Monday, 8 June 2020

Swarm: A lesson of a lot of things NOT to do on a game








Introduction:

The second list I wanted to get some reps with was a swarm with Maul lists, so I also included it as one of the choices to have for the Vassal tournament. The XTV Season 7 tournament runs on discord 

For this tournament, you don't have one list but two and before the match you select which list from your opponent you want to fly against. Of course, my opponent chose Maul's list which was not yet introduced but you can see it here.

Darth Maul (65)
General Grievous (3)
DRK-1 Probe Droids (5)
TA-175 (9)

Trade Federation Drone (19)
Grappling Struts (1)

Trade Federation Drone (19)
Grappling Struts (1)

Trade Federation Drone (19)
Discord Missiles (4)
Grappling Struts (1)

Trade Federation Drone (19)
Ion Missiles (4)
Grappling Struts (1)

Techno Union Bomber (25)
Ion Missiles (4)
Landing Struts (1)

Before continuing and mentioning what I choose as my opponent, I will give a big spoiler to this post. I made lots of mistakes before/during the game. Therefore, you can already assume that it is a lost and also if you are planning on looking at some nice plays, I will save your time. But, also, if you read, you might find something that might help you in the future. 

When arranging the match time to play I agreed to play at 10pm on my time. I thought it was a fair time given the fact that we had almost 7 hours of difference between my opponent and me. Here is my first mistake, I need to play earlier because after a day of work and other stuff this time ends up being too late for a match. 

Before starting the match I knew I was given a hard choice. I needed to choose from his two lists to play against and he was going to choose mine. I had the idea that he was going to choose my Maul list and, at least on my head, his Boba list was not something I wanted to phase with a semi - swarm, and Maul (initiative 5) probably being the first player. So honest mistake number 2, when choosing his list I thought we were going to choose any left maneuver list #1 and right ant list #2, I placed a bank right to choose his separatist swarm and I ended up with Boba. It was my fault so I decided to go along with it and play according to the rules. His list is then: 

Boba Fett (85)
Fearless (3)
Maul (12)
Proton Bombs (5)
Slave I (1)

Dengar (53)
Contraband Cybernetics (2)
Punishing One (5)
R5-P8 (4)

Sunny Bounder (27)
Autoblasters (3)

Total: 200
View in Yet Another Squad Builder 2.0

I honestly had no plan but at least I knew I did not want to shoot Boba range 1 and I wanted to try to avoid Dengar if possible. 

Things to avoid:

  1. Boba Fett Range 1
  2. He had bombs but with a swarm, if miss positioned that was going to be hard. 
  3. Try not to shoot Dengar unless he can be shot with all of the ships. 
  4. Try not to be on the front firing-arc. 

Initiative decision:

We both have 200 points we roll for it and I lose so I don't get initiative. Means that my swarm will go first then sunny, Maul, Boba Dengar. Not a good start


Setup:

Here goes another of my mistakes although It was not a very big one. I want to ensure to have some obstacles next to my area to be able to fly when setting up everything for getting the locks through the probe droids. I end up confusing the sides given Vassal is played left-right.

I choose to have my original setup with the ships but I'm uneasy noticing that Boba is in front of me. I want to avoid him coming directly to me, although thinking again, it might have been the best that could have happened. Anyways at the moment, I'm having doubts. 




Round#1

So not being very confident about the position and direction Boba has now I decide to change my usual maneuvers. I decide to turn on 1st turn to have a little bit of space and to give time to the probe droid for getting to position to get the TL on time. 

Activation:

  1. All my swarm: does a 1 turn left with a barrel roll to the right as backward as possible.
  2. Sunny: 2 Forward. Barrel roll as backward as possible.
  3. Maul: 1 red turn left - no action
  4. Boba: 1 turn right - boost forward
  5. Dengar: 4 forward - focus


End phase: I decide to launch the probe droids through the front of maul's ship. 



Round#2

So I noticed that Maul is stress so maybe the safest option now without making a cluster fuck is to do a 1 forward and Barrel roll. The swarm is directly in front of the asteroid but If I direct it well enough with the struts I should not have any problems .(....yeah right)


Activation:

  1. Probe droid: Bank right in direction to my opponent side of the board. Maybe I should have left it there to wait. 
  2. All my swarm: does a 2 turn forward with a barrel roll to the right as backward as possible.
    1. The front line calculates and TFD4 (The center droid opens the struts since he is in the asteroid)
    2. The backline
      1. TFD2: Calculates
      2. TFD1: Barrel rolls as backward as possible.
  3. Sunny: 2 Forward. Focus
  4. Maul: 1 forward - release stress - Red Barrel roll right. It seems that I gave some distance to Maul but I also took the possibility to my swarm to maneuver safely.  
  5. Boba: 1 bank left - boost right
  6. Dengar: 3 Bank right - Barrel roll right as forward as possible. 
 Engagement: 

  1. Sunny: Shoots the probe and gets 2 hits and the prob only evades 1, so he is dead. I have to prevent from moving if I see my possibility that during the round the probe can get shot



Round#3

In this round Maul tries to hide behind the drones while the drones turn to phase my opponents swarm. Of course I forget that turning in a rock is not that easy. 

