and the Nerf Herder champion Dan Slobodian talking about the event and our squad on the latest 186th Squadron Podcast.  Well worth a listen!

3rd Place in the stacked room of UK luminaries? Very happy indeed, and big props to Dan Slb for both winning the thing and for feeding me his potent squad creation. Thanks also to Carl Walker and Tim King for creating and organising and running this fantastic event (and raising some stonking cash for charidee) and making the difference in raising £4,000 for the hospital!

I had a great time, I chatted to a lot of people who've only ever really been names next to profile pictures online up to now, I played some great games, and I lost an incredibly close game... what's not to like? Overall did far far better than I expected considering that I was playing a squad I'd never played before round 1 on Saturday morning.

Except, I realised overnight that I had played it before... that combination of pilots was actually one of my 'Wretched Hive' casual lists in 1st Edition. The rules of Wretched Hive were there had to be four named Scum pilots and none of them could be 'good', so in 1.0 that meant it looked something like this...

Wretched Hive 1.0
  • 4-LOM (27)
  • Palob Godalhi - Attani Mindlnk, Dorsal Turret (24)
  • Unkar Plutt - Spacetug Tractor Array, Primed Thrusters (20)
  • Kavil - Attani Mindlink, Synced Turret (29)
    (100)

So in the conversion to Second Edition the list gained:

  1. 4-LOM buffed (action economy, extra hull, better dial)
  2. Palob buffed (2 dice basic turret, Jam, boost etc)
  3. Jakku Gunrunner buffed (can move Medium bases)
  4. Kavil buffed (dice out of front arc, better dial)
  5. FREE Moldy Crow token-stacking title & 3 dice main gun
  6. FREE Han Solo action economy
  7. FREE Advanced Sensors
  8. FREE Mist Hunter title
  9. FREE Proton Torpedoes with Extra Munitions

That's a lot of buffs and free gear!

The one big takeaway for me from my deep run into the tournament with the Scum list is that it felt incredibly forgiving... like a Paratanni level of being able to shrug your shoulders when bad things happen and just win anyway.  I said in my interview after round 5 on stream that the list had pulled me to 3-0 and that's completely true: I was awful with it and it just refused to lose.  Round 4 onwards I basically shouldn't have lost because I worked out how to play it, and the only reason it wasn't a mirror match final was because I threw my semi-final away with a major mistake.

Remember us?
We used to complain about how Attani Mindlink meant you were able to get actions even if you got bumped or stressed or whatever - ss long as one ship got free everyone was ok.  In this list everyone is self-serving that sort of thing.  Palob is stacking his tokens up in advance and still steal tokens, Kavil can turn any direction to clear stress and still get focus and an extra dice on his attack, 4-LOM with Advanced Sensors can't be stopped from taking 2 actions and passing you a stress.  Yeah Kavil and Palob have rotate arcs not turrets, but so long as you're halfway planning ahead that's still getting you shots 90% of the time.


It's really, really dirty.  One list shouldn't be able to joust this hard, have this much action economy, this much toughness, this much control AND be resilient to opponent's plays.  Playing Kavil felt like playing Attani, playing 4-LOM felt like playing Commonwealth Defenders... overall it just felt like I had too many advantages.

Come January I expect this list to cost over 220 points and you have to give up the Quadjumper. 

Until then I, for one, welcome our new Scum overlords!

Wednesday, 3 October 2018

"They hate this ship!" - Junkyard Falcon @ Element Games - 29/9/18

This past weekend I returned to my local battleground of Element Games in Stockport, UK for the second wave of their launch celebration events.  There's no prizes as such on offer other than bragging rights from another early opportunity to butt heads with some tough opponents as the standard in the store is pretty high with several of their local team the Sith Takers having some international X-Wing success as well as domestic.


I was still playing my Junkyard Falcons list but had, in fact, not played a single game with them since the last time I was at Element just a couple of days after release.  I'd made a couple of minor tweaks since then by dropping the Rigged Cargo Chute from Han Solo to add in 4-LOM crew and a Crack Shot on Captain Nym.  My squad looked like this...

