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, 

Tuesday, 21 April 2020

Jank Tank Open: Round #1 Tractor is fun.


For my first match in the Jank Tank tournament, I got to face a First Order List.

TN-3465 (28)

Captain Phasma (39)
Outmaneuver (6)
Skilled Bombardier (2)
Passive Sensors (3)
Stealth Device (6)

“Longshot” (31)
Pattern Analyzer (5)
Shield Upgrade (8)

Zeta Squadron Survivor (32)
Special Forces Gunner (10)

Lieutenant Rivas (27)

Total: 197
View in Yet Another Squad Builder 2.0

Match Evaluation


So when I thought about going against this list I tried to analyze which was the target that would get me points fast in a reliable way. Phasma is expensive, but I see that her ability combined with Stealth device will most likely make it hard to hit. Longshot and Rivas are "cheap" and TN is cheaper so my target would be the SF. Oh...I forgot Phasma does not have Special forces gunner so she should be attacking only with 2 dices....but I do have to care about outmaneuver.

Places I did not want to be in:


  1. I would avoid being range 3 of Longshot
  2. I would avoid being with Phasma out of my Arc
There weren't any places where I did not want to be in that I did not spot,  I think.

Focus Priority:

  1. Tie SF: The Tie SF was a candidate to go down since I wanted to diminish the firepower and a big piece of points at the beginning of the match.
  2. Phasma: Phasma was tricky. She was expensive but also she had her ability and stealth device so if dices weren't with me she would have the stealth device on for a while
  3. LongShot: Next most expensive ship
  4. Rivas: Next most expensive ship
  5. TN: Next most expensive ship
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:

My opponent decided to do the roll for initiative and he gets an eye. According to Jank Tank Open rules if you get a hit / crit you automatically get initiative without choosing, otherwise, your opponent gets initiative. This is slightly bad since Phasma will move after my initiative 4 (Skull and IG).


Setup


This is my second game on Vassal and without the experience, I started to deploy at the bottom. My opponent was not very familiar and even though we realized that in the moment he thought it was fine so we played like that. 



Round #1

  1. Jakku: 2 Turn Left - Focus
  2. Rivas: 3 Bank Right
  3. Tie-SF: 2 Turn Left
  4. TN-3465: 1 Turn Left
  5. Longshot: 4 Forward
  6. IG: 2 Forward - Focus
  7. Skull: 2 Forward - Double Calculate
  8. Phasma4 Forward
  9. Serissu: 2 Turn Right - Focus
This is my usual start when I want to be cautious. So the Tie-SF is right in front of me but that may be "just bait".  



Round #2


Here is where I go hyper fast. I think I dialed the following:

  1. Jakku: 3 Bank Right - Focus (...because why not).
  2. Rivas: 3 Forward - Barrel Roll Left Forward.
  3. TN: 4K Turn
  4. Tie-SF: 2 Turn Left Bump TN
  5. Longshot: 2 Bank right - Focus
  6. Phasma: 1 bank right - Focus
  7. IG 3 Bank Right, double calculate action.
  8. Skull: 3 Bank Right. Boost with a red Focus. I wanted to avoid the extra dice on LongShot
  9. Serissu: 3 Bank Right. TL which fails...or should I have locked an asteroid? OMG maybe I cheated!  ....honest mistake actually
Engagement:

  1. IG: Shoots at Longshot range 3. Gets 1 hit and two eyes and I use 1 calculate. He gets two evades for no results.
  2. Skull: Shoots at Longshot range 2. I get 1 hits two focus but I decide to keep focus. He gets one focus two blanks and one shield down. 
  3. Longshot: Shoots at Skull but Skull evades. 
  4. Jakku: Shoots on longshot no result. 