Activation:

  1. TFD 1: 2 Bank Left - tries to jump over Maul - bumps
  2. TUB: 1 Hard Left - calculate
  3. TFD 4: 1 Hard Left - Rotate over the rock and calculate
  4. TFD 3: 1 Hard Left - Calculate
  5. TFD 2: 1 Hard Left - bumps TFD 4
  6. Sunny: 1 Bank Left. Barrel Roll Right As forward as possible
  7. Maul: 2 Bank Right - release stress - Focus
  8. Boba: 1 Turn left - TL Maul
  9. Dengar: 2 Bank Left - Focus

 Engagement: 

  1. Dengar: Shoots Maul range 3 obstructed. only a focus. Spends the droid charge for a reroll which does not produce any result. 
  2. Boba: Shoots Maul gets 2 hits spends TL for a third one. I blank out so Maul gets 3 shields off. 
  3. TUB: Shoots Sunny - Blank hit, which is easily evaded. 
  4. Sunny: Shoots Maul and gets hit crit. I evade 1, so shieldless. 



Round#4

At this point, I'm on fire (Not to mention tired and with a few drinks in me :D ).  I decide to turn most of my ships into the way where Sunny is coming from and do a sloop with Maul to re engage. Not good but maybe enough. 

Activation:

  1. TUB: 1 Hard Right - Barrel Roll Left Red TL as backward as possible
  2. TFD 1: 2 Forward Barrel Roll as backward as possible- Red Calculate
  3. TFD 4: 2 Forward to get out of the rock - calculate
  4. TFD 3: 2 Forward - calculate
  5. TFD 2: 1 Turn Left - open wings on rock and calculate
  6. Sunny: 2 Forward Bump
  7. Maul: 2 Sloop Right - stress
  8. Boba: 1 Forward - reinforce the front. 
  9. Dengar: 1 Forward - Focus


 Engagement: 

  1. Dengar: Shoots TFD1 Range 1. Spends the charge on the droid for 3 hits. The droid rolls focus evade and spends a partner calculate. Takes 1 hit. 
  2. Maul: Shoots Sunny range 3 obstructed. Gets focus hit. Spends 1 force for it. Sunny rolls 1 evade and takes 1.  
  3. Boba: Shoots TFD 1 - Blank Focus crit. TFD 1 Evades
  4. TUB: Shoots Regular Weapon on Boba (Should have used ion missile). 1 hit which is easily evaded. 
  5. TFD 1: Shoots boba r3 obstructed - hit crit - Gets 2 focus - With reinforce I get only 1 shield. 
  6. TFD 4: Shoots Sunny r2 - Hit focus and spends calculate - 1 is evaded. 1 hull down
  7. TFD 2: Shoots Sunny r3 - 2 hits - gets 1 evade. 
  8. TFD 3: Shoots Sunny r2 - Spend calculate for 2 hits, but its evaded. 
  9. Sunny: Autoblasters on TFD1 - get 1 crit - I get only one focus. I get a direct hit so its dead. 
Score: 15 vs 20.  Anyway Maul seems to be very beat and my positioning is not good. 

  

Round #5

My only plan here is to get Maul close to shoot something and set the droids to block. TUB will land on the rock to have a good position to shoot next. But I also forget that Boba has bombs.

Activation:

  1. TUB: 2 Forward - Lands on the rock - calculate
  2. TFD 3: 2 Forward - Barrel roll Right as Backward as possible - Red calculate
  3. TFD 4: 2 Forward - Leaves the rock - Barrel roll Right as Backward as possible - Red Calculate
  4. TFD 2: I forget that TFD 2 is on a rock and dial bank - which makes me turn and I calculate.
  5. Sunny: 3 Bank Right - Evade -
  6. Maul: 1 forward - TL Boba - 
  7. Boba: 1 Bank Right - Reinforce the back
  8. Dengar: 3 Bank Left - Bump
Start of engagement: 
  1. TFD 3: Spends calculate to put buzz droid on Boba     

 Engagement: 

  1. Dengar: Shoots Maul 2 crits and 1 hit. Maul Blanks out. I forget here about Grievous which (spoiler ) I never used. I get a panicked pilot and a damaged engine
  2. Maul: Shoots Boba range 3 through and gets 3 hits. Boba rolls 1 evade and takes 1 because of reinforce.
  3. Boba: Shoots through the back range 3 to Maul. Gets 2 hits rerolls the third and gets another hit. Maul gets 1 evade. He sits on 1 hull. 
  4. TFD 3: Shoots Boba. 1 hit. Evaded
  5. TFD 4: Shoots Boba. 1 crit 1 Focus. I spend a calculate for 2. Maul rolls blank focus. Spends force to take only 1.   
  6. Buzz Droids: Take 1 shield on Boba

Score: 15 vs 63


Round #6

At this point I see Maul will go into a bomb. TUB will also not be able to get out on time. I just try to take the most damage on Boba. 

System:

  1. Boba: Drops a proton bomb

Activation:

  1. TUB: 2 Forward - Leaves the rock - calculate
  2. TFD 4: 2 Forward - Bumps Dengar
  3. TFD 3: 2 Forward - Calculate
  4. TFD 2: 2 Forward - Leaves the rock - Barrel roll Left - Red calculate
  5. Sunny: 3 K-turn - Stress.
  6. Maul: 3 forward - Focus - keeps the droids.
  7. Dengar: 1 forward - bump
Bomb:
  1. Maul dies 
  2. TUB Takes a Fuel leak
  3. TFD 3 Takes a Weapons Failure


Engagement: 
  1. Dengar: Shoots range 1 on TFD2. Gets 2 blanks 1 focus 1 hit. Rerolls 1 with droid gets nothing and TFD2 evades.
  2. Boba: Shoots range 1 on TFD 3. He gets 2 hits-focus-blank. rerolls gets another focus and turn 4 hits. I roll 2 evades and get hit crit which with the previous damage kills my droid. 
  3. TFD 4: Shoots Boba. I get hit focus and spend his friend calculate for 2. Boba loses 2 hulls. 
  4.  
At this point, I see that, not only I'm tired, but my possibilities of winning are really low, so I decide to concede. And I end up losing 68 vs 200. 