Junkyard Falcon
  • Han Solo - Trick Shot, 0-0-0, 4-LOM, Greedo, Lando's Millenium Falcon
  • Captain Nym - Crack Shot, Dorsal Turret, Proton Bombs, Seismic Charges, Trajectory Simulator, Genius, Havoc, Hull Upgrade
  • Palob Godalhi - Elusive, L3-37, Moldy Crow
    (200)

The two cards that came in to replace Rigged Cargo Chute had the following logic:
4-LOM - Han spends a fair bit of time looking for a big 4-5 dice attack to really punish the opponent, but when he's throwing lots of dice it's frequently the case that the opponent is throwing a lot of green dice as well as the shot is obstructed and often R3.  4-LOM allows me to turn off some of the dice mods on those green dice and push more damage through when the opportunity comes up.
Crack Shot - there's no logic for Crack Shot, it's probably awful and I should just have upgraded Nym's Hull Upgrade to a Shield Upgrade.  Unfortunately you only get 9 shield tokens between the Core Set and Lando's Falcon and a Shield Upgrade would mean I have 10 shields in my squad.  So screw it, I'll try Crack Shot out even though I'm pretty sure Traj Sim means most people are staying well away from sitting directly in front of Nym anyway.  
Otherwise the list is unchanged as my main lesson from last time out was that I just needed to stick to the plan and not waste Han on some damn fool idealistic crusade.  I really wanted to prove that this was better than a 3-2 squad!  

My big concern, though, was that the rest of the Element guys would have been getting in plenty of game time and the metagame would have stepped up while my list was essentially unchanged.  I'd been fortunate enough to play against a bunch of aces on my first day there but if they'd moved on to bigger and tougher ships then my bombs would be devalued and it would be a lot tougher going.


ROUND ONE - Jack Mooney
(Whisper, Captain Jonus & 2x Scimitar Bombers)

Well if I wanted a tough start to the day it couldn't get much tougher than facing Jack Mooney, who was top 4 at Worlds a couple of years ago and routinely goes very deep into massive X-Wing tournaments.  That habit of being very good at X-Wing includes the System Open that saw Jack qualify for Coruscant and he was at Element for some last minute practice before he flew out to FFG HQ.  Jack had been talking to Tom Reed to prep for Coruscant and I recognised this list as what Tom had played against me on release day, so I knew it was a tough opponent.


My main objective in approaching Jack's squad was to use the threat of Nym's bombs and Palob's focus-stripping to neuter the Bomber's joust, and to be honest that worked absolutely perfectly.  I hurled Nym forward and tossed a bomb out the front, then slow-rolled and threatened to send a second bomb into Jack's formation if he continued his joust and actually engaged.


That threat was too much for Jack and he banked away to head down the flank, but I'd called that play too and Nym rolled right in behind the fleeing bombers.  Meanwhile over the other side of the table Han had sucked Whisper into an engagement then left her in his dust.  For the time being both Han and Whisper would have to work hard to get back into the fight than that left Jack's bomber formation exposed.

The only thing that had really gone wrong for me was that Palob was now stuck following Nym around the battle and so he kept bumping, which meant his front arc never got into the game and he was always plinking away with his Dorsal turret.  That made actually killing the TIE Bombers really slow going, but as they were trapped like fish in a barrel down the flank I at least had time on my side.  Captain Jonus went down first, then as time was ticking down on the round I had one Scimitar Squadron Pilot with 1 hull left and one with half damage on him.


That was the good news, the bad news was that Whisper had caught Han in his sights as he tried to come round into the fight and the Falcon was now badly limping too.  In the final round of combat the Falcon exploded to the very first Barrage Rocket I'd let Jack get off all game, while I was unable to peck an extra damage point onto either of the Scimitars in return.