Round #3

  1. Jakku: 3 Bank Right - Focus. Block Longshot YAY!
  2. Rivas: 3 Bank Right - Barrel Roll Left Forward
  3. TN: 2 Turn Left Focus
  4. Tie-SF: 2 Turn Left - Barrel Roll
  5. Longshot: 3 Forward BUMP!
  6. IG: 1 forward, double calculate action.
  7. Skull: 2 forward Focus Action. 
  8. Phasma: 5 Forward - Focus linked with Rotate the Arc
  9. Serissu: 2 forward Focus 
Engagement: 
  1. Serissu: Shoots Longshot. Gets another shield (and I realised he had shield up grade :D) and a hull.
  2. IG: Shoots Tie SF range 3. And gets 2 Shields. 
  3. Phasma: Shoots at IG, no results 
  4. Longshot: Shoots at Serissu, I have to spend focus but no results
  5. Tie-SF: Shoots Skull range 3 obstructed, no damage
  6. TN: Shoots Jakku range 3
  7. Jakku: Shoots back at TN. No result

Score: 16 vs 0



Round #4

  1. Jakku: 1 Turn -Tractor Phasma which makes her boost forward. MUAHAHA! Here happens something interesting. My opponent decides to turn because he dialed a turn but with a stress he cant turn
  2. Rivas2 Forward - Focus
  3. TN3 Forward - Focus
  4. Tie-SF: 2 Turn Left - Focus
  5. LongshotSegnors loop Left - Stress
  6. IG: 1 turn Left - Bump with TN.
  7. Skull: 3 Bank Left. Boost Linked / Red Focus  
  8. Phasma: Dialed a 3 Segnors but because of Stress gained by rotating she get to do a 2 white forward, hit the obstacle...AAAANDD! she gets a hit that disables Stealth Device.
  9. Serissu: 2 Bank Left Bumps against  Jakku. Yeah
Engagement: 
  1. Serissu: Shoots TN and makes him spend focus.
  2. Skull: Shoots Tie-SF range 3. 3 hits with focus and Tie-SF blanks out, he remains in 1 hull.  
  3. IG: Shoots Tie SF range 3, no results. 
  4. PhasmaOn the rock
  5. Longshot: Shoots at Serissu. 1 shield lost. TL with Pattern Analyser
  6. Tie-SFShoots IG. 3 hits and 2 go through. 2 Shields less. 
  7. TN: Shoots Serissu range 1 but no results
  8. Rivas: Shoots Serissu range 1. Uses TN to get a crit in by suffering a crit damage (Shield). 1 crit goes through on Serissu. FUEL LEAK. That is Half
  9. Jakku: No shots 
Score: 37 vs 24

Tie-SF: 1 Hull from Dying 
Longshot: 2 hull from Dying
IG: 2 from Half



Round #5

  1. Jakku: 1 Turn -Tractor Longshoot - Barrel roll Left back into the ROCK AND GETS A HIT. Only 1 left. He rotates Right
  2. RivasTries a 2 Turn Right but bumps against Serissu
  3. TN1 Turn Left - Focus
  4. Tie-SF: 3 Turn Left - Focus
  5. Longshot: 2 Turn Left - bump Serissu
  6. IG: 1 turn Left - Bump with Tie-SF.
  7. Skull: 2 Turn Left - Boost Linked red Focus (Rivas gets a TL because I get stress)
  8. Phasma: 1 Bank Left - Barrel roll Left Forward
  9. Serissu: 3 Bank Right Focus
Engagement: 
  1. Serissu: No shots
  2. Skull: Shoots Tie-SF range 1. 3 hits and he rolls 2 evades but 1 is more than enough.
  3. IG: No shots 
  4. Phasma: Shoots the Jakku from the back. 1 hit goes through.
  5. Longshot: Shoots at IG range 2. IG loses a shield. 
  6. TN: Shoots Serissu range 1. Gets hit crit and I blank out. I FORGET ABOUT SERISSU ABILITY HERE
  7. Rivas: Shoots Jakku and gets 2 hits and a crit. I only get 1 evade. Jakku stands on 2 and crit is a fuel leak. 
  8. Jakku: Shoots Longshot 2 hits but longshots gets the evades. 
Score: 58 vs 63



Round 6

  1. Jakku: 1 Bank Reverse - stress
  2. Rivas: 2 Forward Focus
  3. TN: 2 Segnor's loop Left - stress
  4. Longshot2 Turn Left - bump Rivas
  5. IG: 3 Bank Right - Double Calculate
  6. Skull: 2 Turn Left - Focus. Should have boosted to get concordia
  7. Phasma: 1 Bank Left - Barrel roll Left Forward
  8. Serissu: 3 Bank Right Focus

Engagement: 

