It's hard to fit Toryn Farr, Bomber Command, and Adar Tallon in this list together. Since I only have three bombers, and most of my squadrons throw blue anti-ship dice, Toryn Farr is often as good as a Bomber Command Center against ships. Additionally, Toryn Farr helps the squadron game quite a lot - especially with YT-1300s. Adar Tallon is a sad exclusion from this list, but he's expensive and I just couldn't tweak things to fit him the way I wanted to. Also conspicuously missing from this list is Defiance and ECM - additional casualties of trying to balance squadron firepower, ship firepower, and survivability.
Partially due to errata and partially due to how amazing YT-1300s are, I demoted Biggs to a third YT-1300. Without boosted comms or relay, I was frustrated by my inability to be aggressive with my squadrons without being reckless with my ships. On a whim, I threw Hera into the list... then never took her out. Due to Hera's ability, I found myself wanting an additional speed 3 bomber to harass ships on the approach, so upgraded Dagger to a Scuurg.
Faction: Rebel
Commander: General Rieekan
Assault: Advanced Gunnery
Defense: Fighter Ambush
Navigation: Superior Positions
Defense: Fighter Ambush
Navigation: Superior Positions
MC80 Command Cruiser (106)
• General Rieekan (30)
• Strategic Advisor (4)
• Fighter Coordination Team (3)
• Leading Shots (4)• General Rieekan (30)
• Strategic Advisor (4)
• Fighter Coordination Team (3)
• Quad Battery Turrets (5)
= 152 Points
Nebulon-B Escort Frigate (57)
• Flight Commander (3)
• Yavaris (5)
= 65 Points
• Flight Commander (3)
• Yavaris (5)
= 65 Points
GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bright Hope (2)
= 27 Points
• Toryn Farr (7)
• Bright Hope (2)
= 27 Points
GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points
• Comms Net (2)
= 20 Points
Squadrons:
• YT-1300 (13)
• YT-1300 (13)
• YT-1300 (13)
• Jan Ors (19)
• Ten Numb (19)
• Gold Squadron (12)
• Scuurg H-6 Bomber (16)
• Hera Syndulla (28)
= 133 Points
• YT-1300 (13)
• YT-1300 (13)
• YT-1300 (13)
• Jan Ors (19)
• Ten Numb (19)
• Gold Squadron (12)
• Scuurg H-6 Bomber (16)
• Hera Syndulla (28)
= 133 Points
Total Points: 397
Round 1
I lost the bid, and my opponent decided to go first. He selected Fighter Ambush from my objectives and set aside his Aspiration to Raddus in later. The two flotillas and Admonition were spread across his side, with Admonition on my right. His YT-2400s were also spread between his ships. I deployed my MC80 moving parallel to my table edge at speed one with Yavaris behind her, angled towards the right. I deployed my squadrons towards where I expected Admonition to land at the end of her move turn one.
I expected my opponent to try to drop Aspiration in front of my MC80, which is why I started her off parallel. My goal with my placement of Yavaris and squadrons was to threaten Admonition and try to force an early drop.
I expected my opponent to try to drop Aspiration in front of my MC80, which is why I started her off parallel. My goal with my placement of Yavaris and squadrons was to threaten Admonition and try to force an early drop.
- First round, Yavaris jumps to middle of the board to line up a double tap next turn. Admonition takes some damage after it lands near squads (Hera provides some heavy bombers with rogue).
- Second round, Aspiration drops in to double arc Yavaris at speed 1. Yavaris activates to double tap Aspiration with some squads and shoot her with a double arc, then jumps away... directly into Admonition's double arc. Yavaris dies. Aspiration moves up into long range of the MC80, who takes a shot then drops to speed zero. Squadrons do rogue things, beating each other up a bit and getting some Fighter Ambush tokens from Aspiration.
- Third round, Aspiration jumps to speed 3, but can't cut past the stopped MC80. The MC80 and some squadrons remove Aspiration from the game (claiming some more tokens). Admonition decides not to fight a full health MC80 and my fighters alone, so turns away.
- The rest of the game involves trading a few squadrons and trying to chases down Admonition (who does successfully escape).
I believe this game ended as a 8-3 win.
Round 2 - Carlo
Carlo was running Raddus on a CR90B (Jaina's Light) with engine techs, 1 flotilla, and an appropriately terrifying MC75 (Aspiration). He also brought 7x YT-2400 and Shara to the fray.
I lost the bid, and Carlo took first player. He chose to run Superior Positions, and setup Jaina's Light to my far left and his flotilla to my far right. The squadrons were split between the two deployments. As killing Raddus would win the game, I chose to deploy across from Jaina's Light on the far left. To avoid an MC75 to the face, I once again deployed my MC80 parallel. Yavaris deployed near the center angled left at speed 3.
My goal with this deployment was to try to force a non-optimal Raddus drop for my opponent by applying fast pressure with squadrons and Yavaris. I also saw an opportunity to destroy some squadrons before they could concentrate their forces again.
- First round, Jaina's Light positioned carefully to limit harassment from squadrons. Yavaris and squadrons moved up while Carlo's forces on the far right raced across the board to join the fray.
