Redcap’s August X-Wing Tournament

rebel-alliance-iconA couple PAGE people made it to Redcap’s X-Wing Tournament yesterday. Fourteen ruggedly handsome rogues, conspicuously clean jackboots, and marketably bizarre aliens came to fight in a very enjoyable event, with lots of interesting squadrons present.

Squadron

I took my new Kyle’s Bees squadron (100 points):

To be honest, the real goal here was just that I wanted to fly some B-Wings and the HWK, probably my two favorite Star Wars ships, after having spent a lot of time flying a YT1300+Y-Wings. The justifying theory though is that the B-Wings are robust, deliver a hard punch, and have solid initial maneuverability in a dogfight. They have barrel roll, 1-turns, and a 2-K, so they can fly. But they take a stress to use the moves, so they can’t really keep it up and can use some assistance to not cripple themselves in doing so. Kyle provides that by flying around generating a focus token to give a B-Wing each round, so they can barrel roll, stress, whatever, and still have a token to use. Meanwhile he also plunks away with the Blaster Turret, which is a solid weapon. The HWK is also fairly durable with its 2 Agility and the Hull Upgrade.

b-wing

kyle

Battle

So went the idea anyway. I’d gotten in one game with these against Matt but had not previously flown this against anybody else. Instead I played some solo games to learn the B-Wings and prep for this tournament. I actually enjoy that, and think it’s good practice. The trick is to choose which side you want to win and play it straight. For the other side you don’t set dials, instead responding reactively as ships activate, being able to see ships’ positions from the previous moves and with full knowledge of the as yet unresolved opposing dials. That’s a huge advantage and I usually lose… to myself.

So it wasn’t clear how solid this B-Wing list was, because I kept beating it with a basic TIEs+Carnor swarm. In addition, as they say: “Look, good against remotes is one thing. Good against the living? That’s something else.” So I was expecting to get clobbered.

Round 1

First game, Ryan G came at me with two TIE Bombers, Scourge, and an Inquisitor. The Bombers and Scourge huddled up in a corner while the Inquisitor came from table center. I started from the corner straight across from the Bombers but immediately flew toward the center and the Inquisitor. From Ryan’s perspective, he wanted to lure me into going against the Inquisitor so the others could joust at me. I didn’t want to joust straight at the Bombers and their Concussion Missiles, so I took the bait.

The Inquisitor though got overeager and came too fast. The Rebels delivered their initial punch and chased him back to the Emperor. In return, the Bombers got in a good strike with their initial missile volley. At this point I was worried, thinking about it in terms of the Bombers blowing away a ship a turn. Even with Extra Munitions though, they could only deliver that punch twice, and only if they got a good shot. The B-Wings were able to turn inside them, take out Scourge in the process, and then whittle away at the Bombers with Kyle acting as bait but also doing his share of damage.

Final outcome: Rebel victory, 100 to 44.

Hunting the Inquisitor.

Hunting the Inquisitor.

Round 2

Next up was Tony S, who literally lives down the street but we only manage to play at tournaments… He brought what I considered a pretty scary swarm of five Y-Wings with Autoblaster Turrets. I’m a big fan of Y-Wings so I knew how durable they are, and getting swarmed by that many Autoblasters isn’t going to go well for anybody.

I started in a corner and Tony basically arranged a line straight across from me. The only real strategic move I made was to again cut toward the center before engaging. I figured if I went straight at him I would definitely get wrapped by the swarm, whereas if I ran left the back of his line would maybe be stuck chasing me and out of turret range. I guess this sort of worked, but we still got stuck in a very messy furball.

From there the B-Wings’ maneuverability let me fly just well enough to never let all the Y-Wings get shots, so they could whittle down ships well but not eliminate them outright. This was a nail biter but leaning my way heading toward the end of time, with one B-Wing splashed versus two Y-Wings. Then, tragically, I got greedy with Kyle. With a hull point remaining, I should have just boosted away with a 3-bank red move to get him totally clear of the mess. I really wanted another shot, however, and he was low on focus so that stress would have been crippling to his continued utility. I thought I could get him just out of range of return fire with a 2-turn, but it came up just a millimeter or two short and he got blasted away. That was a 34 point loss and suddenly Tony was up. However, in the few remaining turns, the B-Wings were able to concentrate fire on one more Y-Wing and take it down, swinging me back just ahead as the game ended.