It had been a game that we both agreed Nym had bullied the entire time and yet as we counted MOV up it turned out I'd lost!  Killing Jonus and only getting half points on one Bomber wasn't enough to offset the loss of the Falcon as all of Jack's points were tied up in his really expensive Whisper, who was still in pristine condition.

LOSS 59-68 (Dead Han)

Except, of course, I'd actually won.  We messed up counting the MOV and I should have scored half points on both the remaining TIE Bombers instead of just one of them, which would have made the score 76-68 in my favour.  I didn't think of that until two days later. Doh!

As it was I headed down into the loser's bracket, although I was still very happy with how I'd played and felt like a little bit of better luck would have seen me win the game clean by taking off one of the Scimitars.



ROUND TWO - Kris Main
(BBB & Kyle Katarn)

So remember how at the top of the day I said I was worried about running into ships with lots of hull?  Well here's three B-Wings with Hull Upgrades.  Well, this was a steak that was going to take a lot of chewing.


Fortunately for me I think Kris wasn't quite up to speed on Second Edition squadbuilding and he'd made a few mistakes, most notably loading his B-Wings up with Predator and Tractor Beams instead of giving Kyle Katarn his vital Moldy Crow title.  He also seemed inordinately scared of my bombs considering he was running big chunky B-Wings and Nym was able to split his formation in two by pinning a Seismic Charge between a couple of asteroids.  That made life a lot easier and I was able to chew through a couple of B-Wings before the other two ships really made it back into the fight.

Even so, it was taking a good long while to actually kill all these things and it was only in the last rolls of the day that I managed to clear the third B-Wing off, then fell 1 damage short of killing Kyle to make it a clean sweep.

WIN - 178-28 (Half Palob)


ROUND THREE - James Clark
(Howlswarm & Sloanebus)

The Sloanebus (Admiral Sloane on a Lambda Shuttle) grabbed a lot of people's imagination after it did so well at the Gold Squadron Classic last weekend so there was a couple of players here running variants on this idea, with James preferring to bring a couple of Crack Shot TIEs instead of a third named TIE like Gideon Hask (my preferred version).  After the very carb-heavy meal of B-Wings in my last round I was happy to have a bit of a TIE salad as a palette-cleanser and this played very squarely into the bracket of 'things I should be able to beat'.


It was a third game on the bounce that was decided by Captain Nym forcing my opponent into abandoning a joust.  James' TIEs turned away from an initial joust to scoot along his back line, leaving Sloane's shuttle without fighter escort.  That played nicely into Nym's hands and he planted a Seismic Charge between two rocks to discourage the TIEs from turning in on his flank, then turned to rip into the Lambda shuttle with help from Palob.


With her TIE escort k-turning themselves into a mess as they tried to adapt to Nym's switch in direction Sloane's shuttle melted in two turns of fire and I was well ahead.  


As Howlrunner and her TIEs finally scrambled back into the fight I was waiting and began to pick them off.  I was so comfortably in charge that I was able to count coup a little bit and took the opportunity to show off by damaging a third TIE to just one hull left rather than killing Howlrunner.  James was surprised by my play but I did it knowing full well that I could wrap up 3 damaged TIEs with one Genius-placed Proton Bomb on the next turn.

Captain Nym beats TIE Swarms.

WIN - 200-37 (Half Nym)


ROUND FOUR - Mike Wilson
(BBK & Kyle Katarn)

This was like watching evolution in action as pretty much the same squad I had beaten in Round Two came back around in an improved form in Round Four.  Gone were the wasted points on unneccessary upgrades that I'd seen earlier, and in their place came the fantastic Moldy Crow title and a crafty Warden Squadron Pilot with Barrage Rockets, bombs and Sabine Wren crew.  This would be another test of my squad's ability to eat through a lot of tough ships before they could bring my team down.

