Showing posts with label IRL. Show all posts
Showing posts with label IRL. Show all posts

Monday, September 15, 2025

Off to the Scottish Championship!

 

Clearly NOT Photoshopped

Come the second-to-last weekend of October, I’ll be packing my bags for Scotland. My brother lives in Edinburgh, so I’ll fly over, visit him and his family, and then we’ll both drive to Stirling on Saturday, October 25th, to take part in the Armada Scottish Championship at Common Ground Games.

I haven’t settled on a fleet yet — there are too many tempting choices! Empire is my first love, but I’ve also got Rebel and CIS ideas bouncing around. (GAR… not so much.) Ideally, I’ll nail something down, use this event as a test run, and then refine it for the European Championships in Gdańsk this November.

The event itself looks great:

  • Date: Saturday, October 25

  • Location: Common Ground Games, 40 Cowane Street, FK8 1JR Stirling, UK

  • Format: 4 rounds, 135 minutes each — no cut, just a full day of big-ship action

  • Schedule:

    • 09:30 – Round 1

    • 11:45 – Lunch

    • 12:15 – Round 2

    • 15:45 – Round 3

    • 18:00 – Short break

    • 18:15 – Round 4

    • 20:45 – Prizes & announcements

    • 21:00 – Home time!

  • Cost: £30 (includes made-to-order lunch and swag)

  • Ruleset: Armada Ruleset Collective

  • Event: https://fb.me/e/5pz62Rvze

  • Registration: Longshanks link

A glorious day of pushing big ships around, indeed. Maybe some of you will be attending?

I’m looking forward to it. Stirling here we come!

Sunday, November 27, 2022

AAR Open World Qualifier 2022 Copenhagen

 

SSD&Onager vs 2xOnager - how cool is that!?

I went to the Open World Qualifier in Copenhagen (or just outside the city, in Taastrup) in November. It's the same place I won Nordics FIVE years ago (2017). It was a surprise when this event popped up on Facebook but a welcome one, especially since I couldn't go to Poland the week before. A lot of the same guys are still playing down there, so I couldn't miss the opportunity to meet up. Not when the last time we met was back in 2018 (Nordics Stockholm, which was the last time I played an IRL Armada tourney thanks to f-ing COVID). My regular Armada buddy from Trondheim also made it, as did Rolf from Østersund. 

I went down, and had a great time on Saturday, going 2/2, getting knocked out, going 3/0, and winning the side event on Sunday.

This was my list for Saturday:

I wanted to run the Liberty in honor of Alessandro/Aresius, but wanted to put my own spin on it, so I experimented a bit and settled on the AF + Heraball. And before you say that's not very competitive, I must say that the AF overperformed 4 out of 4 games, and the squads did quite well in 3 of 4 games. My losing 2 games came mostly down to a lack of experience with the Liberty and a general lack of playtime.

Name: ZZ Games OWQ22 - Bjørn B. Sørgjerd
Faction: Rebel
Commander: Kyrsta Agate

Assault: Advanced Gunnery
Defense: Asteroid Tactics
Navigation: Infested Fields

MC80 Star Cruiser (96)
• Kyrsta Agate (20)
• Expert Shield Tech (5)
• Caitken and Shollan (6)
• Engine Techs (8)
• SW-7 Ion Batteries (5)
• Spinal Armament (9)
• XI7 Turbolasers (6)
• Mon Karren (6)
= 161 Points

Assault Frigate Mk2 B (72)
• Boosted Comms (4)
• Electronic Countermeasures (7)
• Linked Turbolaser Towers (7)
= 90 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bright Hope (2)
= 27 Points

GR-75 Medium Transports (18)
• Ahsoka Tano (2)
• Comms Net (2)
= 22 Points

Squadrons:
• Hera Syndulla (X-wing) (23)
• Biggs Darklighter (19)
• Jan Ors (19)
• 3 x X-wing Squadron (39)
= 100 Points

Total Points: 400

1st game: 7-4 win vs PF TF w/4Hardcells. He had 5 raid sources which caused a lot of stress. AF and squad did the work, Lib did OKish but was poorly handled.

2nd game: 6-5 vs Agate AF2A/Foreskin and the usual rogues. AF and squads overperformed and Lib did well in screening Foresight out of the fight. BUT instead of turning to kill Agate AF, I decided to chase down Foresight for the kill. Which I got, but my AF died, and his did not. Very bad decision in an otherwise good game.

3rd game: 3-8 loss vs Prov/PF/Muni/HC Mar Tuuk. Fatigue-induced brainfart caused 5 damage (all the shlds) off my Lib and let his PF live for too long. So Lib basically had to run after that. Got his PF and HC, and it looked good until turn 6 when his dice caught fire and burned everything down. But it wasn't the dice but the poor Liberty play that cost me this game.

4th game: 4-7 loss vs Ozzel Duonager. Hard to attack 2 Onagers with Liberty, but I tried to trade my AF for his flag, but it survived on 2 hull on turn 6, which was sad. I also did poorly with the squads vs his screen.

All in all, I'm pleased with the way my list worked and how I flew, except that some mistakes were made and dice happened 😅😅

My friend (Craken MSU and rogues) made the cut after a played dropped, so that was super cool. While he played 3 rounds Swiss top 8 on Sunday, I played the side event using this Duonager fleet. Not too creative but ET Onagers operating in pairs... with Maaredon as a finisher. Quite killy.

Name: ZZ Games OWQ22 - Bjørn B. Sørgjerd
Faction: Imperial
Commander: General Romodi

Assault: Surprise Attack
Defense: Asteroid Tactics
Navigation: Infested Fields

Onager Testbed (96)
• General Romodi (20)
• Minister Tua (2)
• Ordnance Experts (4)
• Veteran Gunners (5)
• Engine Techs (8)
• Orbital Bombardment Particle Cannons (5)
• Electronic Countermeasures (7)
= 147 Points

Onager Testbed (96)
• Admiral Ozzel (2)
• Ordnance Experts (4)
• Veteran Gunners (5)
• Engine Techs (8)
• Orbital Bombardment Particle Cannons (5)
• Cataclysm (5)
= 125 Points

Gozanti Cruisers (23)
• Hondo Ohnaka (2)
• Comms Net (2)
= 27 Points

Gozanti Cruisers (23)
• Darth Vader (1)
• Comms Net (2)
= 26 Points

Squadrons:
• Maarek Stele (21)
• Colonel Jendon (20)
• Ciena Ree (17)
• Tel Trevura (17)
= 75 Points

Total Points: 400

1st game: 8-3 vs Assault SSD/Goz. Traded my Ozzel Onager for the table.

2nd game: 8-3 vs Rieekan TRC90s and rogues. He didn't want to play the slug objectives, so went for Surprise attack, but he didn't have Hondo... so I started with mega-dice and just blew Rieekan up in round 1. So despite a potentially bad matchup, I ended up trading my flag for the table.

3rd game: 10-1 vs Piett Onager/Dictor objective play combo. We played his Ambadoned Mining, and I managed to trick him into thinking I'd go for some mining at setup. Which I did not. Instead, my 2 Onagers killed his one Onager, then cut down the rest of his fleet. He had a raider limp away at 1 hull, so no table...

And that's it really. Sooo much fun playing Armada for 2 whole days. Hope I get to do it again!

Tuesday, May 7, 2019

X-wing: Trondheim HST, Top 8 Cut

Proton torpedoes 4EVER!

On to Sunday and the top 8 cut.