Final result: B-Wings barely hold the sky, 60 to 56.

IMG_20160827_135840

Facing the gun line.

Round 3

In a return to a tradition of ours, third round I faced Colin K and his Ghost + Tycho. I set up in a corner again and he put the Ghost across from me and Tycho diagonally. Unreasonably scared of the Ghost, I ran away from it and went for Tycho.

After that I got sloppy. Frazzled from the very hard fought battle with Tony, I made a bunch of basic mistakes. I managed to set up a solid barrage line against Tycho on the first run at him. But then I completely misgauged a 1-turn, jamming up all my B-Wings and only giving one of them a second shot at Tycho instead of all three.  Then I just happened to be standing exactly where I couldn’t see the stress token on that same misgauged B-Wing, forgot about it, and put down another red move. Colin of course immediately pushed it hard toward the board edge. Kyle got Tycho but the Ghost and deployed Attack Shuttle moved into close range and took out a B-Wing. Still not thinking well, figuring I was losing another ship flying off the board, I basically gave up at that point and made a useless move on the remaining B-Wing.

However, I was wrong again, and the ship both stayed on the board and survived a blast from the Ghost! From there I rallied mentally. Kyle and a B-Wing went after the Attack Shuttle, and Colin made his own mistake, forgetting to apply Zeb’s ability to cancel a crit that turned out to be a Direct Hit splashing it. The HWK then flew bait in a successful guessing game staying out of the Ghost’s primary arc and Autoblaster Turret range, while it and the two B-Wings did just enough long range shooting to drop the Ghost below half strength and score those points.

Final result: Old school Rebels beat those cartoon Rebels 74 to 22.

Bombing run on Tycho.

Bombing run on Tycho.

Round 4

That surprise victory forced a 4th round, as there were now two undefeated players. To finish the day I had to fight at the top table against Zac C and his fearsome squadron:

Unfortunately this was just a bad matchup all around on my end: Totally spent and unfocused from two hard & close games, starving and not expecting to play a 4th game, and facing a much more experienced player, with a setup I’d never considered before, which was easily capable of downing one of my ships a turn.

We more or less setup in opposite corners, and both started flying counter-clockwise around the board edges. I was hesitant to engage, but the Jumpmaster and Scyks split up a bit and I decided to swing in—sooner or later you have to fight! Unfortunately, I chose the wrong target. I went after the large ship, figuring that it’s not super robust, Manaroo passing tokens around was a problem, and it was closer. That just let the HLCs come in toward the rear of my squadron though, and I proceeded losing a ship each turn until the fairly short game ended.

Final result: Scum clobber Rebels, 100 to 0.

Blue Squadron swinging in.

Blue Squadron swinging in.

Outcomes

That total defeat dropped me to 5th place as the players who won a third game in Round 4 gained more points than I had. But I had to be happy with making it to that point, flying an untested list and not having played much this summer.

Also, I beat Colin, and that’s obviously all that matters.

It’s also worth noting that this was the top scoring Rebels list:

  1. Scum (Manaroo + 2x HLC Scyks)
  2. Imperial
  3. Scum
  4. Scum
  5. Rebel (Kyle + 3x B-Wings)
  6. Imperial (3x Defenders)
  7. Rebel
  8. Rebel
  9. Rebel (Ghost + Tycho)
  10. Rebel (Chewbacca + 2x Y-Wings)
  11. Rebel (5x Autoblaster Turret Y-Wings)
  12. Scum
  13. Imperial (Decimator + Firespray)
  14. Imperial (Inquisitor + Scourge + 2x Bombers)

There was actually a notable amount of diversity present among the lists, which is cool to see. No spam squads or cluster of net lists (though a few different ones at the top of the stack). Instead we got just a couple aces, one Triple Defender list, one solitary Ghost, and just a couple Jumpmasters, while a bunch of older ships reappeared—three squads had a YT1300, Y-Wings, and so on.

