Tuesday, March 22, 2016

Mighty Ape - Store Championship 2016

Mighty Ape Store Champs 2016 19/03/2016

Twenty pilots showed up to battle it out at the Mighty Ape Store Championship this Saturday past. The lists are quite diverse with the only pilots coming up more than once being Poe Dameron and Syndicate Thug.

Whats also interesting to see is the winning list had no real aces and the highest pilot skill in the list was 5.
WINNER! Andrew

Palob Godalhi (28)
HWK-290 (20), Twin Laser Turret (6), Bossk (2)
Syndicate Thug (24) x 3
Y-Wing (18), Blaster Turret (4), R4 Agromech (2), BTL-A4 Y-Wing (0)

2nd. Nathan

“Wampa” (14)
Rear Admiral Chiraneau [Veteran Instincts, Emperor Palpatine, Rebel Captive, Engine Upgrade] (62)
Lieutenant Colzet [TIE/x1, Advanced Targeting Computer] (24)

3rd. Jeremy

Poe Dameron [R5-P9, Predator, Autothrusters] (39)
Jake Farrell [A-Wing Test Pilot, Chardaan Refit, Veteran Instincts, Autothrusters, Push the Limit] (28)
Kyle Katarn [Twin Laser Turret, Recon Specialist, Moldy Crow] (33)

4th. Chris

Guri [Wired, Virago, Stealth Device, Fire Control System] (37)
Talonbane Cobra [Push the Limit, Glitterstim, Engine Upgrade] (37)
Syndicate Thug [Twin Laser Turret, R4 Agromech] (26)

5th. Loucke
Kath Scarlet [Marksmanship, Gunner] (46)
Sontir Fel [Push the Limit, Royal Guard TIE, Targeting Computer, Stealth Device] (35)
"Epsilon Leader" (19)

6th. Dave

“Red Ace” [R2-D2, Comm Relay] (36)
Poe Dameron [R5-P9, Predator, Autothrusters] (39)
Green Squadron Pilot [A-Wing Test Pilot, Predator, Autothrusters, Crack Shot, Chaardan Refit, Autothrusters]

7th. Adam

Bounty Hunter [Gunner] (38)
Commander Kenkirk [Lone Wolf, Rebel Captive, Ysanne Isard, Gunner, Engine Upgrade] (62)

8th. Caleb

“Omega Leader” [Comm Relay, Juke] (26)
Carnor Jax [Push the Limit, Royal Guard TIE, Autothrusters, Targeting Computer] (33)
“Whisper” [Agent Kallus, Fire-Control System, Veteran Instincts, Advanced Cloaking Device] (41)

Within the top 8 there were 4 Imperial lists, 2 rebel lists and 2 scum lists. Within the top 4 there were 2 scum lists 1 imperial and 1 rebel list. In total of the ships within the top 8 there were:

4 Y-Wings
3 T70 X-Wings
2 HWK-290
2 A-Wings
2 Tie/Fo Fighters
2 Decimators
2 Tie Interceptors
2 Imperial Firesprays
1 Star Viper
1 Kihraxz Fighter
1 Tie Fighter
1 TIE Phantom

 Hope you enjoyed this quick summary guys, looking forward to do doing a comparison to the Cerberus Store Championship soon!

Sunday, March 20, 2016

Planetary Siege at the Rose

Planetary Siege at the Rose 05/03/2016

We threw together a tournament at the Rose Park at last minute, here are the results of the tourney in ranking order.

1st. Louis

Poe Dameron [R2-D2, Veteran Instincts, Autothrusters] (38)
Gold Squadron Pilot [Twin Laser Turret] (24)
Gold Squadron Pilot [BTL-A4 Y-Wing, R3-A2, Twin Laser Turret] (26)
Bandit Squadron Pilot (12)

Louis decided he wanted to give Paul Heaver's list from Worlds a go and it appears it still has quite a bite as he topped out with a win.

Left - Teach faces off against Louis


“Howlrunner” (18) 
“Wampa” (14)
“Chaser” (14)
Obsidian Squadron Pilot (13)
“Whisper” (41)
TIE Phantom (32), Agent Kallus (2), Fire-Control System (2), Veteran Instincts (1), Advanced Cloaking Device (4)

Caleb ran a Tie Swarm with  a loaded up Whisper.

