Board Thread:General Discussion/@comment-27029853-20170129150901/@comment-27029853-20170502193036

So day two of the Toronto PTL Open. I still had yet to play my Jumpmaster list, which I had resolved to doing first thing in the morning.

I faced Fenn Rau with the title, Autothrusters, and PTL with Dengar, whom I recall had Advanced Proton Torpedoes, no Extra Munitions, the Punishing One title, K-4 Security Droid, and Unhinged Astromech, but I'm a little fuzzy on what EPT it had.

I still consider myself on the weaker end of flying large base ships, let alone 3 together and decided to risk to see if on the first engagement against Fenn I could three bank one of the Scouts over a rock without ending on it. I did not clear it unfortunately, so my first round against Fenn didn't go that great. However in subsequent turns I managed to block Fenn on multiple occasions and finally kill him. Unfortunately, I had sustained damage to one torpedo boat and lost the other. It was mostly me trying to block his sloops, and while trading damage we eventually came to a corner around a debris, both of our ships having 2 hull left. He didn't think I had the space, but I managed to do a hard one without hitting the debris, and then was still able to barrel roll so my front would be in front of the debris, blocking him. At this point, it all came down to the 50/50 roll of Anti-Pursuit Lasers, which if it hit I could then use Feedback Array to kill Dengar. If it didn't happen, I was going to have to hit a debris the next turn and Dengar would probably be able to kill me. Unfortunately I rolled a blank. The next round Dengar killed me. This game we also had the randomly assigned bounties that the winner could use to collect at the prize table, but I think it was halfway down. 67-100



My next round I decided to use Kanan-Thane, and my opponent used the Inquisitor with Proton Rockets, Autothrusters, TIE/v1, and PTL, Omega Leader with Comm Relay and Juke, and Quickdraw with Expertise, FCS, Sensor Cluster, title, and Lightweight Frame. I knew this one would be difficult, since Kanan-Thane tends to struggle against Imperial tri-aces. I wasn't given much opportunity to slow roll, and I tended to try to split my fire between Omega Leader and the Inquisitor, but Omega Leader had Kanan locked so shooting at Omega Leader was a pain that I tended to only do if she was in either arc. Thane took damage quickly, slowly clinging on to little health, and Jyn was not managing as much because he kept his forces well split up. I managed to get the Inquisitor in range 2 in arc and he only had a focus token (I had no focus, having spent it to keep Thane alive by reducing an attack but I had a target lock). I rolled my 4 die primary...and wound up with 3 blanks and a focus. I spent the target lock to reroll all of them...only to wind up with the same result. With the TLTs I did manage to reduce the Inquisitor to one hull. Thane meanwhile had to split, but he managed to survive incredibly long. There were 4 defense rolls in 4 rounds where he was chased by the Inquisitor, the first 2 he had to roll an evade so that even with an evade token he wouldn't die, and 2 afterwards where he was out of range 3 of Kanan (and therefore Jan Ors) so he needed a focus result or an evade to live, but he managed to live out all four of those turns. As a result, my opponent turned his attention to Kanan, who started going down like a brick. Once Kanan went down, Thane went down the turn afterwards. At this point, I decided to do something I never do in tournament games, which was concede because Zeb, who was all alone at 1 hull (I had been using Chopper to try to just get an attack through), would be facing attacks from all three ships who were higher PS. I asked my opponent whether or not he watched Rebels, which he claimed he did. After he placed all his dials, I did a white maneuver with a stressed Zeb, and then had Chopper kill Zeb, which I thought was thematic. Chopper's a psychopath. My opponent then revealed he was a bountied player since he was one of the Prototype League's big players, and gave me an alternate art Darth Vader card, that still from Rebels posted. I think I was only supposed to get the card if I beat him, but I'm guessing that since I clearly liked Rebels and conceded in a way thematic to Rebels, he gave me the card anyways. There were also some alternate art cards from the prize table and participation cards leftover, so an Integrated Astromech and Carnor Jax were placed on our table, the winner getting both, but I asked at the time if there was one he preferred, and he said he really wanted the Integrated Astromech, so we just agreed when they were placed that regardless of the match's outcome he could have the Integrated Astromech and I'd have the Carnor Jax. 0-100



Because of how badly I lost with Kanan-Thane, I chose to use my tri-aces, and I was against Rey with Kanan Jarrus, Finn, HOR Falcon, Engine Upgrade, and Expertise with Jan Ors in the Moldy Crow, Trick Shot, Chewbacca, and TLT.

