Board Thread:General Discussion/@comment-27029853-20170129150901/@comment-27029853-20170430182352

No problem, Wazat.

OK, going to get a write up of last week's tournament as much as possible, but the details may be on the foggy side.

So the tournament format was 6 rounds of Swiss over two days, after that 3 day's rounds of Swiss were over there were side events for you to play and maybe get prizes in.

In addition, you brought 3 lists and chose 1 list to play for each round (you did not get to observe your opponent's lists when choosing); none of the three lists could repeat a unique pilot and the obstacles had to be the same for each game. You get 1 bonus point for utilizing all 3 lists and there was a set of Regional templates for those who used all three lists. In addition, among the prizes was a set of Regionals templates for whomever placed the highest after Swiss and used each list twice.

I made my three lists in a squad builder so that I could print them out, so I figure I'll save myself some time and just link them: List 1, List 2, and List 3.

I will say I expected the format to be like the Open System's Hangar Bays, so my plan was to scare people off with triple Jumps and then use a different list, and the Triple Jumps would be used against one opponent only. By the time I found out otherwise, I'd been practicing Triple Jumps so went with it anyways.

So my round 1 I decided to use Kanan-Thane, and my opponent decided to use Norra Wexley with BB-8, Kyle Katarn, Alliance Overhaul, and Push the Limit, Shara Bey with Artoo, Jan Ors, Adaptability, and Alliance Overhaul, and Jess withan Integrated M9-G8.

We just wound up jousting to start. The first salvo I believe favoured him, as he landed more damage on Thane than I did on Shara.

 He was a newer player though, borrowing someone else's ships, so the second round he deliberately got a bump on Kanan with Jess, assuming that Jess would be able to fire but Kanan wouldn't, so on the second round of firing I managed to kill Shara while Thane kept truckin'. Jyn Erso was great against formation flying, as it tended to mean she got the full 3 focus tokens. My continued flight path had Thane do a 2 bank to recover a shield and put some distance while Kanan also worked on maneuver through that lane of rocks.I managed to get Jess off the board soon afterwards, and then got rid of Norra with a primary after time had been called (and I still had a TLT shot to use against her). 100-0 for me in the first round.





Participation prizes were handed out now, you were given the option of 4 of these custom cards, on the top from left to right are Crackshot, Dengar, Jess Pava, and Kylo Ren whereas on the bottom from left to right are Crackshot, Juke, Integrated Astromech, and Autothrusters. All of these are movie stills (Integrated Astromech appears to Artoo getting hit in IV). My personal selection was the Imperial Crackshot, Jess, Juke, and Autothrusters.









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<p style="font-weight:normal;"> My second round was coincidentally against the exact same Shara, and the exact same  Norra, but here Jess had R3-A2 and Primed Thrusters instead of M9-G8, but this time I was using Vessery-Backdraft-Deathfire.

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<p style="font-weight:normal;">We placed the rocks in a large cluster in the center (I tend to always try placing rocks in one largish cluster with the rocks all at range 1.5-2 of each other unless I'm placing the last one, in which case I'll put it at range 1) and started on the opposite corners of the board, which was deliberate on my part. He had taken initiative and so when he placed Jess down  (and I could infer would place Norra and Shara beside her),  I placed Deathfire on the opposite corner so I could drag him into the asteroids (I had one more reposition action than he did, Norra's BB-8 meant she couldn't arc dodge quite as well with initiative, and all mine were barrel rolls, making formation flying easier for me, whereas his two repositions were different which makes them hard to do in conjunction, I had the Ion Cannon to try to muck up his forces in there, and I find I'm generally a better player with obstacles than others are). The first engagement saw Deathfire take heavy damage which put him down to 1 hull, but I had put Shara down to two hull while ionizing her to guarantee she'd land on an asteroid next turn, but Deathfire had his Target Lock and a focus on her and was near death, so I decided to blow the Homing Missiles which ensured Shara's death when I got 3+ results. Now, based on my practice with Deathfire, I may have been satisfied with his results. Holy moly he went above and beyond this match. Jess k-turned and I used the advantage of Jess moving first (and I assumed that worst case scenario, he'd elect to bump Jess) to free up Deathfire's options and had him drop some Cluster Mines right in Norra's path. Norra had done a 1 straight, so she did barrel roll, but she still landed on one Cluster Mine and rolled 2 damage. I spent this turn's engagement whittling Jess down with Backdraft and Vessery, managing to Ionize her to prevent receiving any shots the next turn while also putting her down to one hull after she got rid of R3-A2, Deathfire had no shots, and his didn't really worry me (I think he got 1 damage on Backdraft here?). Again, I would have been happy with Deathfire's performance so far, but here he dropped some cluster mines and did 4 damage to Norra with two tokens. Vessery koigraned and took the third token and took two damage, but seeing as we was full health I was willing to make that exchange. Norra k-turned, and Backdraft managed to squeeze into the space between both Norra and Jess to get shots at both of them. He was at range 1 of Jess with a target lock and managed to kill her. Then he took his shot at Norra, which I did primarily so I could acquire a target lock on her to fuel Vessery's shots. Backdraft exceeded expectations though, rolling a natural crit (and a blank) and adding another crit because of his ability, and three hull Norra did not roll the evade. The first card was a Direct Hit, winning me the game after earning the double kill. 100-0

<p style="font-weight:normal;">Third game I played my aces again because I was feeling it. I faced a Lothal Rebel with Ezra, Hera, Fire Control System, Proton Torpedoes, Autoblaster Turret, and Extra Munitions with Miranda who had Homing Missiles, Extra Munitions, TLT, Sabine, Advanced SLAM, and Conner Nets.

