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.

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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!

To Infinity!

A year and a half after painting up a half squad, I finally got in my first game of Infinity. Our PAGE Infinity Get Started Day seemed successful, with a bunch of newcomers showing up alongside the Sunday regulars at Redcap’s for over 16 people playing or watching. A few more photos are in the gallery.

Infinity-Logo

To Infinity... and beyond! (that will never get old)

To Infinity… and beyond! (that will never get old)

I’ve been sick and had told Caitlin I’d be home early so I only got in one game, but it was a solid learning experience. Colin’s Ariadna Highlanders partnered up with my PanOceania Military Orders to fight Steve’s… Haqqislam? Nomads? I have no idea. They were painted in typical Nomads colors but my impression is he’s only ever talked about playing Haqqislam. It… feels a little weird to me to be so new to a miniatures game as to not even be able to definitively recognize an opposing faction’s models. Also, I actually saw very little of his army because they all hid behind buildings and then popped out just enough to shoot from cover.

Why are we fighting over this shanty town again?!?!

Why are we fighting over this shanty town again?!?!

One small note is I should paint the front arc on the base of my models. Steve seems to have done that on his. Most of the models are pretty clear about which way they’re facing so it’s not a huge thing, but it’s a nice touch. Facing is important for critical game mechanics like taking opportunistic shots at troops moving around, so it’s nice to make the front arc completely unambiguous.

The enemy!

The enemy!

The game I think is pretty good. I’m not sure what to make of the rulebook. Previous editions I didn’t think were written very well, though some of that could be the translation. So far this edition is hard to gauge. It seems like many things are left unsaid or a bit ambiguous. But that could just be me not having a grasp of both the core mechanics and presentation style. The book does seem to have somewhat formal and systematic language around models being in particular states and so on, which is promising. Clearly though the game encompasses a million little fiddly abilities and a good number of stats, many of which seem like they may not come up all that often. There’s a lot going on, and a lot of interactions.

Overall though, the core mechanics are obviously fun and very tactical. They play out quite different from many miniatures games, and especially 40k. Infinity is hyper-focused on line of sight and sniping. I knew to expect that, but it was interesting to fool around and start to actually get a feel for how it plays out. For example, a bunch of regular troopers caught in the open really should not engage in a firefight with a sniper at long range in cover. That’s… actually pretty realistic? Similarly, charging with your sword against a guy pointing a shotgun your way is probably not going to work out well. That’s… even more realistic?

Holding down the right flank.

Holding down the right flank.

In the end Steve rolled us off the table in a straightforward annihilation mission. Knights on the right flank got wiped out moving forward aggressively toward close combat. Order sergeants made a serious thrust up the center but all got put away by a sniper camped out in the backfield. On the left the Highlanders got a bunch of kills with their machine guns as enemy troops parachuted in all around them, but were eventually themselves tagged. The final moments came down to a lone sergeant in high tech camouflage sniping from the rooftops, but an enemy doctor was able to creep around a building out of sight and save the downed troops, who then overwhelmed the sniper and eliminated Colin and I from the game.

So, in the end, I’m pretty excited about playing more Infinity. Definitely a substantial learning curve just to pick up all the core rules, let alone all the common abilities and weapons. But it’s a fun game and the skirmish style right up my alley.

Pop, pop!

Pop, pop!

40k Battle Report: Enter the Eldar, Come Captain Nitrol!

kingbreakers-iconRecently I painted my first couple hundred points of Eldar after talking about starting an army for quite some time. Last night they made their first appearance, battling Jason’s Chaos Marines. He’s also got his own battle report.

Armies

I only have about 300 points of Eldar finished at the moment, so I figured I’d ally them with some Kingbreakers Space Marines to make up 1000 points. At the same time, I wanted to debut a captain and squad of Legion of the Damned that Alex painted for me in our club’s secret servitor this past holiday season. They even have their own little bit of fluff that Alex wrote to tie them into the chapter’s story:

Captain Nitrol is one of the oldest veterans of the Kingbreakers, a survivor of the fall of Forestway. On multiple occasions he has been all but mortally wounded in combat and thought lost, only to be rescued at the last moment by the timely appearance of the Legion of the Damned. What faith keeps him going? What power ensures his survival?

The overtones at the end are especially dark given the chapter’s surge in psykers after Forestway was lost to Chaos and exterminatus, as well as the ongoing plight of the captured and possessed Sergeant Titus. Rumors and theories abound of the Kingbreakers’ ultimate destiny!

Captain Nitrol and Sergeant Harbinger, in the thick of the battle.

Captain Nitrol and Sergeant Harbinger, in the thick of the battle.

In any event, I thought my army would wind up a bit of a random hodgepodge from being built on those two elements and only 1000 points. But it actually wound up kind of interesting, with some reasonable strategic rationale:

  • Kingbreakers (Salamanders)
    • Captain Nitrol (unnamed captain w/ artificer armour, plasma pistol, mastercrafted powerfist)
    • Legion of the Damned x5 w/ mastercrafted combi-grav, plasmagun, heavy bolter
    • Squad Harbinger (Tactical Marines x5 w/ veteran sergeant, mastercrafted boltgun, combi-melta, meltagun) w/ Razorback
    • Predators x3 w/ autocannons, heavy bolter sponsons
  • Eldar
    • Guardian Defenders x10 w/ scatter laser heavy weapons platform
    • Guardian Defenders x10 w/ scatter laser heavy weapons platform
    • Windriders x3 w/ scatter lasers

My thoughts in building from those two arbitrary cores were:

  • The Eldar bring cheap, mobile units to hold objectives. No Objective Secured because the list is completely unbound, but I still need warm bodies after all. The jet bikes are obviously super mobile. But the Guardians are no slouches either with their ability to run and shoot/shoot and run. So the Guardians are tasked with holding home objectives or nearby markers, while the Windriders hopefully swoop in at the end to claim or contest in the enemy’s zone.
  • The scatter lasers and Predators bring a bunch of mid-strength shooting that can really wreck a light vehicle or monstrous creature, both of which are common in our scene and probably in general at 1000 points. Note that the Predators have a special rule granting Monster Hunter and Tank Hunter while all three are alive, which just furthers this thought.
  • The Tactical Squad provides a unit for Nitrol to hide in while out in the open. Otherwise, he rides with them in the Razorback toward some contested midfield objective. Any actual close combat squad will wipe them out, but if it can be whittled down or the opposition is less combat oriented, they’re reasonably able to get stuck in and prevail. Meanwhile the Legion of the Damned hang out in the warp and eventually come down to help them out.

Jason on the other hand brought a cohesive, balanced Nurgle list, something like:

  • Nurgle Champion
  • Plaguemarines w/ meltas
  • Vulture Legion (Chaos Space Marines)
  • Fly Lord (some kind of Nurgle flying daemon prince)
  • Chaos Spawn (some kind of Nurgle blobby thing)
  • Plague Drone
  • Nurglings x3
  • Nurglings x3

After much back and forth about missions we eventually settled on 3 objectives and straight 12″ deployment zones on a fairly dense 4×4 board.

Fight!

Out on patrol, a small exploratory force of Eldar are startled by a bulbous daemon schlubbing its way nonchalantly across a clearing in an abandoned Imperial town.

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With no reinforcements of their own to call on and fearing a Nurgle infestation, the Eldar entreat a nearby force of Space Marines to come assist. Their hatred of the Plague Lord’s minions overcoming their aversion to the xenos themselves, the Kingbreakers accede to the request. Captain Nitrol and Squad Harbinger mount up with a small mechanized task force to go assess the situation. Once on site, the mission escalates immediately as a gigantic insectile horror crashes into their tank column, obliterating the Predator leading the way.

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The Kingbreakers and Eldar rapidly focus their combined firepower on the beast, taking it down. It’s now clear however that the threat is severe. Guardians retreat to defensive positions, while Nitrol and the jet bikers move deeper into the town. Several transports of the traitor legions rapidly appear, but are also blown away by sheer volume of fire. Out of the flames though jump Plague Marines and a squad of the Vulture Legion. The Plague Marines come head on at Nitrol, while the Chaos Marines attempt to flank the Eldar. Their efforts are supported by torrents of pestilence vomited forth by a Plague Drone come to protect the mewling spawn.

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With Nitrol’s rash position at the center of the battle already threatened on all sides by monsters and heavy infantry, the Kingbreakers are momentarily troubled by the wisps of eldritch flame arising forward of their location. Concern turns to relief, however, as the legendary Legion of the Damned emerge from the light, pouring heavy bolter and plasma fire into the Plague Marines. The traitors and their daemon kin are forced to concentrate on the new threat.

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The ghostly warriors can only stand the combined assault for so long, but their intervention grants Squad Harbinger and the Windriders a critical moment to recover and provide long range fire support against the Vulture Legion encroaching on the Guardians’ rearward positions.

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With their primary flanking threats dispatched, the Eldar and Predators divide their attentions. Scatter lasers snipe the blubbering Chaos Spawn that prompted the battle, while shurikens and heavy bolter fire shred Nurglings arisen amid the death and gore of the small but heated conflict.

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The Plague Lord’s army all but cleansed from this corner of the materium, Captain Nitrol and Sergeant Harbinger are left chasing after Papa Nurgle’s champion that orchestrated the infiltration. His vast bulk crashing through the detritus of the town, the Emperor’s warriors finally run the traitor to ground atop a dump yard of broken supply containers, their contents spoiled and reeking. The heaving wreck barely recognizable as a once-human form, Nitrol pulps it back to the Warp with a momentous swing of his power fist.

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Outcome

Three cowering Nurglings keep the Kingbreakers from a full table sweep, but the town is secured and the Eldar and Space Marines part the best of friends…

Thoughts

I didn’t know for sure I’d be fighting Jason on Sunday, but I have to confess I was thinking of his usual armies as I put together this list. The end result has a fair amount of S5–S7 shooting, with a good balance of strength versus quantity of shots to go against his Rhinos and monstrous creatures. In particular, the decision to take the third Predator for the Monster Hunter/Tank Hunter bonus was made in that light. That didn’t do all that much in the end as his Daemon Prince poofed one of them right away, but it helped shred the Plague Marines’ Rhino well away from my home objective. The scatter lasers also did a great job with those kinds of targets. All in all, at several critical points I was able to concentrate a lot of solid firepower to take out targets like those and the Plague Drone.

One big mistake I made was I got sloppy with the Windriders and let them get assaulted toward the end of the match. I thought the Legion of the Damned were going to keep the Plague Marines and Chaos Spawn tied up in combat for another turn, so I had moved the Windriders close in order to get shots down a firing lane across the table and onto the Vulture Legion, while also moving them toward Jason’s home objective. The Damned crumpled that turn though, and Jason was immediately able to consolidate and make an easy charge on the jet bikes in his turn. That left me without any real option to go after both the mid-table and enemy objectives, so I would have been in trouble if I’d lost either mine or the mid-table.

All in all it worked out though and this list seemed a lot more capable than I was initially thinking. Don’t forget to check out Jason’s battle report, while Captain Nitrol and his Eldar friends await further action!

The Eldar are ready for you!

The Eldar are ready for you!