My first opponent of the day was Eirik Munthe, another Norwegian (but not a local). He was running a list I've not seen before. Guri with AS + AB & Outmaneuver... could be real problem for me. The Firespray is tough and hits hard, even when it's not Boba. Koshka can get rerolls too, if enemy is stressed. Fortunately I was running Cassian + Leia, so that should not be my biggest concern. Qi-ra I've used before, and she's quite a good little card. Trick shot + Cargo Chute... could be a problem, but I was counting on my Cassian to coordinate my X-wings out of trouble. Seevor is such an annoying little git. In this iteration with Juke. I wasn't sold initially, but after the match Eirik explained his reasoning, and with the Juke+Evade and the synergy with PS-3 Firespray he might actually have a good little combo there.

Anyway, we were both at 199. So we rolled the dice and... I got the choice, so I made Guri first player. We maneuvered a little bit, Guri got mauled, Seevor got hurt a little bit, then popped. We fenced a little more, then Guri went down, and the rest of the game was me chasing down the Firespray which went down right on time. I took damage in return on all my ships, but I was always able to keep moving and R2ing, with Cass shedding stress and coordinating my X-wings out of trouble.

Would probably have been much harder if I was 1st, but Wedge is still I6, and Luke's Instinctive Aim would maybe have mattered. But yeah, should have just kept my 197 list and not added IA. This wasn't the first time in this tourney that just a 3 point bid would have helped me.

Eirik's NM List (199)
Koshka Frost — Firespray-class Patrol Craft 71
Trick Shot 2
Qi’ra 2
Rigged Cargo Chute 4
Ship Total: 79
Half Points: 40 Threshold: 5
 
Guri — StarViper-class Attack Platform 63
Outmaneuver 6
Advanced Sensors 10
Afterburners 6
Ship Total: 85
Half Points: 43 Threshold: 3
 
Captain Seevor — Mining Guild TIE Fighter 30
Juke 5
Ship Total: 35
Half Points: 18 Threshold: 2

Next game was against Rolf, who beat me in the Swiss. A quick analysis of that game told me that, even had Luke NOT landed on that rock, it might have won - or not. My first impression was that if Luke had gotten that r1 shot on Maul, everything would be fine. But that was just wishful thinking.

I was really lucky with Cassian blocking Maul several times, and Maul only really got 2 shots in the game - that tractor shot + 1 on Cassian in the same round. The rest of the time he was bumping or out of arc. If Maul had gotten more shots off... I would have been wiped out. In theory, I could have claimed a win in the last round out our Swiss game... but there was a MUCH greater chance of Rolf turning it into a BIG WIN. I was actually kind of lucky.

So what to do? Popping droids takes time. It's easy with my list, but it takes time. And during that time I'm probably eating return fire from everyone. And after the initial engagement I'm left with maybe less points that my opponent - half point Luke is worth almost 2 droids...

So I decided to go for Maul this time. Two double-mod torpedoes. 8 double mod reds vs ONE GREEN DIE. So even with Grievous, I expected to put at least 1 crit into him. Then I'd flip around and finish him off. It went down quite nicely. Luke got a bit lucky - he got tractored again, this time in open space mind you, but lived through the hail of enemy fire. Fortunately Rolf had moved 1 calc from his unique droid to Maul, meaning it could not fire energy-shells. That probably saved young Skywalker.

Next round Wedge popped a droid, Luke took a flip and put a torpedo into Maul's ass as a thank you for the tractoring. Grievous was active again and saved Maul - until Cassian shot him in the face. Wedge left the table to the remaining droids, but I had a clear advantage: only 2 Vultures + the Bubble remained. I took out 1 droid, then the other. The Bubble was no match for the Cassian + Luke combo.

Rolf's NM list (199)
Feethan Ottraw Autopilot — Belbullab-22 Starfighter 37
Kraken 10
Ship Total: 47
Half Points: 24 Threshold: 3
 
DFS-311 — Vulture-class Droid Fighter 24
Energy-Shell Charges 4
Ship Total: 28
Half Points: 14 Threshold: 2
 
Trade Federation Drone — Vulture-class Droid Fighter 20
Energy-Shell Charges 4
Ship Total: 24
Half Points: 12 Threshold: 2
 
Trade Federation Drone — Vulture-class Droid Fighter 20
Energy-Shell Charges 4
Grappling Struts 3
Ship Total: 27
Half Points: 14 Threshold: 2
 
Darth Maul — Sith Infiltrator 65
Hate 3
Tractor Beam 2
General Grievous 3
Ship Total: 73
Half Points: 37 Threshold: 5
 
In the final match I met Arild, one of our local players, and the reigning champ. He's a really good player. I had met this exact list the week before in a small local tourney, and he had walked all over me. I wasn't running exactly the same list, as my other list had Thane, not Luke, and some other upgrades, but it was 90% the same matchup.

Now, I was hoping NOT to meet Arild AT ALL. Because I knew I was in massive trouble. This time around he even had the bid (I was at 195 last we met). But honestly, I was slightly surprised to see he hadn't taken out Hate from Vader, or maybe even FCS. I mean, both are really good, but a slightly higher bid would have made sense. So I didn't think my 197 or 199 would matter. But turns out it did.

After the game (and before) we had some discussions about bid and first player. We don't really agree, but I think that if I had the bid (I would oc give init to Arild) the game would have played out quite differently. And I'm not at all sure it would be to my advantage.

I feel that Arild was overly aggressive and careless with his Fel, just because I was first player. That gave me an opportunity to try to focus him down, before the rest of the Empire squad could even join the fight. And Arild played right into that plan. He just managed to do a lot more damage to Luke and Wedge before he died than I had counted on. Partly because he played well and I made some not so good calls, and partly dice. But if Fel was 1st player, he would have been much more careful, and played an important role in the end game.

But Ok, my plan kind of worked. I got Fel out before the other Imps even mattered, but I had taken too much damage, and could not come back into the fight. I got Gideon, who I think was overly reckless. He just ran over a rock and got PS-killed by Luke for no reason at all really. But then Vader got Luke (my greens were still all blank), and thanks to initiative (here it really mattered) Vader avoided a torpedo shot from Wedge, who had come around after regenerating.

I tried very had and put damage on both Vader and Gideon, but both Cassain and Wedge were too hurt by now. Arild kept rolling evades, and both Vader and that damn Countdown are hard enough to kill on approach, let alone in the endgame. They just never die.

But apart from one slightly bad move and wildly unfair green dice, I can only be pleased with the result. I had a plan, it worked. It was always a high risk plan, and unfortunately I paid way more than could be expected to pop Fel. But pop him I did. And the middle-to-end game was pretty sharp, I feel, I just couldn't quite make it uphill.

And of course losing to Arild, who is such a strong player... there is nothing to feel down about. I think the better player won, and that even with more average dice between us he'd have come out on top. But he would have had to try a bit harder, and be more diligent in the end game. Also, this result, 2 dead ships and 2 with damage on, was WAY better than last time, when all I did was kill Gideon for 30 points...

Arild's NM list (198)
Darth Vader — TIE Advanced x1 65
Hate 3
Fire-Control System 2
Ship Total: 70
Half Points: 35 Threshold: 3
 
Soontir Fel — TIE Interceptor 52
Predator 2
Ship Total: 54
Half Points: 27 Threshold: 2
 
“Countdown” — TIE/sk Striker 44
Ship Total: 44
Half Points: 22 Threshold: 2
 
Gideon Hask — TIE/ln Fighter 30
Ship Total: 30
Half Points: 15 Threshold: 2

The final was streamed, and will be out on YouTube eventually. So you can watch me get beaten. The same goes for my loss in the Swiss. None of my WINS were recorded? Coincidence or foul conspiracy?

