Wednesday, April 17, 2019

X-wing baby, X-wing



As you know I'm playing a little X-wing 2.0 on the side. You can read about my first X-wing experiences on the blog, including my Nordics 2018 participation.

What's pretty cool is that this was my list back then, and it's still decently good even now, several waves into the game. 

Nordics 2018 R3 (206)
Wedge Antilles — T-65 X-Wing 52
Proton Torpedoes 12
R3 Astromech 3
Servomotor S-Foils 0
Ship Total: 67
Half Points: 34 Threshold: 3
 
Luke Skywalker — T-65 X-Wing 62
Instinctive Aim 2
Proton Torpedoes 12
Servomotor S-Foils 0
Ship Total: 76
Half Points: 38 Threshold: 3
 
Norra Wexley — ARC-170 Starfighter 55
Intimidation 3
“Zeb” Orrelios 1
Veteran Tail Gunner 4
Ship Total: 63
Half Points: 32 Threshold: 5

Sure, it's actually 6 points over after the 1st points tweak, but it can easily be reworked by pulling out the least important upgrades: Vet Tail Gunner and R3 on Wedge. Those are nice-to-have, but taking them out doesn't alter the Alpha focus, nor take away Lukes ability to fire torps without lock (in a pinch) or Norra's bumpylicious attitude.


Nordics 2018 Updated (199)
Wedge Antilles — T-65 X-Wing 52
Proton Torpedoes 12
Servomotor S-Foils 0
Ship Total: 64
Half Points: 32 Threshold: 3
 
Luke Skywalker — T-65 X-Wing 62
Instinctive Aim 2
Proton Torpedoes 12
Servomotor S-Foils 0
Ship Total: 76
Half Points: 38 Threshold: 3
 
Norra Wexley — ARC-170 Starfighter 55
Intimidation 3
“Zeb” Orrelios 1
Ship Total: 59

Half Points: 30 Threshold: 5

There are, however, probably a better build that ditches Norra and take a U-wing instead. Added bonuses: It's Hyperspace legal, it can easily double mod Wedge, and it has too-cheap-Leia. This specific version has no bid, but R2 units on both X-wings. Sooner or later you aren't getting shots, and being able to regen is potentially huge.


Nordics 2018 H-legal Spring 2019 (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
Proton Torpedoes 12
R2 Astromech 4
Servomotor S-Foils 0
Ship Total: 78
Half Points: 39 Threshold: 3
 
Cassian Andor — UT-60D U-Wing 47
Intimidation 3
Tactical Officer 2
Leia Organa 2
Pivot Wing 0
Ship Total: 54
Half Points: 27 Threshold: 4

A couple of things I really like about X-wing 2.0:

1. The variety of ships and build that are viable. Sure, at any given time there are some builds that are objectively or subjective better than some of the others, but the variation over archetypes and SEVEN factions is still enormous compared to Armada. Add to this FFG's ability and willingness to change points (and upgrade  slots) twice a yearish (not to mention much more frequent waves!) and you have a game that won't go stale for a long time yet.

2. You don't HAVE to fill you ships to the rafters with upgrades! You see even aces flow WITHOUT A SINGLE UPGRADE, or maybe just one or two key upgrades. This tells me the basic design is very good - and that stuff is more or less correctly costed. I really appreciate having to make tough calls: beef up Luke and Wedge or maybe do Thane instead of Luke? Upgrade U-wing to Cassian and keep the Protons - or make room for an entire A-wing? This si what makes fleet squadbuilding exiting!

Final note: No, this isn't the onyl squad I play! I try to play as much different stuff as I can, but I lean towards Rebels, Resistance - and more recently, Republic. But I also do some Imp and Scum. FO is the only faction I haven't really played so far.

Tuesday, April 16, 2019

Generating Vassal setup files from fleet builder export



Something really nice happened while Armada was dead: @Ardaedhel made a clever script that parses builder text output into a Vassal setup file!

After playing a lot of Vassal X-wing I've grown used to being able to spawn list directly from a squad builder. Coming back to Armada it felt sooo slow building lists manually. Even the "quick-spawn" system felt slow (I remember back before that even, man was that tedious).

Ard's solution is just as good - and also doesn't require a lot of fiddling with the Armada module. Best of both worlds really!

