Learning from your failures

Miranda, Jess, Biggs





Lessons learned:

When the Ghost is a 3 health eject your Attack Shuttle. Even if you don't have an angle with the Ghost the next attack phase. That face-down damage card on the Attack Shuttle really hurts. Never give up until the last die is rolled. Even Autoblaster Turret with a target lock can roll into miss, miss and reroll to miss, crit which you are then able to evade on your defense roll. Some variation of an Heaverish list flown by a very good rebel player. I was able to trade Biggs for Biggs and was able to kill Jess before the Ghost was killed. However it died too and a 3-health Attack Shuttle was not able to survive against a full-health Miranda.Lessons learned:

Fenn Scouts





The danger in this list is two-fold. One are the torpedoes. Since the timing-chart FAQ ships that have a target lock on Kanan don't have to fire on Biggs when firing with a secondary weapon (since they have to spend the target lock to fire the torpedo and they don't have one on Biggs).



The other danger is Boba Fett. If that crit gets off Kanan will lose it's Twin Laser Turret. And that loses you your 360° arc and your second TLT shot.



So what happened was that I split off Biggs and Kanan to get close-range to the Proton Jumpmaster. This worked and he was not able to get off the torpedoes. However this allowed him to fire at the Ghost with the Plasma Torpedoes and Fenn. We ended up trading the second Jumpmaster for the Ghost and had a very interesting dogfight of Ezra vs Fenn. We had about 6 round of shooting each other while not doing damage. This was due to Ezra's ability and Autothrusters. So time was called and there were still 2 ships remaining. A loss of 22 vs 32 points. But WHAT A GAME!





It's a version of this list . Fenn Rau with Autothrusters, Concord Dawn Protector and Attanni Mindlink. Combined with 2 Contracted Scouts. One with Proton Torpedoes, the other with Plasma Torpedoes. Both also have R4 Agromech, Extra Munitions, Guidance Chips and Attanni Mindlink. The Jumpmaster with Proton Torpedoes also has Boba Fett on board.The danger in this list is two-fold. One are the torpedoes. Since the timing-chart FAQ ships that have a target lock on Kanan don't have to fire on Biggs when firing with a secondary weapon (since they have to spend the target lock to fire the torpedo and they don't have one on Biggs).The other danger is Boba Fett. If that crit gets off Kanan will lose it's Twin Laser Turret. And that loses you your 360° arc and your second TLT shot.So what happened was that I split off Biggs and Kanan to get close-range to the Proton Jumpmaster. This worked and he was not able to get off the torpedoes. However this allowed him to fire at the Ghost with the Plasma Torpedoes and Fenn. We ended up trading the second Jumpmaster for the Ghost and had a very interesting dogfight of Ezra vs Fenn. We had about 6 round of shooting each other while not doing damage. This was due to Ezra's ability and Autothrusters. So time was called and there were still 2 ships remaining. A loss of 22 vs 32 points. But WHAT A GAME!

Bossk + Dengar

An interesting two-ship scum list. Bossk is carrying Homing Missiles and Guidance Chips for the alpha strike. K4 Security Droid and Outlaw Tech to get dice modification and then Calculation to trigger his Boba Fett or the Bossk ability.





Dengar is flying the Punishing One. Expertise and K4 Security Droid for dice modification and Unhinged Astromech to get some more green maneuvers on that already overpowered Jumpmaster dial.





The battle started fairly well. I set up on the left side but instead of doing my common opening going forward I turned to the left. This forced him to split forces. I went after Bossk, hoping to be able to kill him before he could Boba the Ghost. This might have worked if I didn't fly full-health Biggs off the table with a 4 koiogran turn. Difference between being on and off the map was less then a millimeter.





So next turn the ghost is still hit with a crit and loses it's TLT to Boba Fett. Bossk goes down but a crippled Ghost and later an ejected Ezra are unable to keep off Dengar and his return shots. So I'm afraid this match came down due to some very poor flying on my part plus me forgetting about the calculation that could still crit the Ghost. This and a very inventive build that my opponent used to it's full potential. I'm really looking forward to a rematch!

Triple Defenders

Ugh. Am I allowed to complain about this list? Colonel Vessery with Expertise, Countess Ryad with Push the Limit and a Delta Squadron Pilot. All flying a TIE/x7.





We set up in opposite corners and end up jousting in the middle of the map. My idea was to get up close and use the Ghost's primary weapon to overcome the green dice and tokens of the Defenders. Normally Biggs would be able to serve as enough distraction. And while I'm normally not one to complain about dice. This time the opponent's dice were really hot. He had plenty of target locks but not needing any of them.





So we ended up jousting it out. Biggs died quickly and some crippling crits (Weapons Failure, Blinded Pilot, Damaged Sensor Array, ...) really took down the Ghost. So a rather short match ending in a 100-0 loss. But I'm looking forward to a rematch! There must be a way to break the Defender code.













Do you have any remarks? Leave them in the comments below!

Two 4-round tournaments in the last 2 weekends and every time I managed to go 2-2, ending up in the middle of the pack. Not a terrible result but also not particularly great after the 6-win streak in the Brussels Regional. So what lists did I face in those losing matches? And what can we learn from them?Continuing with basicly the same list of Kanan/Biggs . Kanan in the Ghost with Twin Laser Turret, Fire Control Systems, Recon Specialist, Jan Ors and Tactical Jammer. Biggs with an Integrated Astromech: R4-D6 and in the Phantom Ezra with Hera Syndulla and Wired.