Things to learn from this match:

  1. Teams are selected with 1 and 2. This seems stupid but I had the (stupid) idea that left was the first list and right was the second. 
  2. Be mindful that Vassal is not TTS and you don't play from bottom to top or any orientation. 
  3. Maul can limit the maneuvers if placed in front of the droids.
  4. I should TL with the bomber to use ion missile
  5. I should use missile if I have a TL.


Monday, 25 May 2020

Tricks #1: By the power of the variants!!!



Add caption


Introduction:

So to get some practice with this squad, I got into another Vassal tournament. The XTV Season 7 tournament run on discord 

For this tournament, you don't have one list but two and before the match you select which list from your opponent you want to fly against. Of course, my opponent chose Poe's list which was introduced here.

For choosing my opponent's list I decided to go for the things I know (or at least I think I know). I chose a list that has: 

Wedge Antilles (55)
Crack Shot (1)
Afterburners (6)
Servomotor S-foils (0)

Han Solo (80)
Trick Shot (4)
Kanan Jarrus (12)

Jake Farrell (36)
Predator (2)
Crack Shot (1)

Total: 197
View in Yet Another Squad Builder 2.0

Things to spot:

If I have to be honest I went, "Ok, Wedge and Han...I know their abilities, I can see what they do when they are in the game", and wrote some things like, care for crackshot. I honestly went mentally unprepared, only knowing that I wanted Wedge/Han down and I should care for "Crackshot".

  1. Things I should have written and be prepared for:
    1. Han / Trickshot
    2. Afterburners on Wedge. 
    3. The name on the Freaking list also says a lot. He was coming in hot. 

Time Definition:

For this tournament, both players need to agree on the time limit. It can either be 12 rounds or 1 hour and 2 rounds. We chose 1 hour and 2 rounds. 

Setup:






When placing the obstacles I went for the "I want to be annoying plan"... bad plan considering that even though Han is a big guy he enjoys shooting through obstacles, especially with Trickshot. 

I deploy my units slightly scattered. I wanted to give Poe the chance to go on the side of the table and try to get to the combat with the possibility to turn away.I, also wanted A-wings to be able to disengage if needed after the first engagement turn. 

Poe, as always, starts with the S-foils closed just like Wedge. 

Round #1

Activation:
  1. Rose: 3 Forward - Focus
  2. Greer: 2 Forward - Focus
  3. Jake: 3 Turn Left - Barrel Roll Left/Forward. 
  4. Zizi: 1 turn Left - Focus
  5. Poe: 2 Forward - Boost Forward.
  6. Wedge: 4 Forward - Boost Forward.
  7. Han: 1 Forward- Turn the arc Forward / Backward - I also noticed here that Han ship's move a little. Most likely a mistake but should pay attention to these things.



Round #2

In this round, I set up my goals. I wanted to approach with the A-wing near the center debris having options to disengage. With Rose, I wanted to coordinate Poe a boost....but that is not possible unless Poe ends up stressed which he is limited to either blue maneuvers or white that prevent him from doing his action. 

Activation:
  1. Rose: 1 Bank Right - Focus
  2. Greer: 4 Forward - Focus
  3. Jake: 1 Turn Right - Barrel Roll Left/Backward - Giving Han a focus. 
  4. Zizi: 2 Turn Right - Boost Right
  5. Poe: 3 Bank Right - Focus.
  6. Han: 3 Bank Right- TL - Zizi is slightly out but he can get Greer instead. 
  7. Wedge: 3 Bank Right - Barrel Left Forward

Engagement: 
  1. Han: Range 3 obstructed with Trickshot active on Greer. He gets 2 hits, crit, focus. He spends Force. Greer rolls 3 evades and 2 blanks. 1 shield down 

Round #3


My plan for this round is to approach, with Rose and do some coordinate shenanigans along with Poe. Greer with a TL from Han will try to do a big turn while turning but pointing the arc backward. Zizi will turn to her back to the enemy team to try to disengage the next turn.

Activation:
  1. Rose: 1 Forward - Coordinate a focus to Poe - I don't do many actions on Poe because I don't want him stressed
  2. Greer: 3 Bank Right - Turn the arc for free - Focus - Red Boost Left
  3. Jake: 2 Forward- Barrel Roll Left/Backward - Gets his own Focus. Red Boost right - Han gets a focus 
  4. Zizi: 2 Turn Left - Focus - Red Turn the arc to the back
  5. Poe: 3 Bank Right - TL Han.
  6. Han: 4 Forward- Change the Arc to the Sides
  7. Wedge: Open S-Foils - 3 Bank Right - Boost with Afterburners - Focus


Engagement: 
  1. Poe: No Range
  2. Wedge: Range 3 Obstructed but on bullseye on Poe. 2 hits and a blank. Poe rolls 2 evades. Wedge Crackshots one. 
  3. Han: Range 1 obstructed on Poe (Trickshot). He rolls 3 hits and a crit. I get a double evade and a blank. removing all the shields. All these shots could have been worst. 
  4. Zizi: Range 1 on Han. 1 hit 2 focus and spend the focus for 3 hits and gets the focus from the ability. Han gets the evade taking 2 shields. I think here I should have gone for Wedge but the range 1 was tempting.
  5. Greer: Range 3 obstructed to Han. Gets a sad focus - blank which is easily evaded
  6. Jake: No shots
  7. Rose: Range 3 on Han with 2 friendly ships on the attack arc. Double focus...without focus. Rerolls both and gets a hit crit. Get focus blank rerolls on two focuses which turns into focus with the Focus token. 