  1. Skull: Shoots range 1 on Rivas. I forgot about the target Priority. I have to spend focus and I get only 1 shield. Bad investment.
  2. Longshot: Shoots Jakku range 1 but Jakku evades. 
  3. TN: Shoots Jakku range 3. Jakku is dead.
  4. Rivas: Shoots Skull 3 hits....and 3 evades.
Score: 58 vs 75



Round 7
  1. Rivas3 Bank Right - TL IG
  2. TN: 2 Bank Right - Focus
  3. Longshot5 Forward - Focus
  4. IG: 2 Turn - double calculate
  5. Skull: 2 Turn Left - Focus. Should have boosted to get concordia
  6. Phasma: 3 Forward and she is range 1 from me - Focus
Engagement: 
  1. Skull: shoots Phasma getting 3 hits and a blank. Turning the blank with fearless for 4 hits. He blanks out. Phasma is 1 hit away from dying. 
  2. Phasma: Shoots Back at skull range 1
Score: 86 vs 75



Round 8
  1. Rivas3 Turn Right - Focus
  2. TN3 Turn Right - Focus
  3. Longshot3 Turn - Focus
  4. IG: 3 Bank Right - Boost right to avoid arcs 
  5. Skull: 4 K-Turn - Stress
  6. Phasma: 3 Bank Right - Barrel roll
Engagement: 
  1. Skull: shoots Phasma getting 2 hits and a crit. Phasma rolls evade and focus. Dead and since she is range 1 from TN he gets another shield. YAY!
  2. Phasma: Can shoot because of the initiative. On IG 2 hits. Gets a hull. 
  3. Rivas: Shoots range 1. Gets 3 hits and IG only 1 evade. Lives on 2 hull
Score: 117 vs 111

Round 9
  1. Rivas1 Turn Right - Focus
  2. TN1 Turn Right - Focus
  3. Longshot3 Turn - Focus
  4. IG: 2 Bank Right - Boost right to avoid arcs 
  5. Skull: 2 Forward - Boost / Linked Focus
  6. Phasma: 3 Bank Right - Barrel roll
Engagement: 
  1. Skull: Shoots Rivas - Only 1 Hit and is evaded
  2. Longshot: Shoots IG 2 hits, 2 evades. 
  3. Rivas: Shoots Skull range 2. Gets 2 hits using focus. 1 focus takes 1 damage. 
Score: 134 vs 111



Round 10
  1. Rivas1 Turn Left - maybe there was hit on obstacle but there was no roll
  2. TN4 K-Turn - Stress
  3. Longshot2 right Turn - Focus
  4. IG: 3 Bank Left - Boost left to avoid arcs 
  5. Skull: 2 Forward - Bump into Rivas
Engagement: 
  1. Skull: Shoots TN - 2 hits plus fearless. He only gets an evade and dies
  2. Longshot: Shoots IG 2 hits, 2 evades. 
  3. Rivas: Shoots Skull range 2. Gets 2 hits using focus. 1 focus takes 1 damage. 
Score: 148 vs 111

Round 11
  1. Rivas1 Turn Left - evade
  2. Longshot5 Forward- Focus
  3. IG: 3 Bank Left - Double Calculate
  4. Skull: 2 Turn Left - Boost Left into Red Focus
Engagement: 
  1. Skull: Shoots without results.....and no heroic :D

Conclusion: 
I think this game favored me.... dice wise speaking. I think my positioning could have been better. I'm wondering if the long turn from the IG was good. Maybe a turn stressed would have been better to re-engage. It was a victory but I would like to have more skilled plays to feel it my own. 
My opponent had a great spirit even after the 3 hours of play. 

BIG NOTE: Each match in the tournament was supposed to last 12 rounds and I realized by making this log that we did one less. Apparently from round 3 we went to 5. Anyway, with the state of the board, I'm sure he would not have gotten enough points to win. Especially without me getting any points back. I message my opponent to let him know about my findings and he was fine . 

Monday, 20 April 2020

Jank Tank Open Round #2: IG for the Win





For this round I face another Scum list from a man living in Tokyo (which made scheduling the match a little bit difficult). My opponent was very nice during the match reminding me of triggers and effects.