Below - Caleb swarming Amit's Vader and Palpatine with ties.


Chewbacca (45)
YT-1300 (42), Predator (3)
Dash Rendar (54)
YT-2400 Freighter (36), Veteran Instincts (1), Heavy Laser Cannon (7), "Lando" (2), Outrider (5), Experimental Interface (3)

Keats ran double defensive pancakes, Chewbacca keeping it simple with only Predator and loading up dash with extra defense coming from Lando.

Below - Keats and Cole dial in prepared getting ready for a pew pew.


Kath Scarlet (41)
Firespray-31 (38), K4 Security Droid (3)
Syndicate Thug (26)
Y-Wing (18), Twin Laser Turret (6), R4 Agromech (2), BTL-A4 Y-Wing (0)
Guri (33)
StarViper (30), Virago (1), Fire-Control System (2)

I ran my some of my favourite scum ships with some of my favourite upgrades. Kath with k4 and Guri with fire control. Both perfect for those bumpy situations.


Poe Dameron (39)
T-70 X-Wing (31), R2-D2 (4), Lone Wolf (2), Autothrusters (2)
Han Solo (59)
YT-1300 (46), Push the Limit (3), Chewbacca (4), Nien Nunb (1), Millennium Falcon (1), Engine Upgrade (4)

Thematic list with a Han and Poe both loaded to the hilt.


IG88-B (50)
Aggressor (36), Predator (3), Heavy Laser Cannon (7), Glitterstim (2), Autothrusters (2)
Syndicate Thug (25) x 2
Y-Wing (18), Twin Laser Turret (6), Unhinged Astromech (1)

Cole with a nasty long range secondary weapon scum list here. Approach with caution.


Omicron Group Pilot (29)
Lambda-Class Shuttle (21), Emperor Palpatine (8)
Darth Vader (34)
TIE Advanced (29), TIE/x1 (0), Engine Upgrade (4), Advanced Targeting Computer (5)
“Echo” (37)
TIE Phantom (30), Fire-Control System (2), Veteran Instincts (1), Advanced Cloaking Device (4)

Palpatine commanding his Aces here.I would have expected a Sontir but he opted in Echo instead.

As we had 7 players there were some byes so I only really have 2 matches to report. As I played in the tourney I couldn't really keep an eye on the other games but I think next time I T.O something I'll sit out and have a look.

Match 1


Poe Dameron (39)
T-70 X-Wing (31), R2-D2 (4), Lone Wolf (2), Autothrusters (2)
Han Solo (59)
YT-1300 (46), Push the Limit (3), Chewbacca (4), Nien Nunb (1), Millennium Falcon (1), Engine Upgrade (4)

I managed to get Teach's Falcon down quite low but in the end I had split my dps as my Y wing was shooting at Poe who was just healing back his shields with R2D2. In the end I should have tried to focus down one of ships instead of being greedy. Teach took out my whole list leaving me with only 29 points from damaging his falcon to lower than half.

Match 2


Omicron Group Pilot (29)
Lambda-Class Shuttle (21), Emperor Palpatine (8)
Darth Vader (34)
TIE Advanced (29), TIE/x1 (0), Engine Upgrade (4), Advanced Targeting Computer (5)
“Echo” (37)
TIE Phantom (30), Fire-Control System (2), Veteran Instincts (1), Advanced Cloaking Device (4)

Taking advantage of bumping and still being able to assign tokens using K4 on Kath and both Guri's pilot ability and her fire control system I managed to keep my ships shots accurate. Though the Phantom got off a few good shoots and eventually took out my Y-Wing, Vader was denied actions for the whole dog fight due to bumping in the close range mess my opponent and I had caused. This meant that Vader never got to use his Advanced Targeting Computer. Ultimately I was able to take out both Aces and then eventually the shuttle which was pretty defenseless to to Kath and Guri.

In the end we had an awesome day of flying and generous prize support from the club!

Thanks for reading guys! Store Championship reports coming soon.

Saturday, March 5, 2016

Dog Fight at the Rose - Kit Tournament - 21/02/2016

Event : Dog fight at the Rose - (20/02/2016)

Our club has the privilege of having our weekly board game afternoon and our war gaming at the Rose Park Hotel in Parnell most Sundays.This week we managed to get some of the winter kit in as prizes! There is no lack of scum today as we like to experiment rather than stick to the current meta.