Round#4

At this point, I feel that Wedge will do a 1 bank to the right and look Poe in a threatening way. Also, I think that Jake will make a move that will try to block me so I decide to act upon it. Greer needs to do a turn without actually turning (I want no risks in this game because is not looking good so far). Zizi will bank right and keep the gun in Han if possible. Rose....she is on her own. 

Activation:
  1. Rose: 3 Forward - Coordinate a boost forward to Poe.
  2. Greer: 2 Turn Right  - Free turn of the arc - Focus
  3.  Jake: 2 Forward (ready for the block) - Focus
  4. Zizi: 2 Bank Right - Focus
  5. Poe: 3 Bank Right - Slam 3 Talon roll Left to avoid range 1 from Jake. Taking the ion to get the shot. 
  6. Han: 2 Forward - changes TL to Rose
  7. Wedge: 3 Bank Left - Afterburners Boost Right - Focus

Engagement: 
  1. Poe: Range 2 on Jake. 3 crits. He gets Focus evade and spends the focus to avoid 1 damage. 
  2. Wedge: Range 1 on Zizi. Hit Crit Focus. Spends Focus. Gets 2 Blanks HEROIC! -> TWO EVADES! Ufff! that was closed. But losses a shield. 
  3. Han: Shoots on Rose range 2 and gets 3 hits. Rose gets an evade/blank. Re-rolls blank and gets another evade. Removing 1 shield.
  4. Zizi: Range 1 on Wedge. 2 hits and blank. Use optics to change the blank to a hit. Wedge gets an evade removing all the shields. 
  5. Greer: No shots
  6. Jake: No shots 
  7. Rose: No shots
Score: 0 to 0
    Poe: 1 from half
    Wedge: 1 from half
    Han: 5 from half
    Zizi: 1 from half
    Greer: 1 from half
    Rose: 1 from half. 
    Jake: 1 from half. 

Round#5

Poe is ionized but of course, that escapes my mind and I set the dial :P. Greer can re-engage with a 1 turn. Rose finds that she can't do anything else but bumping so I just do a blue. Zizi turns and focuses to get the back shot. 

Activation:
  1. Rose: 1 bank right BUMP.
  2. Greer: 1 Turn Right  - Focus
  3.  Jake: 2 Bank Right - Barrel Roll Left - Forward - Gets a Focus with the ability - Red Boost Forward
  4. Zizi: 2 Bank Right - Focus - Red Boost Left to get range 1 from the back. 
  5. Poe: 1 Forward ION - Focus because ION
  6. Han: 2 Hard Right - Focus
  7. Wedge: 4 K-Turn 


Engagement: 
  1. Poe: Range 3 on Jake. 2 hits and a blank. He gets Focus - Evade and spends the focus to avoid damage. 
  2. Wedge: Range 1 on Rose. Gets 2 hits 1 crit and a focus. Rose gets and evade and takes 1 hit and a crit. Crit is a Panicked pilot (2 stresses). 
  3. Han: Range 2 to Rose. Han gets 1 hit and 2 focus. Focuses for 3. Rose is dead. And she dares to roll 2 evades :P. 
  4.  Zizi: Range 1 on Jake. 1 hit 2 focus. Spend the Focus for 3. Jake gets 1 of every color and takes 2 damage. 
  5. Greer: Range 2 on Jake. hit blank which makes 2 hits with optics. Jake gets another 1 of every color and takes 1 damage killing him. 
Score: 39 to 34. Small Advantage and many ships can tip the balance.  

Round#6

At this point I want the A-wings to take some distance and Poe to show only the tip of the nose to then disengage again. 

Activation:
  1. Greer: 4 Forward - Focus - Red Boost Left
  2. Zizi: 2 Forward - Focus
  3. Poe: 1 Bank Right - Focus.
  4. Han: 1 Bank Right - TL an asteroid. 
  5. Wedge: 1 Bank Left + Focus

           

Engagement: 

  1. Wedge: Range 3 obstructed on Greer. Gets 3 hits. Greer gets 3 focus and an evade. Spend the focus
  2. Greer: Back at Poe. Blanks out HEROIC! -> hit focus. No results

Round#7


Poe at this point needs to disengage, the question is where to. He can go left but. then he would be again surrounded by asteroids. Forward mean facing alone a very healthy Han. Ok..."Right" it is then. Greer will accept the fact that he will go over the debris and Zizi will just take distance and focus.

Activation:
  1. Greer: 3 Forward - Go over the debris. Rolls a Focus no consequences other than the stress
  2. Zizi: 2 Bank right - Focus
  3. Poe: Closes S-Foils -  3 Turn Right - Focus Barrel roll Right. (Maybe should have gone left.)
  4. Wedge: 1 Forward - focus
  5. Han: 4 Forward - Boost Right

Engagement: 
  1. Poe: No shots
  2. Wedge: Range 3 on Poe. Gets 2 hits. Poe gets 1 focus 1 blank. Poe on half. 
  3. Han: no shot
  4. Zizi: no shot
  5. Greer: no shot

 Score: 39 vs 74. 

Round#8

At this point, I think Poe should run if I want to have a chance, and Zizi and Greer re-engage. If I want to have chances I have to take risks. 