Match Evaluation


Places I did not wanted to be in:
When I saw my opponent's list I noticed that there were a lot of places I did not wanted to be in. These are the ones that I spotted before the match:

  1. My IG unit should move into range 2 of Ahav
  2. I did not want Palob out of my arc
  3. I did not want Graz on my back
These are the ones I didn't spot:
  1. I forgot about Palob's ability and range. 
  2. I forgot about cluster missiles effect.
  3. I forgot Graz has dead man switch
Focus Priority:

  1. Graz / Palob (But killing Graz early would mean he cant get on my back and Palob is only two dice attack). Both these targets were also the most expensive ones. 
  2. Ahav: His snapshot makes it annoying but cheap so
  3. Viper: Most likely I was going to ignore this ship, unless the only one on the map.
Protection Priority:
  1. IG is not only my most expensive ship but also vulnerable against Ahav, which is my opponents cheapest ship. 
  2. My Skull pilot was also another ship to take care of.  


Initiative Roll:

My opponent decided to do the roll for initiative and he gets a hit. According to Jank Tank Open rules if you get a hit / crit you automatically get initiative without choosing. This is very important since I my IG and Skull will move after Graz.

Setup


I decided to go with this setup for this match. The idea is the Skull and the IG should be near Serissu for defensive purposes. The final objective was not met and I think I need to analyse other options.



Round #1


For round one, I decided to take my usual 2 forward with the ships that were in joust position and a two turn with Serissu. When my opponent started to turn I though it was the best to go fast (That's why I boosted with all the ships). But thinking how the next round end up might have been better going slow next.



Round #2


Here is where I go hyper fast. I think I dialed the following:

  1. Jakku: 3 forward focus (...because why not).
  2. IG: 4 forward, double calculate action.
  3. Skull: 5 forward Focus Action. I choose to be far from the rest of the team than gamble for the range 1 on Graz
  4. Serissu: 5 forward ( TL which Failed) - Future turns will decide that maybe a barrel roll to the left from would have been better. 

Engagement: I shot with the Skull on Graz / IG unit and left it on 1 hull. The main Objective was not fulfilled I think the approach was not bad but then all the shots back got 2 hull from my Skull. This made it meh! So far the score was 27 / 25 and was about to get worse. The thing that could have made my objective was Serissu arriving on time reaching his TL (the Ion torpedo would have most likely secured the 1 health damage I missed on Graz). Another reason to have him / her straight for the joust. 





Round #3


For round 3 I think my manoeuvres were the following:


  1. Jakku:  3 bank Left + Focus (Bad choice since Palob was going to get my focus) and I triggered his outmanoeuvre. 
  2. IG: 1 bank right. I knew he was going to bump so I did not wanted to do something fancy leaving him out of place. What I did not know was that Serissu would bump the IG :(
  3. Skull: 3 Turn Right + Focus which end up out of arc of Palob and range 1. "Fearless" does not triggered but I rather be out of arc than having fearless. I'm actually Proud of this manoeuvre. 
  4. Serissu: 3 Forward bump (Big mistake, my math needs to get better)

Engagement: 
        Serissu: I don't get any damage on Graz and actually that is good because he has dead man switch and that could have potentially damaged IG, Serissu and the Skull
        Graz: Does not get any damage on Serissu and wants to keep the TL
        Skull / IG: Gets 2 shields on Palob
        Ahav: No shots
        Palob / Viper: 4 Hull on Jakku

Score: 27 vs 41 (Palob is 1 from half and Jakku and Graz is 1 from dying, Skull is 2 hull)

Concern: At this point I feel that I got the situation that I wanted to avoid. Graz was going to be on my back and there was not too much from me to do since any shot on next turn would not kill him for sure. Not to mention that his deadman switch was deadly.




Round #4


For this turn I do:


  1. Jakku:  1 turn + Focus (Because I never learn that Palob will keep getting my focus) to try to get Graz. Also...... I block Serissu. WAY TO GO! (please apply IRONIC TONE) anyway.... that's the main reason I want to log matches. To see how many times I need to make a mistake to really learn the lesson. 
  2. IG: 3 Bank Right + double calculate. This manoeuvre was in the overall nice but I got the shot from snapshot from Ahav which got a shield down. 
  3. Skull: Tried a 4 K-turn and failed. Although the outcome was bad I though Ahav would do a segnor's loop to the side and let me turn. Another mistake but at least this was consciously decided.
  4. Serissu: 1 turn another bump. SAD, but also should have been foreseeable. 