I've been looking forward to flying my new list, today will be its maiden voyage so I am both excited and nervous. The list is as follows:

Guri + Stealth Device + Crackshot + Virago + Fire Control Systems (37)
Talon Bane Cobra + Glitterstim + Crackshot (31)
Trandoshan Slaver + Greedo + Tactician (32)

Previously I was running a 12 point head hunter and an m4 Interceptor with title and mangler cannon instead of the Hounds Tooth. They proved useful and the mangler cannon made salty tears run but they felt like fillers in the list. Their tendency to get 1 shotted by a heavy laser cannon also made them easy targets.

The Trandoshan Slaver on the other hand would take multiple turns to kill and with tactician and Greedo it would be a brutal addition to a list that already had quite a bit of bite to it. The other thing I like about the hounds tooth as a ship is the 180* firing arc, if flown correctly it has all the convenience of a turret but none of the penalties. It also makes for an effective blocker at pilot skill 2.

Round 1 Keaton

Jake Farrell + Veteran Instincts + Push the Limit
+ Autothrusters + Chardaan Refit + A Wing Test Pilot

Keyan Farlander + Expose + Experimental Interface + Fire Control System
Blue Squadron Pilot
Bandit Squadron Pilot 

Keats is our token rebel pilot today and hes decided take advantage with Keyan and his ability to spend stress tokens as if they were focus tokens when attacking. He is using expose and experimental interface with fire control systems. This gives him the option to expose and target lock when he first targets a new ship and once his fire control is in action he can barrel roll for better shots or to get out of arc instead he will also be spending the stress token as a focus token each attack, essentially giving him the full array of his actions. This means 4-5 dice attacks with both a target lock and a focus. Only downside is he sacrifices his only green dice.

The other Ace in the list is Jake he is fast, maneuverable and cheap, no explanation needed here.

At the 22 points the Blue Squadron Pilot is cheap and lethal. The Bandit Squadron Pilot is just here to fill space and throw dice.

Somehow both of us end up jousting each other on the far right side of the board mostly avoiding the clumps of asteroids and debris fields. On first round of fire I make a bad turn with Talonbane and he doesn't have arc of anyone there is a bit of fire exchanged but nothing significant. In the next round Talonbane swoops in to a range 1 on Keyan and takes off 5 of his shields. My memory is a bit fuzzy but in the next few rounds Talonbane, Jake and the Bandit Squadron Pilot are turned into space dust.

With Talonbane dead and Guri severely damaged I feel the match is heading in Keaton's favour. But thanks to Keyan's experimental interface and the slaver's tactician Keyan isn't able to K turn around to get any shots off and Guri is able to finish him off leaving only the Blue Squadron Pilot left on the board. At least this is how I remember it, again my memory is a bit fuzzy and Keaton has my apologies if I remember it wrong!


Round 2 Hen

Guri + Sensor Jammer + Lone Wold + Autothrusters + "Hot Shot" Blaster
Bossk + Heavy Laser Cannon + Recon Specialist + Calculation + K4 Security Droid + Outlaw Tech + "Hot Shot" Blaster + Anti Pursuit Lasers

Defensively built Guri here with sensor jammer to force others to spend their focus or lose out on potential damage if they don't have one. Lone wolf to re-roll one agility dice and autothrusters to convert 1 blank into an evade if at range 3 or when being shot by a ship outside of that ships printed arc.

Bossk is a bit more aggressively built with Heavy Laser Cannon to get an extra dice and as its a secondary weapon it also ignores bonus dice from rolls (my Talonbane is scared lol). He also has a dirty combination of calculation, recon specialist and Bossks pilot ability.

For those unfamiliar with this combination the idea is to spend 1 focus token to use calculation to convert 1 result to a crit and the other to convert the rest to hits. Normally Heavy Laser Cannon shots don't get crits unless its from a re-rolled dice. Calculation is being used here to instead for more reliable results. The crit is then later changed to 2 hit results by Bossk's pilot ability, This means Bossk can potentially deal 5 raw damage if his attack goes un-evaded.

You can get a similar effect from mangler cannon for cheaper but it won't result in a 5 dice shot. He has also sneaked in a K4 Security droid to get a target lock whenever he does a green maneuver making it more and more likely that he will get his 5 hit result.