Activation:
  1. Greer: 2 Turn  Left - Free Turn of arc - Focus
  2. Zizi2 Turn right - Focus
  3. Poe: 2 Turn Right - Focus.
  4. Wedge: 1 Bank Right - focus
  5. Han: 2 Right Turn - Use Kanan to remove stress - TL Poe

Engagement: 
  1. Poe: No shots
  2. Wedge: Range 3 on Poe. Gets 3 hits spending the focus. Poe gets 2 evades. 1 hull less 2 to go. 
  3. Han: Range 3 on Poe. Gets 2 hits and a focus. Rerolls blank gets a focus but has no modifier. Poe rolls 3 natural evades.

Round#9

At this point, I'm tired of running and I decided to turn with Poe and try to get some points (Not a good decision but goes along with the rest of the match). Also with the A-wings. If I'm not mistaken this was declared the previous to last round. It might have been a better approach to simply turn right and keep running but...

Activation:
  1. Greer: 3 Turn  Left - Focus
  2. Zizi1 Turn right - Focus
  3. Poe: Tallon Roll Left Backwards
  4. Wedge: 2 Forward - focus
  5. Han: 3 Left Turn - Boost Right

Engagement: 
  1. Poe: Range 3 on Wedge. Gets a 1 a focus, a hit, and a blank. Same roll on defense. 
  2. Han: Range 1 on Zizi. Gets 2 hits and a crit. Zizi gets 2 focus and an evade. Spend the focus to take no damage. Spend charge to keep the focus
  3. Wedge: Range 3 on Poe. Gets 1 hit 1 blank and 1 focus and spends the focus for attack. Poe Blanks out HEROIC! and then gets 2 evades! 1 hull to die. 
  4. ZiZi: Range 2 to Wedge. Blank out HEROIC!! (Oh yes I have my heroic ability incorporated.) And Focus Blank. Spend the focus for 1. Wedge gets the evade. 
  5. Greer: Range 3 obstructed to wedge. He gets a crit and a blank and turns the blank into a hitAnd Wedge gets 2 evades and a blank.

Round#10

This will be the last round. I don't think there is much to do here but I think if there is a chance I need to take Wedge out. So I decide that Poe's stress can only bump and take the shot. Greer and Zizi just need to make maneuvers that will keep them in a position to shoot.

Activation:
  1. Greer: 2 Turn  Left - Free turn of arc - Focus - Red Boost forward
  2. Zizi5 Forward - Focus - Red  turn the arc 
  3. Poe: 1 Bank Left - BUMP HAN 
  4. Han: 2 Left Turn - Removes stress by spending Kanan Force - Rotate the arc.
  5. Wedge: 3 Forward - Focus

Engagement: 

  1. PoeRange 1 on Wedge. Gets a 1 hit, a crit and 2 blanks. Same roll on defense. Wedge rolls focus evade and spends focus.
  2. Wedge: Range 1 on Poe. Gets 2 focuses and 2 blanks. Sad he spent the focus on defense. (So I need to take )
  3. Han: Range 1 on Poe. Gets 2 hits, focus, blank. Poe gets 2 evades. 
  4. Zizi: Range 2 on Wedge. Gets 1 hit blank which turns into another hit with optics. Poe gets blank and a focus, and since he does not have focus he takes 2 hulls. If Greer gets another 2 with 2 dice shot
  5. Greer: When we check for range and obstruction we noticed the shot is not obstructed so only range 3. Greer gets two hits and Wedge completely blanks out blowing to ashes. 

Final Score: 101 vs 74


Conclusion: 
It was a win but with the taste of a defeat even though the end was so exhilarating and brought a lot of enjoyment. There are many things to learn from this match so I think it was a great experience, not to mention my opponent attitude and sportsmanship throughout the whole match. 

My Poe handling was not bad but totally dependant on variants. It's hard not to have initiative.

Things to learn: 

  1. Hans trick shot is nasty 
  2. Wedges Afterburners wants to be fast. 
  3. This is not the first time that it happens but I feel it's worth mentioning. NEVER GIVE UP!



Saturday, 23 May 2020

Tricks, give me the tricks: Introduction



Introduction

So the idea of flying this squad came after listening to a podcast that introduced the following. Having Poe in the T-70 Black One X-wing loaded with Proton Torpedoes and BB8. Along with him would go Cova with Leia and Zizi Tlo with Concussion missiles, heroic and Advanced options (List).

The magic of that list is to have many combinations that would allow Poe to survive or kill depending on the situation. The action economy that a coordinate could bring on ships with linked actions made me realize that I wanted to play something like that. 

So I took my original list of Poe + 3 named A-wings (Greer, Talli, and Zizi) into Poe + 2 named (Greer and Zizi) and Rose with Squad Leader.


Without many details, I decided to go with my final List since, the external inspiration, though really good and with TONS of options gives me the creeps. 

Carrying a 92 points Poe Dameron. I rather have a.... thinner Poe which might not hurt that much if lost. That's why I wanted a 4 ship list better but with the coordinate choice. 

I'll show the variants of the pilots I have in the final list at the end and will say why I choose, for the moment, the final version of the list. 

Combinations to explore:

So which are the combinations I want to explore by flying this list? Basically, combinations with coordinate initiative 3 + action economy on Poe's side. Also, the linked action that the S-foils offer is a great addition but can also be dangerous. 