So you open up you fav Armada builder, which ofr me is either Kingston's or Warlords, and then do a text export like this (make sure to get the headers, as the script needs it to ID the builder used) and copy the text:

Piett Command Prototype Ravager + Arq + 2xGoz + 2 TIE v2 
Author: Green Knight
Faction: Galactic Empire
Points: 400/400  
Commander: Admiral Piett
Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] Star Dreadnought Command Prototype (220 points)
-  Admiral Piett  ( 22  points)
-  Ravager  ( 4  points)
-  Agent Kallus  ( 3  points)
-  Damage Control Officer  ( 5  points)
-  Emperor Palpatine  ( 3  points)
-  Gunnery Team  ( 7  points)
-  Quad Laser Turrets  ( 5  points)
-  Quad Battery Turrets  ( 5  points)
-  Leading Shots  ( 4  points)
278 total ship cost

Arquitens-class Light Cruiser (54 points)
-  Skilled First Officer  ( 1  points)
55 total ship cost

Gozanti-class Cruisers (23 points)
-  Darth Vader  ( 1  points)
-  Comms Net  ( 2  points)
26 total ship cost

Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points)
25 total ship cost

2 TIE Fighter Squadrons ( 16 points)
16 total squadron cost
After copying the text, open the Armada Discord and send a PM to @shrimpbot using !vassal (and paste the list here and press enter).

This will generate a setup .vlog 

Go into Vassal and load continuation, then step forward until your fleet appears.

Fucking brilliant!

Armada 1.0? Or 1.5? Or 2.0?

This is what Armada 2.0 will look like
There has been quite a bit of talk about "Armada 2.0" on both the FFG forums and discord for a while now. It's not so strange given the (un)dead status of Armada and the recent success(?) of X-wing 2.0.

I don't really believe we are getting Armada 2.0, although I would certainly welcome it, as I'm one of those people who thing that there are parts of Armada that really could use a bit of a rework. 

But IF there was an Armada 2.0, then I think a lot of this would be part of the equation: 
  • No 2.0 coming I think. Not now I mean, but maybe in the future?
  • If you look at X-wing it's the same game really. The core rules have been streamlined and improved, but the game remains the same.
  • That would have to be true for Armada 2.0 - unless they want to make an entirely new game.
  • There would be an app. Variable points and upgrade slots. Variable upgrade pricing.
  • Every ship, squadron and upgrade would be reworked. Some a little, some more. They would try to remain true to the old version, but not at every cost.
  • Stuff like Demo and Yavaris would get long hard looks. And if allowed in their old form heavily costed.
  • Aura buffs would either be weaker or removed, as they have the most potential for abuse.
  • A lot of thought would go into making all fleet types viable. Small, medium and large ships. Low squad, middle or heavy. Few upgrades or many.
  • Emphasis on careful maneuvering and squad play.
  • More factions could be added.
This is just copy-paste from a forum post I made April 1st. Since then additional Clone Wars factions HAVE BEEN announced! But no new edition, so I'm more confident than ever that isn't happening.

So how about an Armada 1.5? Keep what we have, because it's pretty good, but accept that not everything is 100% Opinions differ of course. There will be at least one opinion for each Armada player, maybe more.

But these are the "soft" changes I'd most like to see in Armada 1.5:
  • I'd have points costs become flexible. Same with upgrade slots.
    • That would add a ton of flexibility, and really keep the meta fresh no matter then number of new waves per year. Drop the VSD X points, drop the Dominator title Y points, prosper. Give the Assault Pelta a Weapons Team. Make generics cheaper - or aces cost more. ENDLESS possibilities.
    • FFG could make a builder app, sure, but it's not needed. PDF lists like X-wing has would work fine.
  • Errata some of the Objectives. Of the 24 objectives we have, not all of them are good enough to be competitive, but it's possible to do something about that, without just bringing in new ones.
    • Imagine Fleet Ambush, where squads cannot deploy into the zone, and where the 1st player must pass his first turn in round 1? Just one example.
  • Half points for everything, ships AND squads. X-wing 2.0 did this, the SSD is doing it, and it's a REALLY good idea. In Armada 1/2 points is triggered by hull alone, ignoring shields, just like the SSD.
    • So you got Maarek down to 1 hp and he ran away? Not you at least get 1/2 points, not 0 points. That Motti ISD got away? Well, it could not repair enough, so its 1/2 points. Great! 
  • Add this rule: "The last ship to activate in a round cannot be the first ship to activate the following round."
    • This limits stuff like Pryce (and Bail), without completely reworking the activation game.
There are other things as well, some cards so dumb they deserve to be errataed (Mauler) but I guess points fixes will do the trick.