Also, overall I think adding Heightened Perception wasn't really worth it. But that's mostly benefit of hindsight. I did not expect to see so many 5s and 6s with such low bids. 198? 199? I'm sure if I had sat on 197, everyone else would be like 196 or 199 :P

X-wing: Trondheim HST, Swiss (5 rounds)

No regrets. Except that thing with Luke and the tractor beam... and the dumb 3-ahead with Wedge in the final round of the same game.

First match of the Swiss was against Tobias Hjalmarsson. He was running a Rebel 4-ship list, not unlike one I had considered, but eventually rejected bc A) I find Arvel to be too matchup dependent and B) haven't flown B-wings enough. It's nevertheless a strong list. Four ships, lots to eat through.

I got to be 2nd player, but I don't think it helped that much. Got a good opening, and put two torpedoes into Braylen, taking him to 1 hull. Wedge got hit hard in return, but survived. Next round Wedge ran and regenerated, while Luke PS-killed Braylen. Arvel tried to block Wedge, but he got outsmarted. I lost my U-wing and so did he. Leaving me with Wedge+Luke and him with Luke+Arvel. When game was called he was down to just Arvel and me just Luke, so win me, but not a great MoV. 1-0

Tobias' NM list (200)
Luke Skywalker — T-65 X-Wing 62
R2 Astromech 4
Servomotor S-Foils 0
Ship Total: 66
Half Points: 33 Threshold: 3
 
Braylen Stramm — A/SF-01 B-Wing 47
Ship Total: 47
Half Points: 24 Threshold: 4
 
Arvel Crynyd — RZ-1 A-Wing 34
Crack Shot 1
Intimidation 3
Ship Total: 38
Half Points: 19 Threshold: 2
 
Cassian Andor — UT-60D U-Wing 47
Leia Organa 2
Pivot Wing 0
Ship Total: 49
Half Points: 25 Threshold: 4

Second game was vs Doc, a local player. Fenn Rau AND AS Guri is a potentially fatal combo. Dalan I don't see much, but he's pretty good. I got Wedge into a nice flanking position, with Luke hanging as bait, with Cassian supporting him. Fenn tried to get into r1... and just failed. That's BAD NEWS for Fenn. Then my dice sucked bad, and somehow Fenn didn't just not die, but took ZERO damage. Bummer.

But from there my movement and blocking was ok, and so were my green dice. Dalan got mauled and so did Guri. Luke was hurt bad, but lived. Fenn had a couple of r1 shots, but due to bumping never got any mods, so wasn't too bad. I popped Dalan. Then Guri and Luke popped each other. 

Wedge and Cassian regrouped and Fenn was forced to come to them... and boom. Game, with a good MoV for me. 2-0.

Doc's NM list (195)
Fenn Rau — Fang Fighter 68
Ship Total: 68
Half Points: 34 Threshold: 2
 
Guri — StarViper-class Attack Platform 63
Advanced Sensors 10
Ship Total: 73
Half Points: 37 Threshold: 3
 
Dalan Oberos — StarViper-class Attack Platform 54
Ship Total: 54
Half Points: 27 Threshold: 3

3rd game was vs Elias Holmgren. He had a mirror list to mine, 2x double modded torps included, but with a slightly better bid. Hmmm... I really did not want to joust with this guy. So I set up noncommittally, looking for an opening. And there, right at the start an opportunity presented itself - his U-wing sped up along the back edge, while the X-wings took their sweet time. 

I pressed the pedal to the metal so to speak and made a mad rush towards his U-wing, which popped to twin double mod trops without too much return fire. Then right after my Cassian made a surprise hard turn and got in a key block on his Wedge, while mine flipped around with Leia (his Leia was already gone, and important advantage at this point). After that it was mostly cleanup. It was not an easy game, but my plan worked quite well and it was a decent win for me. 3-1.

Elias' NM list (193)
Luke Skywalker — T-65 X-Wing 62
Proton Torpedoes 12
R2 Astromech 4
Servomotor S-Foils 0
Ship Total: 78
Half Points: 39 Threshold: 3
 
Partisan Renegade — UT-60D U-Wing 43
Leia Organa 2
Lando Calrissian 2
Pivot Wing 0
Ship Total: 47
Half Points: 24 Threshold: 4
 
Wedge Antilles — T-65 X-Wing 52
Proton Torpedoes 12
R2 Astromech 4
Servomotor S-Foils 0
Ship Total: 68
Half Points: 34 Threshold: 3

4th game was vs my old buddy Rolf from Østersund, Sweden. We have played Armada many times, but never X-wing (since I just started). I had played Maul + droids several times on Vassal, so I had a fair idea what the list could do. I discounted the tractor on Maul as a waste of points - the forgot all about it (I came to regret it).

My plan was to use Wedge to remove 2 droids, then focus on cleaning up the rest and bringing Maul to half, using Cassian to cause movement trouble for Maul. This might have worked out, had not tractor happened. I put Luke at r1 of Maul... between two stones that would make Mauls next round movement super-predictable. I was sooo pleased. Then I got pushed onto a rock. So... fucking... dumb :-D

At the end he had 1 droid left + maul, I had Cassain (half) and Wedge left. Win to Rolf, 9 MoV. I might have pulled out a win if Wedge had done a better maneuver on the last round, giving my a decent change of putting 2 damage on the remaining droids. Loss. 3-1.

Rolf's NM list (199)
Feethan Ottraw Autopilot — Belbullab-22 Starfighter 37
Kraken 10
Ship Total: 47
Half Points: 24 Threshold: 3
 
DFS-311 — Vulture-class Droid Fighter 24
Energy-Shell Charges 4
Ship Total: 28
Half Points: 14 Threshold: 2
 
Trade Federation Drone — Vulture-class Droid Fighter 20
Energy-Shell Charges 4
Ship Total: 24
Half Points: 12 Threshold: 2
 
Trade Federation Drone — Vulture-class Droid Fighter 20
Energy-Shell Charges 4
Grappling Struts 3
Ship Total: 27
Half Points: 14 Threshold: 2
 
Darth Maul — Sith Infiltrator 65
Hate 3
Tractor Beam 2
General Grievous 3
Ship Total: 73
Half Points: 37 Threshold: 5

Vs Johan Hofverberg, another Swede. From Gøteborg IIRC. Tough one. Really tough. Resistance aces. Well, Bastian is at I2, and he's used as a sweeper, so not possible to pop early. I've played almost this list quite a bit: Poe and the 2 As, but I never could find their 4th buddy. And it turned out that might well be Bastian.

He was at 198 and I'm at 199, so I got to be 1st again. This game it would have been MUCH BETTER for me to be 2nd player, and I regretted that Instinctive Aim. But nothing to be done about it. There was LOT of maneuvering before the first shots got fired. When they did, I managed to get some damage onto Talli, but she lived. I got some in return, but not so bad.

Then we maneuvered some more, I popped Talli, he focused down Cassian HARD!!! He tried to chase down Wedge, Lulo died... Poe and Bastian tried really hard to kill Wedge, but he kept moving and used R2 to max effect. Then time was called and Luke popped Bastian, who blanked out... and can't have Heroic... leaving only Poe. It would have been a win anyway, but not as big. Have to say that this was probably the most hard fought match of the Swiss. Losing to Johan would not have troubled my sleep. But win. 4-1

Johan's NM list (198)
Poe Dameron — T-70 X-Wing 68
Heroic 1
R4 Astromech 2
Integrated S-Foils 0
Black One 2
Tractor Beam 2
Ship Total: 75
Half Points: 38 Threshold: 4
 
Lieutenant Bastian — T-70 X-Wing 48
Integrated S-Foils 0
Ship Total: 48
Half Points: 24 Threshold: 4
 
L’ulo L’ampar — RZ-2 A-Wing 38
Heroic 1
Ship Total: 39
Half Points: 20 Threshold: 2
 
Tallissan Lintra — RZ-2 A-Wing 35
Heroic 1
Ship Total: 36
Half Points: 18 Threshold: 2

That was it for day 1. My mind was tired, but it was a LOT of fun. Felt good to have made the cut. I did so too at Nordics, but then I dropped to play Armada... not so this time!