- Second round, Jaina's Light swung around to further avoid squadrons and I angled my MC80 up the board. I locked down 3 YT-2400s on the left and we started trading fire.
- Third round, Aspiration was deployed in my MC80s front arc at medium range facing towards the center of the board. Jaina's light started turning back towards the fray, the MC80 moved up, avoiding the front arc of Aspiration, and squadron things happened. At this point, I believe Aspiration had lost most of her shields.
- Fourth round, Aspiration does not have meaningful shots to take and is destroyed by the MC80 and Yavaris friends. 2 Superior positions tokens are claimed. Jaina's Light has gotten turned back around toward the fight and the Carlo's other squadrons also join the fray.
- Fifth round, Jaina's Light determines prudence is the better part of valor and heads away. My MC80, Yavaris, and squadron friends knock Jaina's light down to one remaining health. The squadron battle is well and truly joined now, with a number of YT-1300s and YT-2400s getting knocked out.
- Sixth round, Jaina's Light turns on the jets and jumps away. Squadrons clear out what they can of each other, and the game wraps up.
I believe this game ended as a 9-2 win.
Round 3 - Dennis (Tokra)
Tokra was running a Sloane Aces list featuring an ISD-II (Avenger) hosting Sloane with Darth Vader crew, a flotilla, and a carrier fitted Quasar (Squall). It's worth noting Squall had boosted comms, expanded hangers, and flight controllers. Aces were Ciena, Jendon, Dengar, Howlrunner, Maarek, Mithel, Saber, and Valen.
I won the bid and selected second player. Tokra chose Superior Positions and setup in the center across from me, with Avenger and Squall facing straight at me and flotilla facing parallel, all going speed 1. I setup my MC80 across from Avenger facing straight, while Yavaris on the left flank angled toward the center at speed 3.
My goal here was to force a showdown with Tokra's ISD, while playing a defensive squadron game. Since Avenger was not running gunnery teams, running Yavaris and my MC80 straight at it should give it a hard time.
- First round, everything moves forward. I swing my MC80 wide into the middle of the board, sitting just past long range of Avenger with my left broadside pointed at it. Tokra's squadrons stay at a safe range from my crazy slow guys, and I cordon off Jan with YT-1300s.
- Second round is time for an alpha strike. I lose two YT-1300s, then Maarek/Jendon team up to kill my scuurg. I respond with a Yavaris double tap. Ten Numb gets his ability off once, but only hits two Aces with it. At the end of my efforts, I have killed Howlrunner and done some chip damage to most of his squads. Avenger steps into long range of my MC80, who responds by throwing one damage at long range and dropping to speed zero.
- Third round starts with Imperial Aces jumping onto the station to heal, also killing Jan and the last YT-1300. I am down to Hera, Ten Numb, and Gold Squadron. Avenger shoots my MC80 at long range, dealing one damage, then moves into medium range. Yavaris double taps Ten Numb and crits come up. Combined with zombie Jan, Hera, Gold, and anti-squad armanent, they manage to kill all the Imperial Aces except Jendon. Yavaris parks squarely in front of the ISD, exposing his side arc. MC80 gets a good broadside off and starts moving again.
- Fourth round has Yavaris surviving the ISD shot while Yavaris, squadrons, and MC80 double arc finish off Avenger. I also pick up two Superior Position tokens.
- Fifth round, Yavaris dies to a flotilla shot. Then the flotilla dies to an MC80 broadside. Jendon dies to my remaining squadrons.
- Sixth round has the Quasar a safe distance away, so we wrap up.
I believe this game ended as a 9-2 win.
Round 4 - Eric
Eric was running a Rieekan swarm list with three hammerheads, a slicer flotilla (Quantum Storm), a CR90A (Jaina's Light), Rieekan on an MC30 (Admonition), and a cheap MC30. He was running no squadrons.
I won the bid and selected second player. Eric chose Advanced Gunnery and setup spread across the center of his side, with Quantom Storm and hammerheads to my left, Jaina's Light center, and MC30s to my right. I setup with Yavaris on my far right angled toward the center at speed 3 and my MC80 a little to my right, running parallel towards my right.
Since Eric had no squadrons and superior firepower, I needed to setup so my squadrons could soften his forces up on the way in. He had a two activation advantage on me as well, so it was critical that I limit his ability to box in my MC80.
- First round was positioning. Eric's ships angle towards my right to move to cut off the MC80, while staying out of long range. My squads shoot up a hammerhead a bit.
- Second round is positioning. The scout hammerheads and Quantum Storm are angling down to circle behind the MC80 while the other four ships maintain their current course. At the end of the round, Eric has Yavaris double arced with his cheap MC30. Squadrons spread their firepower a bit, dealing some damage to the MC30 and some to a scout hammerhead.
- Third round has a scout hammerhead dropping, along with both of my flotillas. Yavaris gets away and puts more damage into the cheap MC30. At the end of the round the cheap MC30 (Eric's advanced gunnery ship) is arcing the front and side of my MC30 with his side.