Both are equipped with "Hot Shot" Blaster for those times when they have targets out of arc.

As Guri has Lone Wolf so Hen positions both his ships on separate sides of the board. I put my own squadron a little closer together giving my Slaver some room to breath. In the first round of fire I believe both Bossk and and Talonbane take some hits but not much else happens. I am relieved as Talonbane survives through a heavy laser cannon attack, he easily could have been 1 shot off the board. The next turn is much more dramatic.

I move my squadron in fast with my Slaver getting into range 1 of a now stalled Bossk and both my other ships within range 2. Hen's Guri is coming in from the side at range 3 of my Slaver. My Aces manage to get take out all of Bossk's shields and a single hull leaving him with 5 hull left. My Slaver now has a 4 dice shot with a target lock and the results are really good, 3 hits and a crit. The first hit is converted to a crit by greedo and the last crit is a Direct Hit, taking Bossk out of the game and leaving only Guri who is shortly ganked and also taken out.

I'm very happy with this result as Hen normally trounces me and I was lucky he didn't bring a serious list today.

Round 3 Phil

Prince Xizor + Fire Control System + Autothrusters + Veteran Instincts
2x Syndicate Thug + Ion Turret + BTLA4-Y Wing + R4 Agromech
Binayre Pirate

Phil has brought his usual list today, a nasty cocktail of scum and villainy. The notoriously hard to kill Xizor, his thugs and an expendable headhunter to top it off. Heavy on damage, hull and two ion shots perfect for disabling aces into a range 1 death trap. Xizor himself is a tough ace to inflict damage on, he can pass a hit or a crit result over to any of his allies at range 1. This means if you get a single damage passed his 3 agility its just going to end up on one of the lower pilot skill ships who are already pretty vulnerable to attacks anyway. Each Y wing and Xizor himself are capable of inflicting 4 damage a turn at range 1 (without counting potential crits). So even though its preferred that Xizor be the first target down, he is not the ideal target to attack.

With this in mind my strategy is set, I focus on the Y wings with 5 dice attacks coming from Talonbane and 3-4 dice attacks coming from Guri and the Slaver(and the occasional stress token) they go down quickly but so eventually do the Slaver, Talonbane and Phil's Headhunter leaving only the two Starviper aces left. But Xizor is wounded and Guri is unscathed and gains the advantage of having a better pilot ability for a 1v1 and a still active stealth device Guri wins out proving yet again he is the superior jouster even at pilot skill 5.

At the end of the day I am pretty happy with the results, Tactician and Greedo proved to be really effective and the Slaver can take quite a beating and won't get 1 shotted off the board in the first round of fire which is essentially what I was looking for. However its really hard to maneuver so I'll see how it goes moving forward.

As far as the result of the tourney, I win the day with 3 wins in my pocket ending my current losing streak and I get to take home some shiny loot!

Monday, February 29, 2016

BattleCry 2016 - Escalation Tournament

Event : BattleCry 2016 - Escalation Tournament 20/02/2016

Before I start for those of you not familiar with escalation its a game mode which starts with a squad of 60 points and the squad size increases in 30 point increments each game. So your first game will be a 60 point squad, your second a 90 point squad, your third a 120 point squad and fourth a 150 point squad and so on and so forth. You may add new ships and new upgrades each time but you may not remove any existing ships or cards. The idea is to build on what you have each time. Another important rule is that you have to have 2 ships in your first 60 point squad, so you can't take a loaded large ship ace by itself this made my first round quite challenging. My list was as follows:

Round 1 - 60 points -

Boba Fett + Push the limit (42)
1x Syndicate Thug (18)


Round 2 - 90 points -

Boba Fett + Push the limit (42)
2x Syndicate Thug + Twin Lazer Turret + BTL-A4 Y-wing (48)


Round 3 -120 points -

Boba Fett + Push the limit + Counter Measures + Glitterstim (47)
2x Syndicate Thug + Twin Lazer Turret + BTL-A4 Y-wing + R4 Agromech (52)
1x Syndicate Thug +  Auto Blaster + BTL-A4 Y-wing (20)


Round 4 -150 points -

Boba Fett + Push the limit + Counter Measures + Glitterstim (47)
2x Syndicate Thug + Twin Lazer Turret + BTL-A4 Y-wing + R4 Agromech (52)
1x Syndicate Thug +  Auto Blaster + BTL-A4 Y-wing (20)
Talon Bane Cobra + Glitterstim + Crackshot (31)


Round 1 vs Chris

My naked Y proved completely useless and shortly died. Boba was taken down to half points and the whistle was blown before I could finish either of my opponents damaged ships. It was unfortunate that the game went to time as it was still anyone's game but its also an element of competitive play all pilots must contend with. Chris was flying Poe with VI and another no name X-Wing I could not recall. End result I lose by an 18 point Y wing and half Boba Fett.