I also got to know my next matchup and his list.

Just going to leave it here, then finish the rest in my next post:

Eirik's NM List (199)
Koshka Frost — Firespray-class Patrol Craft 71
Trick Shot 2
Qi’ra 2
Rigged Cargo Chute 4
Ship Total: 79
Half Points: 40 Threshold: 5

Guri — StarViper-class Attack Platform 63
Outmaneuver 6
Advanced Sensors 10
Afterburners 6
Ship Total: 85
Half Points: 43 Threshold: 3

Captain Seevor — Mining Guild TIE Fighter 30
Juke 5
Ship Total: 35
Half Points: 18 Threshold: 2


Monday, May 6, 2019

X-wing: Trondheim Hyperspace Trials 2019

Me on the right, Arild (winner) on left.

This weekend I went to my third big X-wing 2.0 tournament (the first was a Regionals just days after 2.0 hit, the second was Nordics 2018 in October). For once there was no travel involved, as it took place in Trondheim.

For the record I was 4th in Swiss and 2nd in tournament.

There was 30-something players. Some local, some from other parts of Norway (Oslo and Bergen), but also from Sweden, including some really good players who had traveled a long way.

Technically it was a Hyperspace Trial. Unofficially also the Norwegian Championship (under the old structure the Nordic countries share a nationals - not sure what nationals are called now).

Trondheim Hyperspace Trials (199)
Wedge Antilles — T-65 X-Wing 52
Proton Torpedoes 12
R2 Astromech 4
Servomotor S-Foils 0
Ship Total: 68
Half Points: 34 Threshold: 3
 
Luke Skywalker — T-65 X-Wing 62
Instinctive Aim 2
Proton Torpedoes 12
R2 Astromech 4
Servomotor S-Foils 0
Ship Total: 80
Half Points: 40 Threshold: 3
 
Cassian Andor — UT-60D U-Wing 47
Leia Organa 2
Tactical Officer 2
Pivot Wing 0
Ship Total: 51
Half Points: 26 Threshold: 4

I've been playing a bit of different things on Vassal since the new year started, including a good deal of Resistance and more recently Separatists. But I don't have any IRL Resistance ships, and my droids had not yet arrived, so I went with Rebels again. I really like Rebels, esp X-wings, and I think they are in a good place ATM.

So after som testing I went back to my staple Wedge + Luke. I saw a LOT of Wedges (but met only 1), but not a lot of Lukes this time around. Wedge is super-good, but he tends to draw a LOT of fire and die quick. But if you also have Luke, Luke can more effectively "tank" than Wedge, especially at long range. So I feel they pair very well. 

Both with torpedoes. Yes, protons are 12 points, which is expensive. Actually, I think they are overcosted a good bit now. 9 was about right. Except not on Luke and Wedge. A double mod Wedge (Cassian coordinate) with protons at r3 is just murder. And Luke can double-mod himself. I know he's "only" I5 and my bid is low, but not every lists is hi-bid 5+6 aces. Quite the contrary. Lots of stuff for Luke to torp.

Torps are also nice bc you can fly with wings closed more, and not worry about the -1 red. This can be really important sometimes, especially in the opening engagement, where you might want to coordinate-boost/barrel with Cassian to effectively make Luke or Wedge have supernatural reflexes for 2 points. Several of my opponents overlooked this option and paid for it.

Finally torps means you have 4 reds at all ranges. R1 you just shoot normal guns. R2-3 its torpedoes. And you get to deny the range 3 bonus a LOT.

Basically: Tops are now overpriced, don't take them on anyone except Wedge or Luke (well, Redline too, but he's not Rebel). Also, just 1 torps feels... a little weak. Two can kill most things.

I put R2 on both. I've come to love this 4-point card. It give you so many options. No shot? Get a shield back, live longer. Endgame? Deny half points by regen. But also because it makes opponent less sure what you will do. If he sees R2, he cannot know if a wounded ship will try to get a money shot - or evade arcs and regen. Add Cassian/Coordinate + Leia for even more mind games.

Luke got Instinctive Aim. I'm probably the only one who ever uses this card. But the reasoning is my bid is so low anyway, so going from 197 to 199 doesn't matter. Well, not much anyway. Actually I was going to put crack on Wedge, but this got left out for some reason.

The point is that shooting a torp for 1 Force without lock rerolls isn't super good. But you do this when Luke has focus. Or maybe he took a Focus-boost to get into r3 of something. His foils are closed, but he still gets 4 reds and denies the r3 bonus, and he has the focus - and 1 force remaining too. That's not half bad against an unprepared opponent.

I got some use out of it. Not a lot, but it did some work, and I think it was an OK addition. I also managed to forget it on a few occasions where it might have been useful. When it came to the final, I would have had the bid on Arild 197 to 198 if I hadn't taken Instinctive Aim. 

Arild claims that helped him, like a LOT... that it let his Soontir survive a good while and do good damage but I'm not entirely convinced. That Soontir has HYPERAGGRO and flew right into my 3 ships ALONE, because I was 1st player. Which eventually let me trap and kill him. If HE had been 1st player, his Fel would have run, then come late to the party, and never been shot at while finishing my wounded ships. 

But OK, having the bid would probably not have HURT. I'm just thinking my opponent undervalues his own skills and fails to see how the game would have proceeded very differently if he was 1st player and not me. This was the case the last time I played vs that exact list. Then I had the bid, he was 1st, caused me to bump a lot, and made me generally feel like a fool, winning 200-30. I think Arild may have forgotten that :-)

If you look at my posts from Nordics, you can see my list looks a lot like it did back then. But that was extended, and Norra isn't allowed to bring her ARC in Hyperspace. I've tried Norra in the Y-wing, but it's just not my cup of tea. I want her in the ARC with Intimidation and Zeb. With that out of question I picked up the U-wing.

The ships isn't that impressive. Pretty standard 3/2, decent 5/3, but with a Medium base (fat target) and with a maneuver dial from hell. The red stop + Leia is the reason it's worth even considering. That and the 2 crew slots + red coordinate, which lets you take both Leia AND Tac officer.

With Leia at 2 points you almost HAVE to bring her. I do think it's easy to fall into a tactical trap where you plan to overly rely on her, like setting up all ships for a red maneuver on the same round, which can be good, but also very predictable. But just having her there, for 2 points, to make the U-wing stand still AND get an action? Or make only 1 X-wing flip around with a red and get an action? Just having a Leia with charges active... or becoming active THE NEXT ROUND... it requires extra planning for opponent. Mind games lol.

She's so useful for those 2 points. I actually did consider her back when I first started playing, but she was just too expensive. Now she feels really good. She'll probably go up a bit in price, and no one will use her anymore, which will be a great shame. She's just good, but not mandatory or overpowered.

The only other upgrade on the U-wing is Tac Officer. That's not an auto-include IMO. It's only included if you plan to fly the ship in support early on, where it will need to coordinate repeatedly. And my U-wing does, so tac officer it is.