So these 4 points, couple with some real now content (SSD, new campaign, new factions... could make Armada great again. Without the above changes... it will still be good, Armada is a good game, but it won't be as great.

So FFG, just call me when you're ready to talk.

Armada news for 2019+2020



So Armada isn't quite dead after all. It's got a pulse, if extremely faint and slow... I don't think we can blame the doctor for thinking it was a dead horse, good for nothing but beating. 

With that out of the way, this is what we know is coming:

2019 Q3, The Executor FINALLY arrives: Barring further delays, it should arrive just over the summer. 


Someone claimed that FFG hinted about early Q3, but I'm not convinced. Also, we Europeans have a history of getting stuff slightly later. This could be important, because if it arrives later in Q3, it won't be on time for Euros. Whether or not that's a good or bad thing is up to you.


I have to admit I've been running this bad boy on Vassal a few (5) times. Both the Command and the Assault Prototype. I'm not sure it's up there competitively, there are some seriously limitations to sinking most of your points into ONE ship the opponent can score half points off, but it's sure fun to fly!

2019 Q3, Rebellion in the Rim: Another campaign set, same as the Corellian one, but with different format. This too is slated for Q3, and again I wonder if it will make it in time to Euros (I suspect not). If it does, I expect this to shake up the meta more than the Executor does.


As for competitive stuff, we know we get 12 new objectives, 4 of each color. Hope they are good and not just jank. From what we've seen thus far, there are references to a lot of weirdness like grav rifts, purgills (space whales) and exogoths (space snakes). But I'm guessing it will help the game, like the CC objectives.






New uniques for the R&V squadrons, including these two guys:


And, unlike, CC, we get upgrades too! We don't have a lot of detail yet, but we see that Iden Versio is straight up a Raider enhancer.


We've also seen Sabine Wren, but until we know what that mine does, color me skeptical.


But we can also see what appears to be a Vic title in the photo spread. And I've heard some rumors about Neb-B enhancing cards as well, so it looks like FFG is trying to boost the weaker ships a bit. Only time will tell if its successful, or of its just more points and opportunity costs sunk into bad chassis.



2019 Q4?, New ships: FFG has confirmed two substantial ships, one each for Rebs and Imps this year. That's a very good thing. It's been a while. No details yet I'm afraid.

2020 Q?, CLONE WARS ARMADA: That's right, we finally get 2 more factions, Republic and Separatist. This is great for the game. Not only the prequel movies, but the whole Clone Wars series (which is just now getting season 7). Tons of ships, squads and exiting characters.


All of this makes me cautiously optimistic for Armada. Maybe we can get a number of releases that keeps the game relatively exiting over time?

Tuesday, December 18, 2018

The Executor Arrives (on Vassal)


I got bored waiting for the SSD, so I played around some with the module, and here it is, fully armed and operational, THE EXECUTOR!

THE GOOD: In terms of cards, i.e. ship and upgrade cards, everything has been spoiled on Reddit (and for a while on YouTube by Crabbok). The actual arcs we have from the article, so I think we have 100% coverage in terms of key components.



THE BAD: It's a "beta" build. I just took the old build I handed over to Team JJ, then merged in all of the good functionality I could find from their branch and then didn't really test much. So I may have missed something. The build is unofficial, so expect this branch to die once the official build is out.

THE UGLY: We don't know EXACTLY what the new rules are. We have quite a few from the article - the pass rule, the three attacks, the new arcs, etc. But there may be more. I've made some educated guesses - like how to deploy (you can stick out of the zone as long as your  touches the back - same as X-wing) - but we don't KNOW 100% yet.

But don't let minor quibbles stop you: try it, have some fun!


The Executor II, with all the upgrades I could cram in! l-o-l

The base is equal to 2 ISDs, with an additional "space" between the bases. So it sticks out waaay beyond the normal dep zone!

The IRL model is MUCH bigger (you can see it above) than the once I've chosen. All the ships that stick out beyond their bases get shrunk on Vassal. Function before looks!

Moving from the rear base, the SSD covers a staggeringly large area with its guns. This is just after moving in r1...exactly HOW do you flank this thing!?

