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:
- My IG unit should move into range 2 of Ahav
- I did not want Palob out of my arc
- I did not want Graz on my back
These are the ones I didn't spot:
- I forgot about Palob's ability and range.
- I forgot about cluster missiles effect.
- I forgot Graz has dead man switch
Focus Priority:
- 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.
- Ahav: His snapshot makes it annoying but cheap so
- Viper: Most likely I was going to ignore this ship, unless the only one on the map.
Protection Priority:
- IG is not only my most expensive ship but also vulnerable against Ahav, which is my opponents cheapest ship.
- 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:
- Jakku: 3 forward focus (...because why not).
- IG: 4 forward, double calculate action.
- Skull: 5 forward Focus Action. I choose to be far from the rest of the team than gamble for the range 1 on Graz
- 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:
- Jakku: 3 bank Left + Focus (Bad choice since Palob was going to get my focus) and I triggered his outmanoeuvre.
- 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 :(
- 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.
- 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:
- 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.
- 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.
- 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.
- Serissu: 1 turn another bump. SAD, but also should have been foreseeable.
Engagements:
- Seriussu: I think Serissu went for Palob without results.
- Graz: Went for Serissu without results
- IG: Went for Palob no results
- Skull: no shots
- Ahav: Took another shield from IG
- Viper: Killed Jakku (and he did not get to shoot or tractor anybody....savages)
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
- IG: 3 segnor sloop - stress
- Skull: 2 turn focus
- Serissu: 3 bank right BUMP AGAIN! Should have gone slower.
Engagement:
- Serissu: no shots
- 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.
- 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
- IG: 1 Forward double calculate
- 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:
- Graz: No damage on the IG
- 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
- Ahav: no shots
- Viper: Takes 3 hull from IG :(
- 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
- Skull: 2 Turn Left for engagement. I learned here and instead of giving Paloba focus I take a TL on Ahav.
- IG: 1 bank left. Bump.....at least he is not getting shot
Engagment:
- 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.
- IG: Shoots at Palob without any results
- Viper: Takes the shot on the Skull and takes him out. :( :( :(
- Palob: Takes a shot on IG unit and gets a crit in.
- 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.
- 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:
- 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
Score: 145 vs 160
Round #9
Exitement moment....
- IG: does a 1 turn and double calculates. I want to keep the rule of modification only for defense.
- Viper: does a 3 segnors Loop stress.
Engagement:
- 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.
- 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.
- 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:
- 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.















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