I've opted to run Cassian instead of the cheaper Blue or Partisan Renegade. I do this because I like his 3 skill. That means he gets to shoot at generics and can I-kill them, or even get returns shots on the I3 ones. I3 is still pretty good for blocking, esp for a ship that can stop and spin. But most of all because Cassian's ability is AMAZING. Range 3 is HUGE (and bc of coordinate needs you will almost always be in range to begin with). 

During engegement he can shed a stress from a focus-boost, for example. Later on he can also get rid of a stress for an X-wing flipping around. Especially in an endgame with Luke this is just too good to pass over. Leia is only every 3 rounds, but Cass can quickly pass a lock to Luke, who can then effectively take a red maneuver every round, and still have double mods.

Since he triggers start of activation and is I3, he can remove a stress, then coordinate boost/barrel to resposition. I've mentioned this combo already, but it's worth mentioning again because of the excellent timing. You opponent has already set his dials, maybe accounting for Cassian, maybe not.

The list aims to pack the maximum firepower into two X-wings, and make sure they survive long enough to maim and kill the bulk of the enemy fleet during the opening engagement. It uses torpedoes to control the opening engagement. By the time the dust has settled, Wedge might be gone, but so is most of your fleet, and what remains can't handle Cassian + Luke (or Wedge if Luke bought the farm).

But it's not THAT simple. It's a list that can deploy on the back edge in almost any position, then quickly reposition to another part of the table. Where Cassain deploys means NOTHING to the U-wing. It can spin. Or stay in place for 2 rounds in a row (with Leia). I also mentioned the coordinate respositioning, esp with foils closed. SUPERNATURAL REFLEXES on either X-wing, for 2 points lol. And the threat of an active Leia is always there. And even when she's not Cassian can remove stress, making the X-wings much more agile.

In addition, it uses torpedoes to stop enemies hanging back in "middle" range. If I can shoot at long, that's SUPER GOOD for me. If you rush in closer, that's also great, because I still get max firepower either from torps or guns at r1, and next round I can flip white behind you and you can't easily block that.

For all this the list isn't perfect. It has only 3 ships for 1. And that means its vulnerable to dice. The final proved this. I made some aggro choices, a calculated risk if you will, and then dice happened. Both my X-wing were badly hurt by the time Fel went out, and despite some really good play on my part during the end of that final, it was simply not possible to come back.

Also, without Cassian/Leia, the list struggles in the endgame against certain opponents. The X-wing just ins't THAT GOOD a dogfighter. But then again, who doesn't struggle in the endgame vs Fel or Fenn or Guri when they are 1st player?

List is solid. But what about the player?

I went 4-1 in the Swiss, losing by 9 to a very exiting Separatist list. I had the honor of meeting it again in the semi-final, where Luke got his revenge over Maul... he tractored me onto a rock in the first game... it was very embarrassing since I was like "you ever get to use that tractor beam" before the match... and it proved to be match-winning... lol

My Armada-bro Rolf on the left, me on the right. He got me in Swiss, then I burned down his squad in the semi. We are both members of Handsome Devils squadron.


I still feel like I'm only dabbling in X-wing. I really do. But I guess I do understand something of both listbuilding and actual play. So Nordics may not have been entirely a fluke (but it helped a lot that 2.0 was brand new, I think). I keep comparing my X-wing skill to my Armada skills... and then I feel like a complete and utter noob still.

Anyway, matchups to come in a separate post. This has dragged on long enough.

Monday, November 5, 2018

Nordics 2018 - After action report part 7, ALL THE LISTS!


Here are all the lists from Nordcis.

Full credit to Mikael Vikstrøm (our TO) and Uppsala Starfighters 


So here are the lists from the event in all their glory. I’ve taken the liberty to do a hot take on each list, but first some statistics. Of the top eight lists there were five loose archetypes that could be identified.

Archetypes         Top 8 Top 4 Top 2
MSU+Anchor         1         1         1
Rieekan-a-holes 2         2
Thrawn-few-ship 2         1         1
Sloane-aces         2
Dual ISD                 1

MSU+anchor denotes any build that have six or more activations, with one of them being a large ship. Thrawn-few-ship is an archetype with Thrawn and a few activations plus a whole lot of squadrons lending quality to each activation.

There were a slight overweight of imperial fleets, and they placed a little better than their rebel counterparts. Squadless fleets have been popular lately but were in minority today. Out of twenty four fleets, seven were squadless. Notably though one of those was the winning fleet.

Nine Commanders graced us with their presence with Rieekan and Sloane being most popular. None of the most popular commander, however made it into the top two. That honor belongs to Motti, and Thrawn.

The most common number of activations (including Strategic Advisor, a very common card this day) was five activations. If you had six activations you could beat most of the field, but notably if we check the top scoring lists there is a good representation of most of the activation numbers. Activation advantage seems not to have been the most deciding factor.

Finally the number of deployments (not counting single squadrons or Raddus drops) seems to center on seven deployments with the tow top lists slightly below on five and six deployments. Top fleet on five deployments (all ships), and the second two ships and eight squadrons.

And with that presentation of statistics I now present the lists in order of placement.

Thomas Hougaard
Faction: Imperial
Commander: Admiral Motti

Assault: Most Wanted
Defense: Contested Outpost
Navigation: Solar Corona

ISD Cymoon 1 Refit (112)
• Admiral Motti (24)
• Strategic Adviser (4)
• Intensify Firepower! (6)
• Gunnery Team (7)
• Spinal Armament (9)
= 162 Points

Victory II (85)
• Chart Officer (2)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Heavy Ion Emplacements (9)
= 106 Points

Gladiator I (56)
• Captain Brunson (5)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Demolisher (10)
= 80 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Total Points: 398

This is not something I’d like to get in front of. The Vic might be vulnerable to be outdeployed, but Motti in the mix means most of the ships will stand up to a beating and still be around the round after.

Activations 6
Deployments 5

Bjørn Blom Sørgjerd
Faction: Imperial
Commander: Grand Admiral Thrawn

Assault: Close-Range Intel Scan
Defense: Planetary Ion Cannon
Navigation: Superior Positions

Imperial II (120)
• Grand Admiral Thrawn (32)
• Governor Pryce (7)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• Quad Battery Turrets (5)
• Avenger (5)
= 187 Points

Quasar Fire I (54)
• Captain Brunson (5)
• Flight Controllers (6)
• Boosted Comms (4)
• Squall (3)
= 72 Points

Squadrons:
• Maarek Stele (21)
• Colonel Jendon (20)
• TIE Defender Squadron (16)
• Dengar (20)
• Mauler Mithel (15)
• Captain Jonus (16)
• Valen Rudor (13)
• Tempest Squadron (13)
= 134 Points

Total Points: 393

Only two activations, but man do they count. Thanks to Jonus the ISD can also relatively easily take out flotillas. Vulnerable to tabling, but Bjørn will fight tooth and nail to not let that happen.

Activations 2
Deployments 6

Mats Jonsson
Faction: Rebel
Commander: General Rieekan

Assault: Advanced Gunnery
Defense: Fighter Ambush
Navigation: Superior Positions

MC80 Command Cruiser (106)
• General Rieekan (30)
• Strategic Adviser (4)
• Fighter Coordination Team (3)
• Leading Shots (4)
• Quad Battery Turrets (5)
= 152 Points

Nebulon-B Escort Frigate (57)
• Flight Commander (3)
• Yavaris (5)
= 65 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bright Hope (2)
= 27 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

Squadrons:
• Ten Numb (19)
• Jan Ors (19)
• Scurrg H-6 Bomber (16)
• Hera Syndulla (28)
• Gold Squadron (12)
• 3 x YT-1300 (39)
= 133 Points

Total Points: 397

Rieekan-aceholes variant with a big ship holding it up, and YTs instead of X-Wings for escort. A little bit light on bombers, but on the other hand it’s got that combination of objectives that you’ll hate to see at the other side of the table. Only two non flotilla ships, so vulnerable to tabling.