The combinations with Rose -> Coordinate Poe are the following (If I'm not mistaken):


  1. If S-foils are closed, if Rose Coordinates
    1. Focus - linked with Red Barrel roll (S-foils). 
    2. Focus - any other white action turn to Red with Poe Charge.
    3. TL - any other white action turn to Red with Poe Charge.
    4. Boost - WROONG! The limitation on Squad Leader does not allow Rose to coordinate a boost but if we really need to boost early the charge of Poe gives us the flexibility to do that on the price of a red-action and using Poe's ability. 
If Poe clears the stress given by doing two actions with the coordinate he can do 1 or 2 actions if he did not spend his charge. Of course 3 actions most of the times should be more than enough and I should be stress-free.

Options on imaginary situations
  1. Coordinate (Focus -> Red Barrel Roll - Only with S-foils closed) - Poe Activation Blue Maneuver (Target Lock / Boost). Maybe even combine since Poe's charge was not used. This seems like an aggressive option.
  2. Coordinate (Focus ->  Red TL (Poe ability using charge) ) - Poe Activation Blue Maneuver (Boost/Barreroll)
  3. Coordinate (Focus ->  Red Boost (Poe ability using charge) ) - Poe Activation Blue Maneuver (TL/BarrelRol)
  4. Coordinate (Barrel Rol ->  Red TL (Poe ability using charge) ) - Poe Activation Blue Maneuver (Focus/Boost)
  5. Coordinate (Barrel Rol ->  Red Boost (Poe ability using charge) - Only with S-foils closed) - Poe Activation Blue Maneuver (TL/Focus)
  6. Coordinate (TL ->  Red Focus (Poe ability using charge) ) - Poe Activation Blue Maneuver (Boost/Barrel Rol)
  7. Coordinate (TL -> Red Barrel Rol (Poe ability using charge) - Only with S-foils closed) - Poe Activation Blue Maneuver (Focus/Boost )
  8. Coordinate (TL -> Red Boost (Poe ability using charge)) - Poe Activation Blue Maneuver (Focus/Barrel Rol )

Of course, if, instead of doing a blue maneuver in the activation we do a white after stress we can not perform another action in the perform action step but it is also a good alternative. 

Happy Trigger Fly Boy

Poe is actually a really good pilot. Initiative 6 with basically a double-action every turn sounds fantastic. The problem is that it is also a great pile of points that dies fast if misplaced, no matter if it has heroic or 7 health. 

Poe, has in his power Black One. Black one is good in offense but many times gets you into trouble. I need to learn to disengage if necessary and let the rest of the ships do some damage while Poe plays bait. 


Resistance A-wing Power:

The resistance A-wing is really strong. The possibility to keep on target by rotating the arc with the power of its blues is incredible. Not to mention how good it is to add them advance optics and almost guarantee a two-hit shot every turn if focused.

Additionally, Greer and Tzizi are powerful pilots. Greer having the automatic rotate that is not an action and the free evade/focus from Tzizi after attacking or defending are strong options.

Rose:

Rose was brought to the team to provide a cheap coordinate, also I like that she gets re-rolls in attack/ defense which is actually really good since she won't be having other modifications and that might help her survive/do damage. There were other alternatives but I turn them down. 

Other options:
  1. Basically, the resistance transports sounded nice with all their health but without any modification...I just opted not to use them. The best choice was Cova Nell with R4 (I would have needed to take ferrosphere paint from Poe) and Nodiv Chavdri with something to remove the stress. 
  2. A cheap A-wing with also Squad Leader was a good choice but I rather defense rerolls than 3 dice defense








Friday, 24 April 2020

Jank Tank Open: Round #3 Leia must die



For my third match of Jank Tank Open, I got to face a nice rebel beef list.

Norra Wexley (55)
K-2SO (8)

Lieutenant Blount (30)
Crack Shot (1)
Concussion Missiles (6)

Arvel Crynyd (34)

Rebel Scout (30)
Proton Bombs (5)
Leia Organa (7)
Static Discharge Vanes (6)
Moldy Crow (18)

Total: 200
View in Yet Another Squad Builder 2.0


Match Evaluation


This was my pre-match evaluation. From all the targets I would prioritize the Rebel scout if reachable / Norra if in range 2/3. I definitely did not want to be near Blount and he would become a target if he were to shoot me in bulls-eye or focus fire would take him out before he could shoot. And bombs, bombs....don't forget about the bombs.....

Places I did not want to be in:
  1. In bomb thread range
  2. Range 1 of Blount
There weren't any places where I did not want to be in that I did not spot,  I think.

Focus Priority:

  1. Rebel Scout: Lots of points and Leia carrier
  2. Norra: Lots of points but also if at range 2/3
  3. Blount: Next in points, also very dangerous with crack shot and concussion
  4. Arvel: Cheap but dangerous
Protection Priority:
  1. IG is my most expensive ship.
  2. My Skull is an expensive ship and also carries a lot of fire-power  

Initiative Roll:

This time I rolled for initiative and got a blank which for this tournament gave my opponent the initiative. I like it this way since moving after him was good. Although he would be annoying with all the blocks.

Setup


I started placing my Jakku Gunrunner in a path where he could have rocks to track people to rocks. He placed the rebel scout, Arvel and Blount then. I contemplate the option of setting the rest of the ships in the outer corner but If I have to be honest I'm afraid that going through the asteroid field will get me more in trouble than him. I decided then to go with the joust. This is a decision that I still can't decide for good or bad.



       Round#1

So for my first round, I want to place my Jakku gunrunner in a position where he can reach somebody in range 1 on round 2 to the tractor. He would be some sort of bodyguard of the rest of the ships. The rest would start normally.

