Board Thread:General Discussion/@comment-27029853-20170703223814/@comment-454133-20180310072550

Today's Friday theme was 150 points mixed faction, and you have to have at least one ship of each faction. At 150 points I didn't want to field anything expensive, so I went with kind of a triple-faction junkyard and it worked quite well.

Blue Squadron Pilot with Advanced Sensors + Linked Battery + B-Wing/E2 + "Zeb" Orrelios

Blue Squadron Pilot with Advanced Sensors + Linked Battery + B-Wing/E2 + C-3PO

2x Sigma Squadron Pilot with FCS + Intelligence Agent + Lightweight Frame

Jakku Gunrunner with Intelligence Agent + Spacetug Tractor Array

Sunny Bounder with "Light Scyk" Interceptor

If I could make one change, it would be giving Pattern Analyzer to the Gunrunner and removing Zeb and E2 from the B-Wing. Spacetug and Pattern Analyzer are really meant for each other.

My opponent had Torani with Harpoons etc, Shara, Rebel Fenn with Pulsed Ray Shield and Hot Shot Co-Pilot and probably Flight-Assist, and Kylo being Kylo. I put my quadjumper and Sunny in the center, B-Wings on the left, and Phantoms on the right. The idea was to make him pick between the two greatest offensive threats: left or right. He flew towards the center in a loose group, then turned toward the phantoms, gauging them to be the most serious threat.

Right off the bat I thought I was in serious trouble, because Torani harpooned one of my phantoms and rolled massive damage on that, and equally massive damage on following rolls. I also forgot to Intelligence Agent on the next round or two, which would have let me land Shara or Torani on a rock. I kinda thought I was done for.

But from there the dice evened out and I started taking down ships. I also pulled out the Intelligence Agent reminder tokens I'd won a couple weeks ago, placing them on top of my dials, and suddenly I was remembering every round. Reminder tokens are really useful for dunces like me. ;)  The evened dice rolls and better Agent-enabled planning made a huge difference.  First the hated Torani died after a couple turns of shooting, then I put a lot of damage into Shara and killed her within another two turns.

Fenn was being a beast to kill thanks to great defense rolls and his shield regen, but I finally got my Quadjumper out of the bumpfest in the center with a 3 bank and tractored Fenn forward with the Spacetug. This placed him a lot closer to the edge than he had anticipated... He had ionized himself last round to regen, and so this caused him to simply walk off the board. Quadjumpers are evil when used right, pure evil. >:D

I'd have done a lot better if I'd remembered Intel Agent sooner, but things had gone pretty well regardless. At this point it was a heavily damaged Kylo with 2 health vs a 1 HP Sunny who loved evading, a 1 HP phantom who by all rights should have died sooner (but kept rolling well on defense), and two fairly healthy B-Wings. He called it and scooped Kylo, figuring the result was clear.

I liked the design of my fleet. My opponent played really well and had a mean fleet designed, but I think I did pretty well considering. Ultimately the deciding factor was having 6 dangerous ships against his 4, allowing me to out-firepower him. I knew that above 100 points you start to want to spread out among generics instead of putting too much into one ship, and my opponent was worried about this right from the start.

I also got more practice with my TIE Phantoms, which I may take to CAC after all. Though it could be fun to bring a list with my two quadjumpers, which seem perfect for the casual/silly theme of CAC. I'm also considering my Bombs Are Cheating fleet because it's such fun nonsense. So I have options. ^_^  Still very undecided.