Activations 5
Deployments 8

Christian Ingemann Nielsen
Faction: Rebel
Commander: General Rieekan

Assault: Precision Strike
Defense: Contested Outpost
Navigation: Superior Positions

GR-75 Medium Transports (18)
• Leia Organa (3)
• Comms Net (2)
= 23 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Boosted Comms (4)
• Bright Hope (2)
= 32 Points

Hammerhead Torpedo Corvette (36)
• General Rieekan (30)
= 66 Points

MC75 Armored Cruiser (104)
• Toryn Farr (7)
• Flight Controllers (6)
• Boosted Comms (4)
• Electronic Countermeasures (7)
• External Racks (3)
• Leading Shots (4)
• XI7 Turbolasers (6)
= 141 Points

Squadrons:
• Dutch Vander (16)
• Nym (21)
• Wedge Antilles (19)
• Gold Squadron (12)
• Shara Bey (17)
• Norra Wexley (17)
• HWK-290 (12)
• Luke Skywalker (20)
= 134 Points

Total Points: 396

Rieekan-aceholes without Yavaris?!? Rieekan should survive on his lifeboat while Precision Strike, and Superior Position lets him harvest tokens while Contested Outpost forces you to come to him. Vulnerable to tabeling, but I don’t think that Hammerhead will come anywhere near a threat.

Activations 4
Deployments 8

Rolf Hilleberg
Faction: Imperial
Commander: Admiral Sloane

Assault: Most Wanted
Defense: Fighter Ambush
Navigation: Superior Positions

ISD Kuat Refit (112)
• Admiral Sloane (24)
• Strategic Adviser (4)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• Leading Shots (4)
• External Racks (3)
• Avenger (5)
= 162 Points

Quasar Fire I (54)
• Flight Controllers (6)
• Boosted Comms (4)
• Pursuant (2)
= 66 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
= 23 Points

Squadrons:
• Maarek Stele (21)
• Colonel Jendon (20)
• Dengar (20)
• Ciena Ree (17)
• Howlrunner (16)
• Mauler Mithel (15)
• Black Squadron (9)
= 118 Points

Total Points: 394

Sloane-Avenger. Will win the squadron engagement most of the time, but is vulnerable to tabling due to the few number of non flotilla ships.

Activations: 5
Deployments 7.5

Gil Surepi
Faction: Imperial
Commander: Admiral Motti

Assault: Most Wanted
Defense: Contested Outpost
Navigation: Solar Corona

ISD Kuat Refit (112)
• Strategic Adviser (4)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• Leading Shots (4)
• Assault Proton Torpedoes (5)
• Avenger (5)
= 140 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

ISD Cymoon 1 Refit (112)
• Admiral Motti (24)
• Intel Officer (7)
• Gunnery Team (7)
• Spinal Armament (9)
• XI7 Turbolasers (6)
= 165 Points

Squadrons:
• 4 x TIE Interceptor Squadron (44)
= 44 Points

Total Points: 399

Double Motti-ISD. You’ll never take out both of those. And while you try they’ll hammer you. BT-Avenger can wipe almost anything of the board, and that Cymoon will eat your tokens and hammer you into submission over time.

Activations: 5
Deployments: 6

Oscar Bernard Beltrano Silao
Faction: Imperial
Commander: Grand Admiral Thrawn

Assault: Targeting Beacons
Defense: Planetary Ion Cannon
Navigation: Solar Corona

ISD Kuat Refit (112)
• Grand Admiral Thrawn (32)
• Governor Pryce (7)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• Leading Shots (4)
• External Racks (3)
• Avenger (5)
= 173 Points

Gladiator I (56)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Proton Torpedoes (5)
• Demolisher (10)
= 83 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Bossk (23)
• Maarek Stele (21)
• Mauler Mithel (15)
• Dengar (20)
• Colonel Jendon (20)
• Zertik Strom (15)
= 114 Points

Total Points: 395

Thrawn with Demolisher + Avenger. Only three activations, but Pryce will help out. Jendon-Steele can handle smaller ships mostly by themselves. Vulnerable to tabling with only two capital ships.

Activations: 3
Deployments: 6

Sebastian Lundin
Faction: Imperial
Commander: Admiral Sloane

Assault: Advanced Gunnery
Defense: Fighter Ambush
Navigation: Superior Positions

Imperial II (120)
• Admiral Sloane (24)
• Governor Pryce (7)
• Darth Vader (3)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Avenger (5)
= 176 Points

Quasar Fire I (54)
• Captain Brunson (5)
• Flight Controllers (6)
• Boosted Comms (4)
• Pursuant (2)
= 71 Points

Gozanti Cruisers (23)
• Hondo Ohnaka (2)
• Comms Net (2)
= 27 Points

Squadrons:
• Black Squadron (9)
• Colonel Jendon (20)
• Maarek Stele (21)
• Dengar (20)
• Howlrunner (16)
• Valen Rudor (13)
• TIE Fighter Squadron (8)
• Mauler Mithel (15)
= 122 Points

Total Points: 396

Sloane Avenger. Squadron ball should win the squadron fight most of the times. Vulnerable to tabling. I’d be interested to hear how Vader worked out for Sebastian. It feels like Boarding Troopers would get more mileage with Avengers in most cases.

Activations: 3
Deployments: 7

Andreas Isaksson
Faction: Rebel
Commander: Admiral Raddus

Assault: Most Wanted
Defense: Contested Outpost
Navigation: Solar Corona

MC75 Ordnance Cruiser (100)
• Lando Carissian (4)
• Ordnance Experts (4)
• Reinforced Blast Doors (5)
• External Racks (3)
• Assault Proton Torpedoes (5)
• Profundity (7)
= 128 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• External Racks (3)
= 43 Points

CR90 Corvette A (44)
• Admiral Raddus (26)
• Turbolaser Reroute Circuits (7)
• Jaina’s Light (2)
= 79 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

GR-75 Medium Transports (18)
• Bright Hope (2)
= 20 Points

GR-75 Medium Transports (18)
• Quantum Storm (1)
= 19 Points

Squadrons:
• 6 x Z-95 Headhunter Squadron (42)
= 42 Points

Total Points: 382

Raddus bomb with a small fighter component and a large drop zone thanks to the two corvettes and two transports that can be used as origin points. Heavy bid because it really wants to go first.

Activations: 4/6
Deployments: 7/9

Patrik Thorén
Faction: Rebel
Commander: General Rieekan

Assault: Precision Strike
Defense: Contested Outpost
Navigation: Superior Positions

GR-75 Medium Transports (18)
• Bomber Command Center (8)
= 26 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

MC75 Armored Cruiser (104)
• General Rieekan (30)
• Caitken and Shollan (6)
• Electronic Countermeasures (7)
• External Racks (3)
= 150 Points

Nebulon-B Escort Frigate (57)
• Flight Commander (3)
• Engine Techs (8)
• Yavaris (5)
= 73 Points

Squadrons:
• Shara Bey (17)
• HWK-290 (12)
• Gold Squadron (12)
• Wedge Antilles (19)
• Ketsu Onyo (22)
• Biggs Darklighter (19)
• Norra Wexley (17)
• X-wing Squadron (13)
= 131 Points

Total Points: 400

Closest to the classical Rieekan-aceholes, although Rieekan again have taken shelter on a large ship. Vulnerable to tabling if you can get through the squadron deathball.