Colin thinking about it too hard.

Colin thinking about it too hard.

List Thoughts

Like I talked about for my previous tournament list, I place a lot of priority in squad building on simplicity and durability. I actually keep the cards for a slight variation on that Chewie list handy so I can lend them out for new players to try. Newcomer Nick actually borrowed it and flew to 10th place here in his first games with more than the starter box. There’s just a lot to be said for the basic structure both lists share:

  • Durability: A bunch of shields/hull points so you don’t have to fly perfect and never get tagged;
  • Firepower: A bucketful of straightforward shooting;
  • Ships: Enough ships to have options and robustness, not so many as to need fancy formation flying;
  • Trick: A single, simple special ability to augment that durability and firepower.

Beyond basic flying skills, the only special ability I have to work with in this list is Kyle’s focus management. I don’t have to remember Zeb’s infrequently used special ability, or debate spending my Concussion Missiles, or anything like that. A more nuanced list with a good pilot can probably tear this squad apart. But it’s relatively straightforward to fly, and targeted at beating trickier setups that aren’t executed perfectly.

One note about flying is that my standard flight pattern with this list has been to start from a corner, headed at a ~45 degree angle toward the center of the board. Theory is that lets me capitalize on the B-Wing’s maneuverability, spinning off to the left or the right or barrel rolling, and giving less maneuverable opponents a harder time coming at me through the asteroids. It’s quite a change from my Y-Wing list, which I generally literally fly in a box around the board edges.

Also, a sidenote: One of my dials slipped. I had noticed earlier in the day that it has somehow become very loose, and had seen the window moving a bit a few times when I picked it up. Heading into the first attack on Manaroo, it absolutely had a bank selected. Flipping it up to reveal though, it was straight. It didn’t affect that game, but would have been disastrous in other circumstances. I had not heard of that problem before. Definitely something I’ll have to think about how to fix and prevent.

Opposing Thoughts

I was glad to see TIE Bombers revitalized with the new Veterans box. I think they could be solid teamed up with a screening force to keep opponents at some distance.

The 5x Autoblaster Turret swarm is scary, though personally I’d probably drop one in order to put missiles or something on the ships. There’s not a huge difference between 4 vs 5 of them shooting, and in fact you’ll probably get the same number of shots on as you would otherwise, swarm dogfight dynamics being what they are. But having an opening salvo to give at a distance seems like it would be a useful addition.

I haven’t flown against a Ghost much, so it still catches me off guard. It seems big and scary and can definitely krump some ships with its firepower. But ultimately it’s fairly easy to whittle away. I was surprised here by how quickly it went down to half strength once I started really shooting at it. The Ghost doesn’t seem dramatically different in that regard from, say, a YT1300: Packs a good punch, is pretty durable against small jousters, but is quickly eaten up by concentrated heavy fire.

Attack on Manaroo.

Attack on Manaroo.

The Manaroo list is pretty good. I think it actually fits into my basic list structure:

  • Durability: The hull/shield points aren’t high, but agility is solid on all three ships;
  • Firepower: Each ship is regularly putting out 4 attack dice;
  • Ships: Three ships is very manageable to fly but not overly brittle;
  • Trick: Manaroo and the Attannii Mindlink ensure all 3 ships are equipped all the time with focus and evade tokens.

That setup seems a bit exotic and complex because of the number and variety of cards and pilots used, and relative rareness of some. But in practice it’s a single, simple, streamlined ability to execute: You just keep pumping out evade and focus tokens. In that way it’s like this Kyle setup, which is built on a bunch of card interactions but is very simple to play. The “1 trick” guideline isn’t about cards or the complexity of the squadron build, but simplicity and frequent use in play.

That said, I’d love to have another go at it. If I’d focused on the Scyks first and hustled in to engage them inside their turret range and take at least one out early, the battle could have gone very differently. Still tough, but hopefully not as lopsided.

Conclusion

Next up on the X-Wing radar for me is that Saturday, December 10, I’ll be leading a 1-day narrative campaign at Redcap’s. Though I don’t play X-Wing particularly competitively (this is only my third tournament), I’ve run and am running a bunch of innovative narrative events for 40k that have gone well, so hopefully this will be similarly fun. Matt and I have some crazy ideas, so I hope you’ll join us!