Friday, November 9, 2018

Trials of Konstantine: Round 4


King K is back with his final report for VAT18!

My round 4 game was concluded yesterday. Pairings were just up, and I just chanced to meet Aresius in the Vassal lobby, so we decided to play our game.

For those of you who know Ares, he's been playing multi-activation Liberty for like ages (more specifically, since the day w3/4 dropped). He's run like a 1000 different builds, including some pretty squad-heavy ones, but now he's (almost) squad-less. He's also gone from Dodonna to Rieekan.

The basic idea is the same: use activations to stall, then BAM the last/first with the Liberty, which afterwards jumps away to safety. But now he has THREE hammerheads rather than just a ton of flotillas, so the rest of the fleet can soften up the enemy before the big strike. He's also less prone to tabling, and has better ability to table opponents, including "sweeping" damaged ships.

With fewer activations - and most likely 2nd player - I would have few advantages other than my objectives and my grav-shifted obstacles. This was going to be one tough fight!

Aresius
Commander: General Rieekan 

[ flagship ] MC80 Star Cruiser (96 points) - General Rieekan (30 points) - Mon Karren (8 points) Bail Organa (7 points) - Gunnery Team (7 points) - Engine Techs (8 points) - Spinal Armament (9 points) - X17 Turbolasers (6 points) - Leading Shots (4 points) = 175 total ship cost 

Hammerhead Scout Corvette (41 points) - Task Force Organa (1 points) - Disposable Capacitors (3 points) - Turbolaser Reroute Circuits (7 points) = 52 total ship cost 

Hammerhead Scout Corvette (41 points) - Task Force Organa (1 points) - Disposable Capacitors (3 points) - Turbolaser Reroute Circuits (7 points) = 52 total ship cost 

Hammerhead Torpedo Corvette (36 points) - Task Force Organa (1 points) - External Racks (3 points) = 40 total ship cost

GR-75 Medium Transports (18 points) - Leia Organa (3 points) - Comms Net (2 points) = 23 total ship cost

GR-75 Medium Transports (18 points) - Toryn Farr (7 points) = 25 total ship cost

1 VCX-100 Freighter ( 15 points)  = 15 total squadron cost

Unfortunately I (again) killed my logfile, so I only have pics from r5-6. However, nothing much happened r1-4. Or rather, we slowly crept towards one another, careful not to expose any weakness...

As predicted he chose 1st and picked my MW. I set up defensively to left, Ares set up very cautiously int the bottom right, going slow. This might mean a late clash, but you have to be alert: that Liberty can suddenly be right in your face at speed 4!

I rearranged the obstacles to make a little "castle" for my ships around the the sation. Not much of an advantage, but still, you take what you're offered. I chose my Comms flotilla (far left) and his Liberty as MW. I didn't really expect to get to kill the MC80, but by making it the MW ship, Ares would be forced to be extra careful with it.

So we crept towards each other. He seemed perhaps a bit too cautions, but probably wanted to maximize his activation advantage. 

This is round 5: Dictor is parked on the station (heading for the rocks), but well guarded by my ISD. Ny Suppressor/Slicer have jumped forward. It won't be slicing the Liberty, but that was never really an option (auto death sentence really). So I settle for slicing HHs to squad.

Prior to this not much happened: I attacked the VCS with my squads, hurting it and pinning it in place. My ISD intentionally rammed my Goz to stay in place. HHs took some shots at the Goz, but only took out 1 shld.


Round 5 underway. HHs taking shots at me, but not doing too much damaged bc of Brunson especially and tokens. My return fire do some decent damage, mostly thanks to DCaps. Suppressor keeps superessing and slicing. ISD sets up for a VERY nice arc for round 6, threatening all HHs and double arcing the Liberty if it dashes forward.


Start of round six. I avoid the rock with the Dcitor by making an "inside turn" to bump my ISD. This lets me back up and land on the tool. ISD take 1 hull, but will never be in any danger. Dictor land of station get immediately heal damage. This has the added benefit of keeping Dictorout of Liberty range. A rather nice move I must say!