System: 
  1. K2SO gives a calculate to Norra and stress

Activation:
  1. Jakku: 3 Forward - Focus
  2. Rebel Scout: 3 Forward - Focus
  3. Arvel: 5 Forward - Focus / Red Boost Left
  4. Blount: 4 Forward - Focus
  5. Skull Pilot: 2 Forward - Boost Left / Red Focus. By doing this I want to threaten Arvel. Also, I thought I would end up in a path clear from the asteroid and now I'm not so sure.
  6. IG: 1 Turn Left - Double calculate
  7. Norra: 2 Forward - clear stress
  8. Serissu: 1 Turn Right - Focus


Engagement: 
  1. Skull Pilot: Arvel range 3. 3 Blanks... NICE!. No result
  2. Arvel: Skull Pilot, he gets blank Crit but Skull Evades. No result
  3. Jakku: Arvel Range 3 Obstructed. Blank Focus, spend Focus for 1. Plenty of evades. No results

Round #2

So I make my calculations visually and I think Arvel would be in range 1 of my Jakku If I do a 3 bank. I also want to get near to Serissu....just in case. Being IG my most expensive ship, I rather keep it in the back. Skull is not in a good position so I decided to go for the 2 Turn to avoid any Arvel encounter if possible.

System:

  1. K2SO gives calculate to Blount and stress
Activation:

  1. Jakku: 3 Bank Left + Tractor Arvel into a Rock. Feels Good, and he gets a hit.
  2. Rebel Scout: 2 Forward - Focus. He has 2 now because of Moldy Crow
  3. Arvel: Predicts the tractor. 2 Bank, Bumps my Jakku. 
  4. Blount: 2 Forward - TL Jakku
  5. Skull Pilot:  2 Turn Right - Left Boost / Red Focus
  6. IG: 1 Forward - double Calculate
  7. Norra: 3 Forward - Bumps my skull pilot
  8. Serissu: 4 Forward - TL, I get Rebel Scout. He is range 4 but apparently not in the arc. Anyway there seems to be a bug in Vassal which I log here but the terms of the match, the ship is not in arc....for some reason

Engagement:
  1. Serissu: Range 2 into Norra. 1 hit only. She gets the evade because she is range 1 of an enemy should have shot Blount. 
  2. Blount: Range 1 on Jakku. He gets 2 hits + focus + blank. Rerolls blank into crit. And spends calculate for 4. I take 2 hits and a crit. Crit is a stunned pilot. Not bad
  3. Skull Pilot: Range 1 with Fearless on the Blount. I get 1 hit 1 crit focus hit. Use the focus and fearless to make it 3 hits 1 crit. He gets and evades so he loses 2 shields a hull (crit: Disabled power regulator)
  4. IG: Shoots on Blount range 3 he gets a crit and focus. I use one of the calculates to a hit. He only gets one evade and dies with a damaged engine. 
  5. Arvel: Shoots Jakku range 2. He gets two hits and Jakku gets only focuses without focus. so He dies.
  6. Rebel Scout: Shoots and gets 1 hit 1 crit. I roll Only 1 evade and take a crit. Which is a damaged engine which will make my life miserable.
  7. Jakku: Rests in pieces
Score: 37 vs 32. But the damaged engine feels bad. 

Round #3

In this round I made mistakes, so I forgot that I was stressed, or I forgot about the damaged engine. I wanted to re-engage with Skull but a 1 turn would turn to be red and with stress, it would not be possible. I realized that my slow speed on IG caused Serissu to block me so I cant bank without hitting Serissu.  

System:
  1. Norra: K2SO gives Norra a calculate and a stress


Activation:
  1. Rebel Scout: 2 Turn Left - TL Serissu
  2. Arvel: 4 Forward - Barrel Roll Left - Red Boost right
  3. Skull: Attempted to do a 1 turn. But ended up doing a 2 forward without clearing stress because I tried to do a red (damage engine) while stressed...I should have paid attention. I need some visual signal or some kind of reminder. 
  4. IG: 3 Forward bumps Arvel. 
  5. Norra: 1 Forward + TL IG unit
  6. Serissu: 2 Left Bank - Bump Norra
Engagagement

  1. Norra: Range 1 on the IG. He gets Hit + Crit + focus + blank. He re-rolls the blank and gets another crit and turns the focus with the calculate. 2 hits and 2 crits. IG rolls 2 evades so 2 shields. I forget about Serissu. 
  2. Serissu: Rebel scout range 2. No results
  3. IG: Shoots on rebel scout 2 hits and the scout an evade. 1 hit goes through.
  4. Rebel Scout: Range 1 on the Skull, gets 2 hits. The Skull rolls 1 evade and the other thanks to Concordia. 

Score: 37 v 32


  Round #4


So now really realizing about the damaged engine I realized that turning with my skull pilot will be a pain. I plant to make a long round and try to make the best of it. Serissu will try to turn to use the TL on the rebel scout later. The IG also will try to take some distance and rely on the calculates and the 3 agility for defense.

System:
  1. K2SO gives the rebel scout a calculate and a stress
  2. Leia is active


Activation:
  1. Rebel Scout:  2 Forward - Rotate the arc. 
  2. Skull: 2 Bank Left - Boost Left
  3. Arvel: 3 Segnor's loop Right - still stress
  4. IG: 4 Forward - Boost Left
  5. Norra: 4 K- turn -  TL Serissu
  6. Serissu: 2 Turn Left - Barrel Rol Right Back
 Engagement: 
  1. Norra: Shoots range 3 on Serissu. Gets 2 hits and 1 crit. Rolls 2 focus and an evade. Rerolls one of the focuses and gets another evade. Lose a shield. 
Score: 37 vs 32


Round #5

In this turn I want to take some distance with Serissu and try to turn the skull. Also de IG.