First X-Wing Tournament: Redcap’s X-Mas Wing

rebel-alliance-iconAfter resisting for years, a couple weeks ago I finally caved and started playing X-Wing Miniatures. Yesterday I entered my first tournament, X-Mas Wing at Redcap’s Corner. Fourteen players were there for some fun, low-key Boxing Day dogfighting. This is my very first X-Wing battle report!

Just a few more pictures than those here are in the gallery. Unfortunately, one downside of X-Wing having essentially no downtime is that it’s near impossible to go grab pics of other games.

Tournaments

Going in I only had two “real” games under my belt, a few more against a fellow brand new player, and a couple solitaire games against myself (I won!). Put that way it sounds a bit ridiculous to enter a tournament, but as long as you’re solid enough on rules to not impair your opponents’ experiences, and prepared to lose terribly, I think tournaments offer a couple things to a new player:

  • You’re guaranteed a couple games in rapid fire fashion, no pick-up night downtime and immediate opportunity to apply and test new lessons;
  • Assuming the pairings are done correctly, by the end of the event you’re guaranteed to be playing with opponents of similar ability;
  • There’s no better way to learn rules and strategies than playing with strangers;
  • There’s no better way to connect with new people and groups for your game.

As an organizer of a substantial number of (40k) events, these are observations I wish more people would realize and give tournaments and other organized play a try. Although perhaps less true for some other game systems and the very occasional less-friendly community, I’ve hardly ever found miniatures players to be anything but excited to have a newcomer out and ready to teach them the ropes.

Pew pew pew!

Pew pew pew!

Squadron

Given my inexperience, I kept my squadron list really simple:

Chewbacca (50)
YT-1300 (42), Marksmanship (3), Gunner (5)

Gray Squadron Pilot (26)
Y-Wing (20), Twin Laser Turret (6)

Gray Squadron Pilot (24)
Y-Wing (20), Blaster Turret (4)

Gray Squadron.

Gray Squadron.

I had been playing with Chewie + two plain Rookie X-Wings but switched to these Y-Wing escorts just before the event. The X-Wing list is more fun to fly, but arguably more demanding to fly. My theory was that this triple turret setup could hug the board edges to hamper my opponents’ maneuvering while I would be able to put shots on all around with no fancy flying needed. The Blaster Turret is perhaps a weaker weapon, but the idea was that its range 1–2 would complement the range 2–3 of the Twin Laser Turret, ensuring I always have range from at least one Y-Wing as all three fly around in a block.

The key underlying theme is to keep it simple & robust. There are no fancy abilities and few actions that need to be remembered and applied tactically, just some simple weapons and straightforward buffs. The squad is also robust, with a lot of hull points and shields plus Chewie’s ability to ignore critical damage. To that, the other reason I switched is I believe the Y-Wings are more survivable than X-Wings, though I haven’t done or looked up the math on hull points versus agility.

There are definitely huge weaknesses with this squad—autothrusters immediately come to mind. It’s not for no reason that the 2014 World Championships featured a YT-1300 in 25% of the Rebel lists, while in 2015 it was in 0% of the top lists. Similarly, the board edge strategy likely wouldn’t really hamper better players. But with this effort I’m hoping just to stay in the tough games long enough to learn something and not lose embarrassingly, and to beat the other new and lesser-experienced players who overburden themselves with overly fancy lists or tactics. So I stuck with my tried and true strategy for any new miniatures game: Keep it simple & forgiving.

Game 1: Swarm

First up was Troy and his 6-strong TIE swarm, using several of the new Gozanti carrier pilots. I stuck to my strategy here of hugging the board edges. Unfortunately I stuck to it too hard, misgauging distance and flying a full-strength TLT Y-Wing right off the board when I blew the turn in the far corner by literally millimeters… Meanwhile, the TIE fighters are so agile that they did not seem extraordinarily hampered by the board edge. Ultimately I got tabled and only eliminated two of Troy’s ships, but without that error I should have been able to finish off a couple more and at least put up a halfway respectable showing.