Activations: 4
Deployments: 8

Kim Lee Christensen
Faction: Rebel
Commander: General Dodonna

Assault: Advanced Gunnery
Defense: Hyperspace Assault
Navigation: Dangerous Territory

MC80 Battle Cruiser (103)
• General Dodonna (20)
• Strategic Adviser (4)
• Caitken and Shollan (6)
• Medical Team (1)
• MS-1 Ion Cannons (2)
• Spinal Armament (9)
• XX-9 Turbolasers (5)
• Mon Karren (8)
= 158 Points

Nebulon-B Escort Frigate (57)
• Intel Officer (7)
• Projection Experts (6)
• Turbolaser Reroute Circuits (7)
= 77 Points

Nebulon-B Escort Frigate (57)
• General Draven (3)
• Projection Experts (6)
• Turbolaser Reroute Circuits (7)
= 73 Points

GR-75 Medium Transports (18)
• Adar Tallon (10)
• Comms Net (2)
• Boosted Comms (4)
= 34 Points

Squadrons:
• Luke Skywalker (20)
• Wedge Antilles (19)
• HWK-290 (12)
• Z-95 Headhunter Squadron (7)
= 58 Points

Total Points: 400

Artillery Dodonna. Just point and shoot. Interesting choice with projection Experts on the Nebs.

Activations: 5
Deployments: 6

Carl Cedergren
Faction: Rebel
Commander: General Rieekan

Assault: Most Wanted
Defense: Hyperspace Assault
Navigation: Navigational Hazards

CR90 Corvette A (44)
• General Rieekan (30)
• Turbolaser Reroute Circuits (7)
• Jaina’s Light (2)
= 83 Points

CR90 Corvette B (39)
• Engine Techs (8)
• Reinforced Blast Doors (5)
= 52 Points

Hammerhead Torpedo Corvette (36)
• Cham Syndulla (5)
• External Racks (3)
• Garel’s Honor (4)
= 48 Points

MC30c Torpedo Frigate (63)
• Lando Carissian (4)
• Ordnance Experts (4)
• Reinforced Blast Doors (5)
• Assault Proton Torpedoes (5)
• XI7 Turbolasers (6)
• Admonition (8)
= 95 Points

GR-75 Medium Transports (18)
• Bright Hope (2)
= 20 Points

GR-75 Medium Transports (18)
• Slicer Tools (7)
• Quantum Storm (1)
= 26 Points

Nebulon-B Support Refit (51)
• Turbolaser Reroute Circuits (7)
• Salvation (7)
= 65 Points

Total Points: 389

Rebel MSU with all the tricks. Large bid to go first. Seven activations and Admo for the heavy last-fist hammer. Salvation as an artillery piece. A CRAmbo, a TRC90, and a Chamerhead with ExRacks. Looks interesting, but will take some serious player skill to get all the tools working together.

Activations: 7
Deployments: 7

Victor Berglund
Faction: Rebel
Commander: Admiral Raddus

Assault: Most Wanted
Defense: Hyperspace Assault
Navigation: Dangerous Territory

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Admonition (8)
= 80 Points

MC75 Ordnance Cruiser (100)
• Strategic Adviser (4)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• External Racks (3)
• Assault Concussion Missiles (7)
= 125 Points

MC80 Star Cruiser (96)
• Gunnery Team (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Endeavor (4)
= 117 Points

CR90 Corvette B (39)
• Admiral Raddus (26)
• Jaina’s Light (2)
= 67 Points

Total Points: 389

Raddus with two big ones. Large bid to go first, and Raddus on a Jainas Llifeboat. I wonder if the plan is dropping the MC80, since otherwise that Strategic Adviser on the Ordnance Cruiser will never be useful.

Activations: 3/4/5
Deployments: 3/4

Joacim Hedblom
Faction: Imperial
Commander: Moff Jerjerrod

Assault: Most Wanted
Defense: Hyperspace Assault
Navigation: Solar Corona

ISD Kuat Refit (112)
• Moff Jerjerrod (23)
• Strategic Adviser (4)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• Leading Shots (4)
• External Racks (3)
• Avenger (5)
= 161 Points

Gladiator I (56)
• Captain Brunson (5)
• Ordnance Experts (4)
• Engine Techs (8)
• External Racks (3)
• Demolisher (10)
= 86 Points

Arquitens Light Cruiser (54)
• Dual Turbolaser Turrets (5)
= 59 Points

Arquitens Light Cruiser (54)
• Dual Turbolaser Turrets (5)
= 59 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Total Points: 390

Jerry makes an appearance. No squadrons could leave the list vulnerable to bomber-lists, but both the kitted out Demolisher, and the BT-Avenger are ships to be feared. Fairly large bid, but not seriously I-must-go-first.

Activations: 6
Deployments: 5

Jeppe Nybo Jørgensen
Faction: Imperial
Commander: Grand Admiral Thrawn

Assault: Station Assault
Defense: Contested Outpost
Navigation: Superior Positions

Imperial I (110)
• Grand Admiral Thrawn (32)
• Strategic Adviser (4)
• Ruthless Strategists (4)
• Expanded Hangar Bay (5)
• Boosted Comms (4)
• Leading Shots (4)
• Quad Battery Turrets (5)
= 168 Points

Quasar Fire I (54)
• Boosted Comms (4)
• Squall (3)
= 61 Points

Gozanti Cruisers (23)
• Bomber Command Center (8)
• Boosted Comms (4)
= 35 Points

Squadrons:
• JumpMaster 5000 (12)
• Dengar (20)
• Tempest Squadron (13)
• 7 x TIE Bomber Squadron (63)
• Major Rhymer (16)
• Gamma Squadron (10)
= 134 Points

Total Points: 398

Another Thrawn build. Bomber heavy this time. Really bomber heavy. Rhymer is needed just to let all the bombers shoot at the same hull zone.

Activations: 4
Deployments: 9

Mats Uppström
Faction: Imperial
Commander: Darth Vader

Assault: Most Wanted
Defense: Contested Outpost
Navigation: Solar Corona

ISD Cymoon 1 Refit (112)
• Darth Vader (36)
• Strategic Adviser (4)
• Entrapment Formation! (5)
• Gunnery Team (7)
• Spinal Armament (9)
• XI7 Turbolasers (6)
= 179 Points

Arquitens Light Cruiser (54)
• Slaved Turrets (6)
= 60 Points

Arquitens Light Cruiser (54)
• Slaved Turrets (6)
= 60 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• 3 x VT-49 Decimator (66)
= 66 Points

Total Points: 390

Vader gives nice consistency to the seven red dice that the Cymoon can put out as well as the five that the Arquitens can drum up. Don’t know about the Decis. They’re durable and can punch rather hard, but being heavy means they wont stop an incoming bomber wing.

Activations: 5
Deployments: 5.5

Kevin Aabrink
Faction: Rebel
Commander: General Dodonna

Assault: Most Wanted
Defense: Capture the VIP
Navigation: Dangerous Territory

CR90 Corvette A (44)
• General Dodonna (20)
• Engine Techs (8)
• Turbolaser Reroute Circuits (7)
• Jaina’s Light (2)
= 81 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

GR-75 Medium Transports (18)
• Slicer Tools (7)
• Quantum Storm (1)
= 26 Points

MC30c Torpedo Frigate (63)
• Lando Carissian (4)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Admonition (8)
= 84 Points

MC75 Ordnance Cruiser (100)
• Strategic Adviser (4)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• External Racks (3)
= 123 Points

Squadrons:
• 2 x A-wing Squadron (22)
• Shara Bey (17)
• VCX-100 Freighter (15)
= 54 Points

Total Points: 388

Light token shenanigan, but not with the classic farming objectives. With only one VCX it’ll probably want to go first with that bid.