Engagements:

  1. Seriussu: I think Serissu went for Palob without results.
  2. Graz: Went for Serissu without results
  3. IG: Went for Palob no results
  4. Skull: no shots
  5. Ahav: Took another shield from IG
  6. Viper: Killed Jakku (and he did not get to shoot or tractor anybody....savages)   
Score: 27 vs 57

Conclusions: The difference is starting to grow so I'm getting worried.   Not to mention that its hard to manoeuvre with so many ships. Skull will take a while to turn....safely and IG might be miss-positioned.


Round #5


On this turn I tried to played safe with Serissu but in the end made things worst....there is no other explanation. Skull made a long necessary turn and IG also turned to safe position


  1. IG: 3 segnor sloop - stress
  2. Skull: 2 turn focus  
  3. Serissu: 3 bank right BUMP AGAIN! Should have gone slower. 
Engagement: 

  1. Serissu: no shots
  2. Graz: (When you make a mistake dice make note of it and fire without mercy) shot on Serissu 2 hits 2 crits and Serissu blank out. Not even the reroll on evade helped.
  3. IG: Shot on Palob but got no results.

Score: 27 vs 104


Conclusions: This is looking really bad. The score difference is high and I only have key pieces which I dont want to expose that much. But I'm going to have to. 





Round #6


For this turn I just complete the turn on the Skull and see which ship can I shoot and the IG does a slow movement
  1. IG: 1 Forward double calculate
  2. Skull: Another 2 Turn Right Focus (WROONG!!) Even my opponent warned me that I was on arc of palob but I was so sure that Palob's ability was range 1, that I decided to take the focus. This gave Palob another focus which allows him to re roll and focus. SO PALOB ABILITY TRIGGERS in arc RANGE 2!!
Engagement: 
  1. Graz: No damage on the IG
  2. IG: Takes out Graz finally. The good thing is that Graz is range 1 from Viper and Ahav. They both take a damge because of deadmanswitch
  3. Ahav: no shots
  4. Viper: Takes 3 hull from IG :(
  5. Palob: Takes another hull from Skull on 1. :( :( :(







Round #7


At this stage and with some discord disconnections I contemplated the option of quitting, but decided to go forward

  1. Skull: 2 Turn Left for engagement. I learned here and instead of giving Paloba focus I take a TL on Ahav
  2. IG: 1 bank left. Bump.....at least he is not getting shot
Engagment: 
  1. Skull: Takes a range 1 shot with fearless and TL on Ahav getting 2 hits. Re-rolls 2 blanks and gets another hit and turns the last with fearless. Ahav does not survive.
  2. IG: Shoots at Palob without any results
  3. Viper: Takes the shot on the Skull and takes him out. :( :( :(
  4. Palob: Takes a shot on IG unit and gets a crit in. 
    1. Blinded Pilot: "While you perform an attack, you can modify your dice only by spending force for their default effect."
(On the counter, the hull counter was on 2 hull but in my user I got the extra card so I had only one hull )

Score: 118 vs 160




Round #8


    My though process was, let's just end this. But also, let's try to take Palob out.

  1. IG does a 2 and double calculates for defensive modification since blinded does not allow any modification. I wanted to force myself to keep the calculates for defense
Engagement:

  1. IG: Takes a shot on Palob and gets 2 hits and a crit. My Opponent rolls a focus and two blanks which is bad but he can spend the focus and pray that there is not a double damage crit in there. Instead he goes for spending the focus to re roll. He gets the same result and I'm basically jumping. This means also that Palob does not gets to shoot since he was initiative killed
  2.   
Score: 145 vs 160






Round #9

Exitement moment....



  1. IG: does a 1 turn and double calculates. I want to keep the rule of modification only for defense. 
  2. Viper: does a 3 segnors Loop stress.
Engagement:
  1. IG: Shoots and I get to get a crit through. Loose Stabilizer: He has to do a straight manoeuvre or get another hit. Still he is 1 from half. 
Score: 145 vs 160

Turn Conclusion: This is my shot to make a difference so if I get the extra health out I'll be on the lead with 1 more turn to survive. 