Liberty is up close and personal, taking a rock on the way in. Two HHs are hurting BAD, and the third is headed for disaster too...but is saved by the turn limit :-D


Liberty activates top of r6, but between Brunson and Scramblers its nowhere near to killing the Dictor, who is now almost at full health due to liberal use of repair dial+token. Ares tries to jump across...and makes it. It's the closest non-overlap I've ever seen. If he hadn't made the jump, the Lib would have died, double arced by both the ISD AND the Dictor - who could also do the double ram...total overkill!

Instead the lib gets away, but angry ISD kills torp HH which turns zombie and the wounded scout near the top. Ciena kills VCX and game.


Ares lost 1 HH scout, 1 HH torp, and VCX. I lose nothing. 107-0, 7-4.

And that concludes my Konstantine run in VAT18. It's actually been kind of fun, if a little frustrating at times. In this game, and some of the others (but not vs Broba, when it really counted) I got some use of Konstantine. To truly, either of Motti or JJ would have been just as good, if not better. And oc this is the problem with Konstnatine.

Anyway, scores of 8-3, 8-3, 4-7, 7-4 gives me 27 pts and a really good rank in the Euro sector. Not enough for the cut, but I'm quite happy with my performance.

Thursday, November 8, 2018

Trials of Konstantine: Round 3


Time to finish the round 3 AAR.

Game vs Boba's Thrawn 2-ship took place right before Nordics, so I didn't have time for a writeup before, and after I wanted to finish my Nordcis AAR while they were fresh in my memory.

Anyway. Boba's 2-ship is well known to me, as it is the fleet that gave me the inspiration to my own Nordics list. And realistically there is no chance in hell that my Konstantine list can beat it.

Boba would pick 1st and my Contested Outpost. Then the likely result would be 8-3 to him - or possible worse, as he's capable of tabling me if I let him.

Name: Boba Thrawn 2-ship
Faction: Imperial
Commander: Grand Admiral Thrawn

Assault: Close-Range Intel Scan
Defense: Fighter Ambush
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:
• Colonel Jendon (20)
• Maarek Stele (21)
• 2 x TIE Defender Squadron (32)
• Dengar (20)
• Mauler Mithel (15)
• Captain Jonus (16)
• Black Squadron (9)
= 133 Points

Total Points: 392

Lo and behold, what went down is EXACTLY what I predicted. Only I was able to somehow only lose 7-4, which ain't a half bad result in my book.

Anyway, we set up (predictable) like this. I made a couple of "funnels" using grav shit, in a vain attempt at controlling his movement. Unfortunately Thrawn ships are REALLY agile, so I got little out of this.


My ISD sort of has to face his ISD. I have no other ship that can hope to survive, not even for a little while. My Dictor, normally so tanky vs squads, will just crumple to the Pryce last/first. So will the ISD of course, but I hope to get some good damage from it.

Meanwhile it is my hope that the Dictor can surprise Boba a bit by actively and aggressively going for the Quasar. If I can take it out, then maybe together my ISD +  Dictor can kill his ISD. I don't really expect this to happen, but it's as good a plan as any.

Start of round 2. ISD dodges the rocks and heads down the funnel. I'm still pretty happy, as I won't glide into his red range at all on round 2. Dictor moving forward. Quasar for some strange reason aiming to land on the debris. What were u thinking, Broba? It's NOT a dust field :P


Defenders kill my squads. Squall + speed 5 is amazing. Bombers start hitting my ISD in r2, but I'm still hoping. Start of r3 I'm double arced, but I'm doing relatively good all things considered. Also the Quasar landed on the debris AND I got it double arced.


And that's really all there is to say about the game. ISD activates top r3, and with consistent bombers AND really good dice, the ISD dies without ever shooting. That was unexpected and sad. However, even if I had gotten to shoot, it would only be that one shot, which would not really have changed to outcome of the game. My ISD would die round 4 anyway, and I don't have the firepower to take out his ISD.

I kill the Quasar, with a little help from Broba, who maneuvers it BAD and even has a REPAIR command lined up. Wtf!? I get to slice the ISD to Reapir a lot, so Boba's squads don't do much from round 4 and out.

At the start of round 5 I have even sliced the ISD the round before AND block the double arc with my Gozanti. It was my nicest move of the whole game :D


It ends with 7-4 to Broba. I lose 1 Goz, the ISD and both squads. He loses Quasar and Black. We got a couple of tokens each.

In this game I had zero use of Konstantine. Motti would have been IMMENSELY helpful.