Now, I have a friend who liked to play the same list, and I knew that the number one rule was to not joust it...but I looked at my list and thought, you know what, I can joust it. We both charged at each other, with Backdraft taking heavy damage early on, as well as sustaining a console fire. I did get to roll 4 dice with him on defense though, because he'd get an extra from range 3 and then Finn would grant a 4th attack die to Rey, granting me a 4 defense die. Rey took a fair bit of damage too though, taking a Homing Missile. I used Backdraft to block Rey, expecting to survive the Console Fire despite having one hull more than I expected to survive another attack from Rey. I rolled a crit, which my opponent was happy about until I pointed out that only hits counted. Vessery and Deathfire koigraned (Vessery through an asteroid) and Deathfire managed to get a crit through on Rey with his Homing Missiles, which happened to be a blinded pilot. Rey tried running away, but Vessery anticipated this and ran after her and killed her. Coincidentally, he actually managed to put another Blinded Pilot on her even though she was dead. Deathfire on the other hand didn't go at Rey, rather he was well placed to drop some Clusters after a maneuver and then barrel roll. While he didn't get Jan initially, Jan did a 1 bank (which I expected her to do as she was stressed) into two of the Cluster Mines, and she sustained two hits. Now because of Deathfire's ability, he was actually able to drop the Cluster Mines upon revealing his dial, so he could drop them in exactly the same location, so Jan took two more damage (although she got rid of 1 with Chewbacca). Vessery koigraned and tried rejoining the fight, and then the next turn Deathfire also tried putting distance between himself and Jan so he could target lock her to feed Vessery. Vessery was down to 2 hull though, so a TLT could hurt. Thankfully, we both fast played, I suppose he didn't expect me to, and I wound up in range 1 of Jan with a target lock feeding and a focus. I rolled maximum damage on both attacks, managing to get her off the table. 100-33, albeit much closer than the scoreline suggested.



 The standings were announced, and I got the Biggs Darklighter award, so close to glory and the cut, only to fall short in 9th. The only 4-2 list to make it was my 5th round opponent, and he was 49 MOV ahead of me, so had I managed to get rid of that Inquisitor (notably by rolling better on my primary when he was at range 2 in arc) I would have made the cut. For being part of the top 16, I also got 3 acrylic crit tokens and an Aurebesh "C" Target Lock set, all Toronto Prototype League customs.

 Afterwards I played another Heroes of the Aturi Cluster mission. This time we were supposed to disable a shuttle (by reducing it from 1-3 hull remaining, it started with a ton of shields). While we were doing reasonably well at mopping up the TIEs early on, an elite PS6 TIE Advanced showed up, I volunteered to deal with it, but rolled poorly, and then aggroed a bunch of TIE Fighters away from the action. I had to jump to Hyperspace when I had 1 hull left. Soon afterwards our leader had to jump to hyperspace as well. Our Y-Wings did disable the Shuttle, but came nowhere close to killing its escorts (required to win the scenario), two of them made the jump to hyperspace and two had to eject, one of them getting half experience points (which were already halved for failing the misison) and the other had to lose "their most expensive upgrade" but they had BB-8, Extra Munitions, and two Seismics, so he just tossed his seismics away. Even though I jumped to hyperspace I got half experience though, so I upgraded to PS4, and with my 2 leftover experience points and new modification slot, I got Autothrusters because I already had Engine Upgrade. 5 more experience for a HWK! I'm sorta wondering what turret I should take however. Being a boosting Lone Wolf, I'm tempted to take an Autoblaster Turret.