Round 2 vs X-Wing Kid

At 90 points my squad is looking a lot healthier than before at only 10 points short of 100 with a few luxuries not present on Boba Fett it looks a lot like one of the standard 100 point lists I'd flight tested at tournaments before. I am way more comfortable in at the pilot seat now as I take on X-Wing Kid and his 3 T65 X-Wings. Killing 1 of the no name brand X-Wings in the first round of fire I had the game in hand and continue follow through by eliminating Wedge Antilles and his rogue squadron brethren with minimal shield damage.

Round 3 vs Adam

Adam is flying 3 Tie Fighters and Kenkirk. I don't remember the exact list but it was a short lived match as Adam accidentally flew his Decimator off the map. This was due to an overly enthusiastic boost in the previous turn. I had offered Adam the opportunity to play on as if it hadn't happened but being the T/O* of X-Wing in New Zealand and a good sportsman who is strict on the rules we continued the game without his decimator. Much to the disappointment of my 2 Y wings who were lined up to slowly gun his deci down. I take out the rest of Adam's ties quickly and its onto the next round.

Round 4 vs Dave

Dave's complete 150 point squad:

4x Green Squadron Pilot + Crack Shot + Predator + Chaardan Refit + Autothruster
Tarn Mison + R2-D2 + Intergrated Astromech x1
Blackmoon Squadron Pilot + Fire Control Systems x1


Dave has been cleaning up today with no loses thus far. He is running a list mostly of chaardan refitted A-Wings, Taron Mison and a lowbie E-Wing. I know he is familiar with low pilot skill swarms as it's all I've seen him play. In the first round of fire I get Boba right in there at range 1 of several of his ships evade and pop both my glitterstim and my counter-measures in hopes that my Boba can survive the onslaught of A-Wings and their E-Wing compadre. Dave reacts by only taking 1 shot at Boba which yields no damage he decides to target my autoblasting Y wing instead as he felt it presented a significant threat. Which he wasn't wrong about as it managed to peel off 2 A-Wing shields that same turn.

In the next few rounds of fire Dave's A-Wings put the hurt on my Y-Wings with predator making a significant difference here as could use it to re-roll up to two attack dice due to their pilot skill. Maybe next time I won't be such a tight arse and recruit some hired guns instead of my petty syndicate thugs.

After a few rounds of fire I lost all three of my Y wings and Dave loses Taron and 3 of his A-Wings leaving Dave with an E-Wing and an A-Wing and myself with Boba and Talonbane. The game looked to be well in hand for me as I had both of my higher pilot skill aces on the board at full hit points.

Until what happens next, I was sure I could make the maneuver with room to spare, but I misjudged it, I wasn't sure how. I watched in disbelief as my full hit point Talonbane 4k turns right off the map. I could have done a soft 2 behind a debri instead but I was being too aggressive and paid the price. Its now just Boba left up against an A-Wing and a E-Wing. I shortly take out the A-Wing and its just the E-Wing left.

I'm finding it hard to navigate Boba around the asteroid fields as I try to keep the E-Wing in arc, he is playing very defensively mostly staying at range 3 using his fire control system alone for attack and evading for defense. While I struggle and manage only to take off  two shields he cleans off four of mine with ease, my two defense dice not reacting positively to my threats to burn them later.

With my hull now open the next attacks devastates my firespray, at first Dave rolls two crits and a blank he then re-rolls the blank for a third crit. I roll to defend and I blank out. I curse my dice again. I am quickly taken out in the next round and Dave emerges victorious.

I am bitterly disappointed but I know there will be other days  to redeem myself. I look forward to facing Dave again at the store championships coming up soon.