System: 
  1. K2SO gives a calculate and a stress to Nora.
  2. Bomb from Rebel Scout
Activation: 
  1. Rebel Scout: 2 Turn Right - Focus
  2. Arvel: 2 Bank Left - Focus
  3. Skull: 1  Turn Left - Stress for fucking damaged engine :D
  4. IG: 3 Segnor's loop Right - Stress
  5. Nora: 2 Bank Left - Focus
  6. Serissu: 2 Turn Right - Barrel Roll Left 
Before engagement: 
  1. Nora is hit by bomb


Engagement
  1. Nora: Shoots range 3 on Serissu. Gets crit blank focus. Rerolls the blank and gets another crit, and spends the focus. 2 Crits and 1 hit. Serissu gets 2 evades. The crit is direct hit so 1 hull away
Score: 37 vs 57


Round 6

The objective of the round is to get closer with IG and Skull. Turn with Serissu

System Phase:
  1. K2SO gives the calculate to Arvel and stress.
Activation: 
  1. Rebel Scout: 1 Forward - bumps Arvel
  2. Arvel: 5 Forward - TL IG + Red Boost Right
  3. Skull: 3 Forward - Boost left + Red focus
  4. IG: 1 Forward + Double Calculate
  5. Nora: 2 Turn Right - Focus
  6. Serissu: 5 K-Turn Stress
Engagement: 
  1. Nora: Range 1 on the back on the Skull. 2 hits. 2 evades. No Results
  2. Skull: Shoots range 3 on the Rebel Scout. 1 hit 😫, he gets pure focuses so at least he has to spend one of his focuses. No results
  3. IG: Shoots range 1 on Arvel. 3 hits and a blank. He gets 2 Evades. 1 goes through. At least I got half on Arvel
  4. Arvel: Shoots range 1 on IG. 2 hits. 2 evades no results.
  5. Rebel Scout: Shoots on Skull Pilot. He gets hit crit (AGAIN). I only get a focus YET ANOTHER CRIT. Structural damage. 
Score: 54 vs 81


Round 7

Things are starting to look dark. If I want to have chances I have to take out the Leia carrier. 

System:
  1. K2SO gives Nora a calculate and a stress. 
Activation:
  1. Rebel Scout: 3 Bank Right - Red Boost 
  2. Arvel: 2 Turn Left - Focus + Red Boost Left
  3. IG: 3 Forward - Boost Right- Red Focus
  4. Nora: 1 Bank Left + Bump
  5. Serissu: 3 Forward + Focus
Engagement:
  1. Nora: Shoots Skull with 2 focus that turn into 1 hit. Evaded. No results
  2. Skull: Shoots range 1 on the Rebel Scout. Gets 2 Crit a hit and a focus. He gets 2 Evades. Shield + Crit (Blinded Pilot)
  3.  Arvel: Hit + Blank + Focus. 2 hits. With focus Serissu Evades
  4. Rebel Squad:  Range 1 on the skull with the turret. Gets 2 hits a crit (Best Rebel trooper in the galaxy), Skull blanks out without Concordia. Sad Skull. 
 Score: 87 - 106




Round #8

Match seems really bad now. I needed the Skull to keep the pressure on the Rebel Squad. However I think If I get Serissu in position I might kill him and try to get points on Nora later. Match is not over yet. 

Activation
  1. Rebel Squad: 3 Forward - Boost Right. 
  2. Arvel: 2 Turn Left - Focus
  3. IG: 2 Turn Right Boost Right. I need to catch Leia
  4. Nora: 2 Turn Left + TL IG
  5. Serissu: 3 Bank Left - Focus
 Engagement: 
  1. IG: Shoots on the Rebel scout 2 hits 2 evades. No results
  2. Arvel: 2 hits and a crit. Focus Evade. Re-roll from Serissu turns the blank into another focus and I'm saved. 
  3. Rebel Scout: Range 3 on Serissu. 2 hits (AGAIN!). 2 evade. No results


Round #9


System Phase: 
  1. Leia activated
Activation:
  1. Rebel Scout: 3 Forward - Boost
  2. Arvel: 3 Bank Right - Focus
  3. IG: 3 Segnor's Loop Left - stress
  4. Nora: 4 K-Turn - Barrel Roll
  5. Serissu: 1 Turn focus
Engagement: 
  1. Nora: Shoots Serissu range 3...3 hits. 3 Blanks and a focus. Not nearly enough...even with reroll.
  2. IG: Shoots Arvel range 1. 1 hit 1 focus. 
  3. Arven: Shoots IG range 1. 1 hit 1 crit. My IG Blanks out. 
  4. Rebel Scout: Shoots with the turret on the side to IG but gets no results.

Conclusion: 

We played till round 12. On Round 11, I got to catch Leia and shoot it down. I think on late-game, when Serissu died, my best change would have been to try to run with her and try to keep her alive while killing Leia, but I realized about this while doing this log. 



The match score was 120 vs 160. My performance was not the best but also was punished by crazy bad dices. Anyway, I should keep more track of the points and which are my win conditions. If exposing a ship for an attack makes sense or is an unnecessary risk. 
My opponent was great at the game and showed great sportsmanship. I had a blast playing against him and I hope to meet him in another opportunity,