Round #10


  1. Viper: He decides to go forward but also boost instead of focus. I think if he was not fixing his crits then a focus would have been better. 
  2. IG: I calculate that a 3 segnor's loops in the direction of the Viper will make it for sure and since the Viper needs to either fix the crit or do a defensive action I know I will have a free shot

Engagement: 
  1. IG: Takes the shot and gets 2 hits without any mods, Viper takes focus and lots of blanks. Which gets me ahead. At this point I evaluate persuing but I want to fix my crit.

Score: 171 vs 160




The next turn I do a 3 bank left and put some distance behind me. There is only one turn left and seeing that he can only do straights I realize that a boost takes me far from reach on next turn. He puts his ship out of the map next turn.

Main Conclusion

This was a victory which was given more than gained. But it also contains a lot of things to be learned so I consider it an excellent experience. My opponent displayed great sportsmanship, considering the swing of the match and he proved to be a great person to play against.
The Overall teaching of this from here is IG for the win and NEVER surrender.



Any suggestions about the match leave comment below and thanks for reading.


Sunday, 19 April 2020

Jank! Oh Sweet Jank!

Introduction

So after the pandemia was declared, we were kindly asked to stay home and all events were cancelled. Then, I heard about the Jank Tank Open event. Even when having a family to take care of a match a week is doable, so I decided to give it a go. 

In this tournament you don't choose what you play completely instead, two lists are generated automatically for you. The first, using a faction you choose and the second is generated randomly fromthe rest of the factions. Once you get the generated lists you have to choose which faction you will play for all the tournament. So I decided to get republic, as my chosen faction, previous generation. 

When I got the generated lists I receive the republic list, which was real jank and a scum list which became my chosen list. I had to take a big risk by taking Scum because I almost never played it. 

Of course I could remove + add an upgrade so I decided to replace ion torpedo for fearless on the Skull Pilot. The only argument for this decision was based only on the fact that I think that fearless is trigger that I always have in mind. So my final list is: 


Tricks to exploit:

The list is given and we cant change it..... Honestly I find this fact.... liberating. You get what you get and you do what you can. So to keep it simple, these are the things I wanted to focus on: 

  1. Keep IG in the back.....and TRY NOT TO BUMP
  2. Try to get range 1 with the Skull Pilot for fearless and concordia face-off
  3. Keep Serissu range 1 of the Skull Pilot and the IG for defensive matters.
  4. Try to get TL with Serissu on a key piece to ion early
  5. The Jakku should relatively fast to be able to get focus or become annoying with tractor
Note: Having a Mandalorian and an IG Unit on your list gives a Mandalorian TV show kind a feeling which is actually nice. 


What is this!?



So...What is this?!


Around a year ago, I came with the idea of having a place where I could log my experiences in X-wing. Having played in a couple of tournaments (casuals and not so casuals), I wanted to document my experiences, mostly mistakes but also some accomplishments.
I honestly did not have any idea how to start and made it worst by initiating a post and writing about what I was planning on doing.....which I never did basically. 
Today, in the middle of a pandemic I found my self with new ideas and hoping to log the experiences I run into when playing. 
So to sum up, this is an X-wing miniatures game blog where I will tell about my experiences and conclusions. Hopefully, I will share something meaningful and if I encourage you enough probably you can share your opinion as well. 

How are you going to play in the middle of a pandemic? 

For the moment I'll use TTS and Vassal for that, there is no other way at the moment and these tools give certain flexibility regarding what to play since you don't need to own the specific components for the different lists.

What will you play?

I have some lists with different objectives and I want to give them a go, to each of those separately trying to get the best of them. Hopefully, by logging data her frequently, I can learn how to play them better against different archetypes. 

The lists should be, at the moment, the following: 
  1. I want tricks list
  2. I want swarms list
  3. I want Jank list (Based on the list that I got on Jank Tank Open )

These lists might change in the future but will set the starting point of what I intend to play for a while. 

Why are you a noob and why should I care?

I feel that, at least for me, the real experience of play, do not give me enough ideas of what I'm doing wrong. It may be that, I need to focus a little bit on the pre-game/post-game which is why Intend to do here.
I define myself as a noob because there are many key concepts as an X-wing player that I feel I have not taken the time to internalised. 
Why should you care? Maybe you are great at X-wing and can give me a hint but if experience taught me anything is that we can learn from anybody and I'm hoping to bring information that may be valuable.