Wednesday, January 20, 2016

DNA Gaming - First Blood for 2016

Event : DNA Gaming - Hamilton - First Monthly X-Wing Event (09/01/2016)

My wing-man and I decided to travel down to Hamilton for some dog-fighting at DNA Gaming's first monthly X-Wing event. Ten players including the two of us from Auckland showed up to the challenge.

There were some interesting lists at the event including two lists with double low pilot skill phantoms,lots of Poes and only one scum player in the whole tournament; myself.

I can't do a battle report per se but I can give you a break down of each list and some of the events of the day.

This is my own 100 point list I've been running since regionals, I am probably way too fond of it.

Boba Fett + Inertial Dampeners + Push the Limit + Gunner
Kath Scarlet + Heavy Laser Cannon + Opportunist + K4 Security Droid

Without going into too much detail the basic strategy behind my list is to use Boba to peel off tokens and Kath with opportunist to deal a substantial amount of damage using 5-6 die attacks. Boba also functions as the tank jousting and harassing at range 1 while Kath behaves like a dps chipping away from afar until she can position herself for an even more fatal shot with her back cannon.

My first opponent Josh was running the following 100 point list:

Tycho Celchu + A-Wing Test Pilot + Push the Limit + Wired + Autothrusters + Chardaan Refit
Poe Dameron + Push the Limit + R5-P9 + Autothrusters
Horton Salm + Twin Laser Turret (100)

Tycho Celchu + A-Wing Test Pilot + Push the Limit + Wired + Autothrusters + Chardaan Refit
Some pretty good use of synergy here with Tycho being able to take stress without limit, giving him the ability to continue to take double actions using push the limit and also the opportunity to use the stress for re-rolls using wired, this is handy for times when you crash or times when you don't want to spend your token for attacking. Only downside is Tycho cannot perform red maneuvers making some of his movements predictable as long as you keep enough distance to account for any barrel rolls or boosts.

Poe Dameron + Push the Limit + R5-P9 + Autothrusters
More use of synergy here, Poe can focus 1 die during attack and defense without spending his focus token, this means he can use his focus token for regenerating shields at the end of the round if required. He also has push the limits giving him the ability to boost, barrel roll or target lock in addition to focusing up each round.

Horton Salm + Twin Laser Turret
This combination is horridly elegant. Probably the most economical use of points in the list. Being able to re-roll any number of blank dice results means that the chances of at least 1 of your twin lazer shots hitting is very high particularly against ships with only 1 to 2 agility.

Overall in this build I find Horton is the star against my own list. Its very difficult for ships with 2 agility to handle twin lasers though the damage is low it is consistent and over a long drawn out game it can be deadly. Kill it fire is the rule here.Poe is equally annoying and also needs to die quickly. 1 point of damage will not do here because he will just spend his focus token to regenerate. Same rule applies kill it quick kill it with fire. Causing bumps is also a good way to deny Poe from regenerating that shield.Tycho is pretty maneuverable but at the correct range easy to predict and in the end I feel not really worth the 26 points he costs.

Still this list was quite destructive and I only barely won the match with Boba down and Kath on half points.

My next opponent is Nic at 99 points with the following list:

Bounty Hunter + Engine Upgrade
Sigma Squadron Pilot + Stygium Particle Accelerator + Fire-Control System + Tactician
Sigma Squadron Pilot + Stygium Particle Accelerator + Fire-Control System + Tactician (99)

Bounty Hunter + Engine Upgrade
Basic cheapie Firespray here, with an engine upgrade to keep you guessing. Very good value for points. He could also have opted for recon specialist or gunner, all of which would have had value depending on the situation.

Sigma Squadron Pilot + Stygium Particle Accelerator + Fire-Control System + Tactician
4 dice and continuous  target locks, these phantoms are a force to be reckoned with, add a particle accelerator for a free evade and these low skill phantoms are getting a lot of free actions to add to their survivability. They also have tactician putting stress on enemies when attacking at range 2. This can really limit the moves of any approaching enemies, if they want to get any actions they will need to do a green manuvre to clear the stress and most ships won't be able to K turn around either.

I don't have much to say here, this list has a lot of dice to throw and both phantoms were quite slippery. In the end I couldn't even focus them down. I was often forced to attack the firespray first and slowly chipped away at the phantoms.

This was another close shave again with only one of my firesprays left alive on half points.