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

Sunday, November 4, 2018

Nordics 2018 - After action report part 6, ARE THOSE NEBULONS!?


My final opponent for Nordics was Kim. I see he's pretty active down in Coopenhagen, but we didn't play last time, so like Christian he was a new opponent.

He brought a rather unorthodox Dodonna list, comprised of 1 Liberty BC, 2 ESCORT (this is important later) Nebs, and a flotilla. He also had a HWK, Wedge, Luke, and... a mighty Z-95!

Jokes aside, those Nebs could have really crippled my squads, and only Bad Blue Diec Without Toryn (TM) saved my bacon. Because I read the list, looked at his fleet, but those Nebs were alt arts and my brain immediately assumed they were SUPPORT Nebs. Ok, I made another joke. My bad.

My point is, that couple with his squads, all that flak could become a real problem. And if you think those are support nebs, you might eagerly jump forward into a kill box of both nebs AND the GR-75. Which I totally did. But I'm getting ahead of myself.

He had made some last minute alterations to the list (with a pen, so I could see the old list as well). The old version had less SAdv and more Intel officer. For me it would have been much more dangerous, so I was happy enough.

So the list is a drill list. The MC80 just cuts through things. But without Intel Officer on the MC80 it needs to have additional firepower coming in to overcome big ships with ECM. Which the 2 Nebs excel at, so that part was OK.

What I didn't like about the list is the lack of engine techs. But that may be just personal preference. If the whole idea is to joust at red, maybe you don't need it. But I'm not convinced.

Overall I think Toryn Farr would be great for this list. Much more than Draven. And Adar is probably very, very nice vs squadless, but it seems paying 10 for him and 4 for boosted is overkill.

Anyway. I opted for 1st and picked his DT. I really like DT, more than most I think. But in this game I could not see how he would score too many points. He might be the two rocks on the right, but if he went for the station he'd score a token and run face first into the ISD. The other three obstacles were to the other side, and if he sent his GR down there, I would just quickly table him and the advantage would be slight.

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

I set up with the Quasar parallell, facing towards my ISD who set up centrally and into the table. The Nebs faced down my ISD, with squads and GR for support. The MC80 was deployed further to the right, behind the objective rocks.

I set Pryce to 2 as in every other game, then we began or little dance. I avoided using Squall on round 1, to maybe get a little bit of surprise on r2. Many players can read the Squall card and think they got it, but the range of Squall +  Defenders is actually hard to imagine without being on the receiving end a few times.

He turned his Nebs and Gr towards the MC80, probably sensing the distance was a bit too large. Then the MC80 dropped to 0, to foul Pryce. This whole move had good intentions, and it really did prevent Pryce form triggering for max benefit.

It also cost Kim the game.

Round 2 my squads jumped forward. They quickly killed everything but Luke in a Squall attack. This is when I realized his Nebs were escorts... he had some really bad flak rolls from 2 Nebs AND 1 GR75 and Luke. He finally killed something, I think it was Valen, but it was much less than average.

He turned back into the fight oc and the Liberty geared up, but only to speed 1. When my ISD finally went, bombers and long rang guns boosted by Jonus took out 1 Neb and the flotilla.

Round 3 Luke went away and so did the final Neb and the ISD was in Mon Karren's face. 

Round 4 MK was still at speed 1, not double arced, but swarmed by angry bombers. With no Intel Officer the MK, despite all the upgrades, hardly made a scratch on the ISD paint job. 

Round 5... bombers and Liberty. We known what happens, right?

I got 1 token, he got 2. I lost 1 squadron. He got tabled. 10-1.

Kim realized his mistakes early on. His eagerness to avoid Pryce meant the Nebs were left to face the squads and ISD long range shots alone. So they were dead by the time with Liberty mattered. And by the time the Liberty was shooting, it was just a matter of time before it died. Just Maarek-Jendon is enough to cripple a Liberty facing down and ISD Avenger. Your redir gets discarded too quickly, and if u brace...well, Avenger gets you.

And that concluded my run.

It started a bit slow, with a 6-5, then a controlled 8-3 against Motti ISD (nearly impossible to get more), before I was able to really punish my opponents for the mistakes they made and go 10-1 twice in a row.

Total pts 34, which is 2 more than I won with last year.

Alas I was never able to catch up with Thomas, the winner, who also scored 10-1s in the two end games, and won with a massive 38! tourney points.