<p style="font-weight:normal;">All tables were randomly assigned a bounty number from 1-30. Whoever claimed the victory at that table would get to take a prize from the prize table, but the order of who got to choose the prize was based on the number assigned to your table. Our table was given #6, reasonably high.

<p style="font-weight:normal;">First round of engagement I had managed (after barrel rolling) to full avoid the Ghost's primary arc, but Backdraft did take all 5 damage from a Homing Missile after Miranda burned a shield. My gameplan had been to concentrate on the Ghost, but to take shots at Miranda wherever I could. Backdraft did some damage to her, but Vessery, despite his target locks, did 0 damage to her. In the next round, since Miranda was passing through, she dropped a Conner Net, but it barely did not hit me, and I decided to go after the Ghost. The Ghost took down Backdraft with a Proton Torpedo fired from the rear. After that, Deathfire dropped some Cluster Mines at the start of his turn, and Miranda had overcommited herself on the Conner Net, so she had to take a lot of time going the long way around a rock to reengage while avoiding the Cluster Mines whereas Vessery and Deathfire continued to pound away at it with their primaries. I got a single ion token on the Ghost, meaning that he had to do a hard turn to prevent me from ionizing it off the edge, giving me lots of room to avoid range 1 and both of its arcs. After that hard turn I destroyed it, the Ghost having only fired once. During this time, Miranda getting impatient deliberately ran over her own Conner Net. Being certain to get her in arc, I jousted her and managed to ion her for another turn and bringing her to low health while also getting range one on her to prevent the TLT taking effect with her ability. I seem to recall that he may have resigned at this point, seeing that I'd likely ion her again which would put him on the rock. 100-33

<p style="font-weight:normal;">I grabbed the bounty ticket, and when I arrived, #4 had yet to take his turn, #1-3 had taken either custom painted ships or a really cool Luke Skywalker card (of him getting into the X-Wing in IV) that I would have loved because it was used as a menu screen in Rogue Squadron on N64. #5 was a child who was talking to the lady manning the prize table about how much he wanted the custom painted X-Wing (painted with the Toronto Prototype League's colours), so when #4 arrived after his game had gone to time I mentioned to him not to take the X-Wing, and #7 was a local who had ridden down with us who was already pondering buying another TIE/fo, so I gave him the TIE/fo (that was also given a Toronto PTL colour scheme) and chose to take the Regionals acrylic Thermal Detonator token.

<p style="font-weight:normal;">Standings were posted and I was second, off #1 by 6 points. My ride there was 3rd.

<p style="font-weight:normal;">The rest of the day was casual events, so I joined a Heroes of the Aturi Cluster group for new players. I took an X-Wing and was told I had 5 points to spend on modifications and an astromech, so I chose to roleplay a loose cannon pilot, taking R5-X3 and Engine Upgrade so I could ignore asteroids for a turn and charge into battle. The first mission went well for our group, going over pretty easily, it was just mopping up TIE Fighters until some PS1 Interceptors arrived. The guy running it said he had never seen the tutorial go over so well, and I forget how it was worked in but one of our players said that it was "a bit like a *Fantasy Flight*" so we nominated him to be MVP to get a card from the prize table. Mind you, I never managed a kill, whiffing the kill shots. We were advised that splitting experience worked best, and the gentleman running it for us told us we didn't need to divide it 4 ways, saying it was more fun this way. I was told that to upgrade to a HWK I needed to be pilot skill 4, so I spend 6 of my 11 experience to level up to PS3 (PS upgrade cost is double the PS you're getting) which earned me an EPT slot, and another 4 to get me Lone Wolf (EPT's cost double what they normally do, unlike astromechs, modifications, torpedoes, bombs, and missiles which cost the regular amount) so I could boost into battle.

<p style="font-weight:normal;">Our next mission we had to defend a HWK that had damaged sensor array, and he was right in the middle of two formations of 4 TIEs each. To our benefit, the HWK did start with extra shields. We rushed for the HWK as quickly as possible, and on the second turn we were debating whether I should boost, which would put me closer of the TIES and therefore take the heat while having obstruction (whereas the HWK didn't) or using the Protect action, which would give the HWK an evade token. I boosted, which didn't actually put me closer to the HWK, and it turns out that the HWK would have survived had he had the one evade token. So with the HWK dead on turn 2, we just decided to mop up TIEs to the best of our ability, although things slowly got much tougher when some PS4 Interceptors arrived. Eventually the game went to time since it had been 6 rounds, but we got half experience for what we had managed, but I decided to save that since I was still 1 experience short of PS4.

<p style="font-weight:normal;">I'll continue relaying the tournament later, likely either tomorrow or Tuesday since I have those days off.