My next opponent is Hamish with the below 100 point list:

Poe Dameron + Veteran Instincts + Weapons Guidance + R5-P9 + Autothrusters
Red Squadron Veteran + Predator + R2-D2 + Autothrusters
Gold Squadron Pilot + Twin Laser Turret + R3-A2 + BTL-A4 Y-Wing (100)

Poe Dameron + Veteran Instincts + Weapons Guidance + R5-P9 + Autothrusters
Some very nasty and cool stuff here Poe with his pilot ability and weapons guidance has a lot of options to convert poor rolls into good ones, For example a hit, focus and a blank is easily converted into 3 hits by using pilot ability to convert the focus and weapons guidance to spend a focus token to convert the blank. If he get even better rolls he may not even need to use the weapons guidance for defense or in my case save the focus to negate opportunist and then later at the end of the round consume it to regenerate a shield using R5 P9.

Red Squadron Veteran + Predator + R2-D2 + Autothrusters
In a way his Red squadron Vet is a bit of a ghetto Poe, instead of spending a token to convert blanks he can re-roll one blank with predator and then use focus to convert any focus results for an attack. He can then regenerate his shields back using a green manuvere though slightly more predictable its a lot more point cost effective for what it does.

Gold Squadron Pilot + Twin Laser Turret + R3-A2 + BTL-A4 Y-Wing (100)
This is a nasty little guy is well worth its weight in gold, staying at range 2-3 It can do a standard 2 dice attack again followed up with a twin laser attack. Applying 2 stress tokens to the unlucky target and to itself. Of course having no actions its self does hurt its damage a bit the constant stress it applies can kill some ships and builds dead in the water by denying them actions and leaving enemy ships vulnerable to be taken out by the aces in the list.

Overall a very nasty build, I made the mistake of targeting the Red Squadron Veteran first thinking I could take it out in the first round of fire as I had done to some X-Wings in the past, I managed to put a damage card on it but changed my focus to the Y-Wing because I had some easier shots on it and it was proving itself very effective at disabling Boba.I ended up killing the y wing but this of course gave the Red Squadron Pilot the opportunity to charge back all its shields by green maneuvering far far away. Ultimately there was too much stress from le Gold and too much damage from Poe and the Red Squadron Vet returned to assist in cleaning me out.

My next opponent is Nathan sporting 100 points imperial might:

Sigma Squadron Pilot + Stygium Particle Accelerator + Sensor Jammer + Rebel Captive
Sigma Squadron Pilot + Stygium Particle Accelerator + Sensor Jammer + Intelligence Agent
Carnor Jax + Push the Limit + Royal Guard TIE + Stealth Device + Autothrusters (100)

Carnor Jax + Push the Limit + Royal Guard TIE + Stealth Device + Autothrusters (100)
Good old Carnor here to disable your tokens. Equipped with push the limit, stealth device and autothrusters as well. I mean I don't have much more to say here, he is nasty.

Sigma Squadron Pilot + Stygium Particle Accelerator + Sensor Jammer + Intelligence Agent

The combination of Sensor Jammer and Particle Accelerator is pretty good here for keep these low level Phantoms alive. In combination with Carnor even nastier because if you can't spend your focus token you can't get back that die stolen by sensor jammer. Intelligence agent is awesome for phantoms because they can change their de-cloaking based on enemy movements to arc dodge and get into those killer shooting positions.

Sigma Squadron Pilot + Stygium Particle Accelerator + Sensor Jammer + Rebel Captive
This Phantom has the same survivability as its twin except it adds insult to injury by applying stress to anyone who dares to attack it, this only makes it harder for the enemy player to get their actions back.

I would definitely approach this build differently the next time in regards to positioning and speed of approach. I feel I made the right decision by targeting Carnor to get him out early and got a very lucky shot against his four defense die one-shotting him off the board. However without actions due to stress and bumping my firesprays were not able to defend or attack well against the onslaught of his phantoms and I got brutally murdered in the end.


Awesome day out in Hamilton, the meta is noticeably different, huge focus on control and lots of strong builds built around stressing out opponents and denying them actions. I like playing against builds I've never seen before it really gives me something to think about for my next attempt at the opponent and also reveals the weaknesses in my own build. 10/10 would X-Wing in Hamilton again.