- Fourth round has the cheap MC30 blast away at the MC80, stripping off front and side shields completely. She then parks in front of the MC80, who blasts her apart with two front arc shots. Since the MC30 zombies up, the MC80 is trapped and takes ram damage. Squadrons remove an ordnance hammerhead, Jaina's Light parks near the front of the MC80, and Admonition parks near the rear to double arc.
- Fifth round has the MC80 on the ropes, while a half-dead Yavaris faces off the remaining scout hammerhead. Admonition removes the rear shields from the MC80 and leaves it at two remaining health, moving to the MC80s broadside at close range. The MC80 repairs, gaining 3 shields on the hull zone facing Jaina's Light, then fires two broadsides into Admonition, destroying her. Jaina's Light deals 3 damage to the MC80 and rams her, leaving her on one health. Nothing else can shoot the MC80 this round, and time is called. Yavaris rams the remaining scout hammerhead and lands on an asteroid, then flips a structural, taking 3 total damage cards to die. Squadrons finish off Jaina's Light, then the game ends.
This game ended as a 10-1 win.
Semifinal - Rikki
Rikki was running a Rieekan aces list, with Rieekan hanging out on a Pelta (Phoenix Home) sporting AFFM, FCT, and Adar Tallon. He also had a Nebulon-B (Yavaris), two flotillas, and a hammerhead. For squadrons he was running Ten Numb, Norra, Jan, Dagger, Gold, 2x VCX, and a YT-1300.
I won the bid and elected to go second. Rikki chose Fighter Ambush and we setup across from each other. Rikki deployed across the center, with most of his flotillas on the left. I deployed across with my MC80 angled to the right and Yavaris on the left. I deployed my squads with two YT-1300s up front, greater than distance 1 apart, and Jan behind at distance 2 of both. The rest of my squadrons were around Jan, all outside of distance 1 of the escorts.
I deployed my MC80 angled towards Rikki's Pheonix Home, Yavaris, and hammerhead because I thought I could outgun them while the squadron battle was going on. My goal with my squadron deployment was to receive an alpha strike well so I could counter with my own rogues and Yavaris double top. Since Rikki was running Ten Numb, I also had to be extremely careful to avoid a devastating triple tap by spacing my escorts appropriately.
- Round one started with a squadron alpha strike from Rikki, throwing Ten Numb plus friends at a YT-1300. The YT-1300 goes down, but Toryn Farr supported counters deal solid damage. My squadrons return fire and I manage to take down Rikki's Ten Numb. Ships approach each other at a moderate pace.
- Round two involves me losing my YT-1300s, while Rikki loses a good chunk of remaining squadrons. Rikki's hammerhead is accelerating towards the fray and takes a long range MC80 shot. My MC80 is now parallel near the middle of the board at medium-long range of Rikki's combat ships.
- Round three has some more squadrons removed and some bomber attacks on Rikki's Yavaris. Some tokens were scored. I lose a flotilla and a Rikki loses a hammerhead.
- Round four has Rikki's Yavaris go down from squadrons and Phoenix Home go down from my MC80 and rogue squadron attacks.
I won this game, advancing to the final.
Final - Yik
Yik had Rieekan aces with 6 activations. He was running Rieekan in a CR90B, a Nebulon-B (Yavaris), 2 hammerheads, and two flotillas. Of specific note was Adar Tallon on one of the flotillas. For squadrons he was running 2x VCX, Gold Squadron, Rogue Squadron, Norra Wexley, Ten Numb, Dutch, and Corran.
I had a bid and Yik had none, so I chose second player. Yik chose Fighter Ambush, and setup with his ships running at speed 1 spread across the center. I deployed my ships exactly like I did in my previous game. For my squadrons, I deployed two YT-1300s up front again, with one engaged with Ten Numb and one engaged with Rogue Squadron.
I deployed this way to try to limit Ten Numbs damage potential, and ideally have him take enough counter damage to where I could easily finish him off. My goal was to bring my ships in for flack support in the squadron battle, with my MC80 broadside punishing any of his ships that moved in to support his squadrons.
- Round one involved Yik punching through two YT-1300s while I managed to do some chip damage and kill off Corran. I also moved my backup YT-1300 to engage Ten Numb at the end of the round. My Yavaris and two flotillas head towards the squadron fight to lend flack.
- Round two involved Yik killing my last YT-1300, while I managed to take out Ten Numb. Ships keep doing what they were doing last round.
- Round three, I lost my Ten Numb and Scuurg, while Yik lost Dutch. I decide to place Yavaris into the double arc of a hammerhead and take a good shot.
- Round four, I pick off Norra and Rogue Squadron. My Yavaris dies to a the double arcing hammerhead. My MC80 goes for a ram on a flotilla that was at one health and misses, but does end up with the hammerhead and flotilla in opposite broadsides.
- Round five, we kill each others Gold Squadrons. Then my zombie Gold Squadron hits Yik's damaged hammerhead, scoring a token and leaving it at 2 health. The MC80 follows up with a broadside to finish off the hammerhead, but then misses the close range broadside shot at the flotilla. Time is called at this point and the game ends. My Jan is at 1 health and Hera is at 2. Yik is left with a VCX at 1 health and one at around 4 health.
The score at this point was tied at 151-151. As the second player, I received the win.