Activations: 6
Deployments: 7

Philip Hertel
Faction: Imperial
Commander: Moff Jerjerrod

Assault: Most Wanted
Defense: Hyperspace Assault
Navigation: Solar Corona

ISD Cymoon 1 Refit (112)
• Moff Jerjerrod (23)
• Strategic Adviser (4)
• Entrapment Formation! (5)
• Gunnery Team (7)
• Quad Laser Turrets (5)
• XI7 Turbolasers (6)
• XX-9 Turbolasers (5)
• Relentless (3)
= 170 Points

Gladiator I (56)
• Skilled First Officer (1)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Proton Torpedoes (5)
• Demolisher (10)
= 84 Points

Gladiator I (56)
• Skilled First Officer (1)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Proton Torpedoes (5)
• Insidious (3)
= 77 Points

Raider I (44)
• Agent Kallus (3)
• Ordnance Experts (4)
• Quad Laser Turrets (5)
• Flechette Torpedoes (3)
• Instigator (4)
= 63 Points

Total Points: 394

Another squadless list, but with Instigatror and Kallus to try to do some mop up. The problem with Instigator being that Raiders tend to die fast versus squadrons. Only a six point bid, but a good objective mix. Demo can be effective as second player as well, and is a good hyperspace ship.

Activations: 5
Deployments: 4

Daniel Forsberg
Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery
Defense: Fire Lanes
Navigation: Dangerous Territory

MC80 Assault Cruiser (114)
• Admiral Ackbar (38)
• Intel Officer (7)
• Engine Techs (8)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Defiance (5)
= 189 Points

MC30c Scout Frigate (69)
• Walex Blissex (5)
• Gunnery Team (7)
• Assault Proton Torpedoes (5)
• Admonition (8)
= 94 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
• Jaina’s Light (2)
= 53 Points

GR-75 Medium Transports (18)
• Ahsoka Tano (2)
• Comms Net (2)
= 22 Points

Squadrons:
• 2 x A-wing Squadron (22)
• YT-2400 (16)
= 38 Points

Total Points: 396

Semi-fish farm. Lacks the VCX’s to really farm those tokens, and trades massive activations for useful activations. Low bid. Probably played Dangerous Territory all tournament.

Activations: 4
Deployments: 5.5

Daniel Phil
Faction: Imperial
Commander: Admiral Sloane

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

Quasar Fire I (54)
• Admiral Sloane (24)
• Flight Commander (3)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Pursuant (2)
= 92 Points

Gladiator I (56)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Demolisher (10)
= 75 Points

Gladiator I (56)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Insidious (3)
= 68 Points

Gozanti Cruisers (23)
• Bomber Command Center (8)
• Expanded Hangar Bay (5)
= 36 Points

Squadrons:
• Maarek Stele (21)
• Colonel Jendon (20)
• 2 x TIE Defender Squadron (32)
• Gamma Squadron (10)
• Tempest Squadron (13)
• Soontir Fel (18)
• JumpMaster 5000 (12)
= 126 Points

Total Points: 397

Sloane bomber build. Drops the classic ISD for Demolisher and Insidious. Bomber build makes the objectives strong, since Precision strike can be used instead of the usually weaker Most Wanted, but doesn’t capitalise as much on Sloanes ability. Will have problems with the fighter heavy builds.

Activations: 4
Deployments: 7.5

Daniel Spahr
Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery
Defense: Planetary Ion Cannon
Navigation: Solar Corona

CR90 Corvette A (44)
• Enhanced Armament (10)
= 54 Points

CR90 Corvette A (44)
• Enhanced Armament (10)
= 54 Points

MC80 Assault Cruiser (114)
• Admiral Ackbar (38)
• Electronic Countermeasures (7)
• Leading Shots (4)
• Quad Battery Turrets (5)
• Defiance (5)
= 173 Points

MC30c Scout Frigate (69)
• Gunnery Team (7)
• Turbolaser Reroute Circuits (7)
= 83 Points

Squadrons:
• Wedge Antilles (19)
• Tycho Celchu (16)
= 35 Points

Total Points: 399

Ackbar list that hopes to get positional advantage or possibly some bonus damage. Would have prefered TRC instead of Enhanced Armament on the CR90s. Can put out a hell of a lot of hurt on all ranges, but probably wants to stay at long range for better defence.

Activations: 4
Deployments: 5

Cristian Salinas
Faction: Rebel
Commander: General Dodonna

Assault: Most Wanted
Defense: Contested Outpost
Navigation: Dangerous Territory

CR90 Corvette B (39)
• General Dodonna (20)
• Leading Shots (4)
• Dodonna’s Pride (6)
= 69 Points

MC75 Ordnance Cruiser (100)
• Lando Carissian (4)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• External Racks (3)
= 123 Points

MC30c Torpedo Frigate (63)
• Skilled First Officer (1)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
= 73 Points

MC30c Torpedo Frigate (63)
• Skilled First Officer (1)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
= 73 Points

GR-75 Medium Transports (18)
• Leia Organa (3)
• Comms Net (2)
= 23 Points

GR-75 Medium Transports (18)
• Ahsoka Tano (2)
• Comms Net (2)
= 22 Points

Total Points: 383

Tries to abuse Dodonna as much as possible, and really really wants to go first with that 17 point bid.

Activations: 6
Deployments: 6

Daniel Chis
Faction: Imperial
Commander: Admiral Sloane

Assault: Most Wanted
Defense: Planetary Ion Cannon
Navigation: Superior Positions

ISD Cymoon 1 Refit (112)
• Admiral Sloane (24)
• Minister Tua (2)
• Intensify Firepower! (6)
• Gunnery Team (7)
• Dual Turbolaser Turrets (5)
• Avenger (5)
• Electronic Countermeasures (7)
= 168 Points

Quasar Fire I (54)
• Flight Commander (3)
• Boosted Comms (4)
= 61 Points

Gozanti Cruisers (23)
• Comms Net (2)
• Suppressor (4)
= 29 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Maarek Stele (21)
• Colonel Jendon (20)
• Ciena Ree (17)
• Howlrunner (16)
• Mauler Mithel (15)
• Saber Squadron (12)
• JumpMaster 5000 (12)
= 113 Points

Total Points: 396

Fairly classic Sloane aces. Uses the Cymoon for long range capabilities. A little bit outmatches in the mirror without Flight Controllers.

Activations: 4
Deployments: 7.5

Karl Forslund
Faction: Imperial
Commander: Moff Jerjerrod

Assault: Advanced Gunnery
Defense: Hyperspace Assault
Navigation: Superior Positions

Imperial II (120)
• Moff Jerjerrod (23)
• Quad Laser Turrets (5)
• Reinforced Blast Doors (5)
• Overload Pulse (8)
• Enhanced Armament (10)
• Avenger (5)
= 176 Points

Raider I (44)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Impetuous (4)
= 59 Points

Victory I (73)
• Expanded Hangar Bay (5)
• Heavy Turbolaser Turrets (6)
• Rapid Reload (8)
= 92 Points

Squadrons:
• Valen Rudor (13)
• Black Squadron (9)
• 6 x TIE Fighter Squadron (48)
= 70 Points

Total Points: 397

Jerjerrod with a lot of TIEs. Vic I may run into positional problems and not be entirely points effective, but it’s sturdier than a Quasar. The Raider would really like to last-first, but with only three activations that’s going to be hard.

Activations: 3
Deployments: 7