Troy starts moving his new swarm.

Troy starts moving his new swarm.

Stay in formation!

Stay in formation!

The swarm arrives!

The swarm arrives!

Game 2: Brobots

Next was Adam and his tricked out double Aggressors. He came straight at me, and I quickly abandoned my edge hugging strategy. I was worried his primary weapons would rip me apart while he bounced back and forth over me k-turning and using his abilities to largely ignore the stress. So I fled in fear like a coward…

Unfortunately my formation was too tightly packed, particularly with an asteroid right in the way, and I suffered for several turns with poor flying as I bumped into myself, asteroids, everything. Once things opened up though I was able to move better and do some damage. This wound up an extremely tight game, with Adam eventually prevailing at 75 points over my 74 (and him starting at 98 points versus my 100). Key to this was concentrating my shooting as much as possible on a single Aggressor until it was eliminated, halving Adam’s firepower, rather than spreading damage across both of them and taking all his shots the whole time. The YT’s maneuverability was also critical, as I was able to get it out of arc and unshot on several turns, and Gunner was really useful to partially counter Adam’s significant defense—he was frequently rolling 4 or even 5 defensive dice in this match.

Adam does the robot.

Adam does the robot.

Around and around we go!

Around and around we go!

Game 3: Scum

Last for me was TJ flying Boba Fett, Talonbane, and a Z-95. A few of the abilities here caught me off guard, and the Talonbane did a scary amount of damage in a couple turns. TJ setup spread out across the board though while I turtled up along the board edge following my pre-game plan. That prevented him from bringing enough firepower to bear early in the match to do sufficient damage. I eventually lost a Y-Wing, but “safely” absorbed most of the damage throughout the match on the YT, leveraging Chewbacca’s ability, and winning 100–49.

TJ just wants to know what the bounty is.

TJ just wants to know what the bounty is.

Boba stands guard.

Boba stands guard.

Chewie dogfights Boba while Gray Squadron intercepts.

Chewie dogfights Boba while Gray Squadron intercepts.

Outcome & Analysis

I wound up 8th of 14, which felt like a reasonable showing in the circumstances.

Gray Squadron

For my current level of play this squad and board-hugging strategy seemed ok. I’m sure there are lists and players that would cut it apart trivially, but I think it’s solid against players of similar caliber. The big downside at the moment is just that it’s a fairly boring approach. The core draw of the game for me is just the simple pleasure of X-Wings and TIE fighters swooping in and out around each other. So I’m not sure I’ll use that strategy or list again.

However, I was pleased with their performance this day. The basic meta-approach of eliminating fancy abilities and playing a simple, straightforward list with a lot of tolerance for taking damage and surviving mistakes without requiring me to track too many things or remember too many unique abilities was born out once more.

Brobot Scoring

In some sense I was just 2 points away from winning the game with Adam and going a much better 2-1 for the day. That’s true, but actually not possible.

A setup like his double-Aggressor, consisting solely of large ships, just doesn’t give up points easily. With how points are awarded (full points for destroyed ships, half points for half-destroyed large ships), for me to have won this match I would have had to eliminate the second large ship as well. There’s no easy way I could have scored just a few more points, I would have had to win completely to win at all.

Looking deeper, if Adam had brought just 1 or 2 points more (depending on rounding rules), we would have drawn for the round. A lot of Brobot lists seem to tally up to 98 points, but I’ve only seen people talk about that in terms of taking the initiative. Synergizing with the scoring properties of large ships and tipping the match result in your favor seems like at least as important a reason to not take a full 100 points on these kinds of lists consisting of just large ships.

Epic!

One sidenote I found amusing about the whole affair is the vast difference in rolling up to this versus a 40k event. To be fair, I am often running those events and thus bring a lot of extra items (laptop, papercutter, etc.). But still, even for 1000 point games I’m bringing a sports bag, small duffel bag, and another bag of books. In contrast my entire, fairly substantial, X-Wing collection fits in one backpack…

Fortunately I did have my whole collection with me! Most of the PAGE contingent was hanging around afterward and wound up playing a 300 point, 5 player battle. It was definitely too late to start that sort of thing, but was a good battle. I’d have to say that the surprising MVP was Darth Vader, who deployed all on his own in a corner doing his Lone Wolf thing and proceeded to tie up and/or destroy several ships. Imperials and Rebels eventually played down to a draw when we called time.