It turned out that also gone this time around with that Kris' reluctance to just plow on into my bombs had been replaced by Mike being prepared to just take it all on the chin with his B-Wings and wade into a fierce brawl.  This was a new experience for me as most of my opponents have chosen to duck away from Nym's bombs but fortunately I had planned ahead for this and was ready to take advantage.  Han Solo had spent most of today watching from the sidelines as Nym and Palob cleaned up but in this game Mike's play brought Han right into the mix as he scooted in close to the melee to hurl all his red dice into the B-Wings through the rocks.

There had briefly been some B-Wings down at the bottom of this picture...
That added concentration of firepower on my part made all the difference to how quickly the B-Wings went down.  When other opponents have ducked away from Nym's bombs it's also meant them ducking away from focused firepower and it's created slower games where I get a strong tactical position but have to whittle targets of opportunity down as I can.  By heading on through the bombs Mike took away that tactical advantage I had been enjoying, but unfortunately just replaced it with some face-melting red dice from Palob and Han to add to Nym's bomb threat.

The B-Wings went down fast and hard, then Kyle followed the turn after that to leave the K-Wing alone against my whole team.

WIN - 200-37 (Half Nym)


After four rounds Colm Browne had gone 4-0 with his version of the Sloaneswarm that I'd met in Round Three, while I was in second place with the best MOV of the 3-1 players (and technically should have been on 4-0 myself, although the whole day would have been different if I'd gone into the winner's bracket after Round One so could just as easily have been on 1-3).  

The tournament semi-officially ended at that point as a bunch of people took the opportunity to head off early, while half the room stayed on for one last round.


ROUND FIVE - Vlad Bogdanov
(Wedge, Luke & Thane)

As many of the more successful players bowed out and gone home I was paired up against Vlad as we were among the last 3-1 players still in the room.  

This game was up on the stream and you can watch it on Twitch!


The short form version of the story is that it doesn't go very well for Vlad at all.  He suffers the same problem most of my opponents had in having Nym wreck their engagement plan and then pretty much losing the game before he can come up with a Plan B.  His X-Wings turn away from having to fly into a engagement where they'd lose all their shields to a couple of Seismic Charges and be fired upon by my whole squad, but my team fell in behind them and quickly took the X-Wings apart anyway.

WIN - 200-37 (Half Nym)


Well, it turned out to be a bit of an odd day for the scoreboard but I'm pretty sure I won.  

Maybe?  Like... I think so?  

I played five games and I won them all to finish second with a 3-1 record before an extra round was played after half the room went home and I was sitting on top of the scoreboard with 4-1.  Having still won all five games but accidentally recording that I'd lost one when we added the MoV up wrong.  Like I said... it was an odd day.

So was I 5-0?  Was I 4-1?  Was I 3-1 and the last round didn't count?  Did I win?  Was I second?


Whatever was true about the standings didn't really matter a whole lot as there were no prizes on the line.  What mattered was I was a lot happier with the outcome than I was when I finished 3-2 last time, and I was certainly much much happier with how I had played during the day.

I came into the day worried that my lack of table time would see the Junkyard Falcons fall behind the development curve, and also worried that I had only found success first time out against aces and wouldn't be able to handle tougher ships with lots of hull.  Both those things turned out to be untrue and in fact I feel like I learned a ton about why the Junkyard Falcon is good, the problem it causes for the opponent, the reasons it wins, and also what opponents are likely to do to try and counter it.

And it's still a TON of fun.

4-LOM was ok, nothing special, think I used it twice because a lot of the story of today was Han being a long way from the fight due to opponents turning away from my engage.  Crack Shot was garbage, as expected, I think it got used once all day.  I'd really like to try Dengar in the Falcon gunner slot but I'm a point short (Greedo + 4-LOM + Crack Shot = 5) and I don't see much fat to trim elsewhere so I'm sticking with what I've got for now and will just wait for somebody to push me into changing it by laying in some heavy defeats.

And finally, because more people seem to be starting to track this sort of thing after the clean break to Second Edition, my rolling Win/Loss records:

  • Junkyard Falcon Tournament Record: 8-2 (80% win rate)
  • Junkyard Falcon Total Record: 19-2 (90% win rate)

So far so good!