In general this felt a bit like 40k Apocalypse, though at a smaller scale. A fair bit of downtime, and some loss in tactical precision just given the number of things going on across the board. But still a lot of tactics and strategy in a sprawling, fun game. A great way to cap off my month of X-Wing. More to come in the future!

Everything finally laid out.

Everything finally laid out.

My expanded fleet.

My expanded fleet.

Hope you Rebels brought your stress tokens!

Hope you Rebels brought your stress tokens!

Swirling melee at table center.

Swirling melee at table center.

Tournament of Blood

Sunday we held our monthly 40k event at Redcap’s. Six players came out despite being summer break for the colleges, Sunday, and Father’s Day to boot. Armies featured Space Marines, Blood Angels, Khorne Daemonkin, Chaos Space Marines, Chaos Daemons, and Tyranid. A few more photos than those here are in the gallery. Full results are on the event webpage.

Michael's excellent converted Knight ally stalks the ruins for its Tyranid masters.

Michael’s excellent converted Knight ally stalks the ruins for its Tyranid masters.

Missions

This time around the core of the event was a straight competition, rather than the alliances and deliberative pairings we’ve been doing recently. Matchups were all paired individually in pure tournament fashion and the missions straightforward. The one note with them is that I’ve begun experimenting again with players choosing continuous versus final objective marker scoring for their primary objective. It seemed to work well within our overall format, which already gives substantial strategic options via the choice of secondary objectives. An even mix of players chose each primary objective mechanism, a good sign.

Colin also made the point that our Maelstrom missions should always include our Meatgrinder (kill Troops), Assassination (kill characters), or similar secondary objective options, to help counter armies overtuned for that format—namely the updated Space Marines. I had been doing so as part of the overall goal of balancing primary missions oriented toward ground control with several kill points options (alongside a ground control option to double down on that), and vice versa. I had not though thought of that specifically as a way to help neuter those armies a bit, so it was a good observation to keep in mind.

The Tournament of Blood

Keeping with our goal of including narrative components or other side tracks alongside the tournament competition, we did run one small thematic aspect: The Tournament of Blood! Each player got a card of achievements their warlord could work toward throughout the day. At the end of each game they marked off particular accomplishments for their boss, and were scored separately and a prize given purely on those points.

This seemed to work out pretty well. With the players warned in advance, most of the chosen warlords came ready to fight. I do think though that there’s enough diversity among the achievements for factions that don’t have characters suited for direct combat to still score well. Several account for a support oriented or backfield command role, and ultimately those players can just focus on the primary missions anyway.

In the end there was a good distribution of achievements scored. Obviously they mostly tracked with overall success, but some players did focus more or less on the achievements. The second highest player in the general scoring came out last on the achievements, while the second highest warlord came out second to last in the general scoring. The two of them just had different priorities and capabilities, exactly what we’re trying to support. The latter in particular came out specifically for this event because his warlord’s a great character with a whole background story and such that he wanted to have fight the others, so I considered that a success. The one minor presentation tweak I have to make is having a place to scribble the warlord character’s name on the card, for the post-event storytelling.

Warlord achievements in The Tournament of Blood.

Warlord achievements in The Tournament of Blood.

Titles

So, with that, we announce the titles for the inaugural Tournament of Blood:

  • The Lord of the Cheese: Alex, Swords of Dorn (12pts)
  • The Young Pup: TJ, Sanguine Hunters (12pts)
  • The Berzerker: Chris, Chaos Space Marines (11pts)
  • The Old Gods’ Faithful: Colin, Daemonkin (9pts)
  • The Slowballer: Brett, Chaos Daemons (4pts)
  • The Lonely Xenos: Michael, Tyranids (3pts)

Again, a few more photos than those here are in the gallery and full results are on the event webpage.

The Swords of Dorn battle Chaos horrors among ravaged forests.

The Swords of Dorn battle Chaos horrors among ravaged forests.