X-wing Events – Week of 6/12

This Week in Des Moines:

Open Play NightMayhem Comics – Monday 6/12 at 6pm

Upcoming Events:

Des Moines Store Championship (Mayhem)Mayhem ComicsSaturday 6/24

Bettendorf Store Championship – In This Issue Comics Saturday 6/24

Monthly Ames Open Play NightMayhem Comics (Ames location) – Thursday TBD at 5:30pm

Monthly X-wing Tournament Jay’s Cd and Hobby (SE 14 Location) – Sunday 7/2 at 12pm

Original Trilogy Tournament – Mayhem Comics – Saturday 7/8 at TBD

Ames Store ChampionshipMayhem Comics (Ames location) – Saturday 8/5 at 10am

Des Moines Store Championship (Jay’s CD and Hobby) Mayhem ComicsSaturday TBD

Monthly X-wing Tournament Jay’s Cd and Hobby (SE 14 Location) – Sunday 7/2 at 12pm

Arkam Game Store Championship 2017 – Justin Brown

We’ve got another battle report from Justin Brown from the last weekend at Arkam Games Store Championship. Enjoy!

I was flying a Quickdraw, Backdraft, and Yorr build, something I’ve been toying with for some time. Link can be found here.

R1:Jefferson Hansen
Flying: Mindlink Fenn Rau, Mindlink Old Teroch, Mindlink/Bump Manaroo

Jefferson had a 2 point initiative bid and got to choose. We had overlap on all of our ships except I had Adaptability on two of mine so I could adjust them after placing. Unfortunately, Jefferson made a mistake and gave me initiative and thus his bumpmaster (built to block and deal auto-damage) Manaroo was not as effective against Yorr. We setup rocks and then placed in opposite corners with me pumping Backdraft upto Pilot Skill 8 and Quickdraw up to 10 to be able to shoot first. We both slow rolled for a while and then eventually engaged in the rocks.

I definitely got a favorable engagement to start with and did a few damage to Old Teroch. Second round of engagement I jammed my shuttle in there which ended up causing all of his ships to bump and get no actions. Teroch got removed from the board this round. Next few rounds were my shuttle continuing to bump Manaroo to hopefully keep her in place (and taking no damage from Anit-Pursuit Lasers). I managed to take out Fenn Rau next since he was tokenless and then finished off Manaroo for the 100-0 win.

I don’t remember much else from this game. The key for me though was I was able to consistently deny his ships actions through bumps. I think overall it was a good matchup for him, he just got caught by all of the blocking.

R2: Ryan Van Wyk

Flying: Dash Rendar, Norra Wexley

This wasn’t a list I wanted to see. I wasn’t sure who to go after first because Dash with Push the Limit is super hard to predict, and Nora with C3P0 and R2D2 is quite tanky. So I knew if I did damage on one ship I needed to focus on them until they were gone. I don’t remember who had initiative in this game, but it didn’t really matter since I was facing two PS 7s, I just planned to change both Backdraft and Quickdraw to Pilot Skill 8. I placed my shuttle and then Ryan placed his Dash opposite me with his Norra in the middle. I then placed BD and QD next to the shuttle like I normally do.

The opening engagement I got a couple of shots on Dash but did no damage. Next round Ryan arc-dodged quite effectively to get between my SFs and my shuttle. I then banked in my QD and was fairly excited as I thought I could barrel roll for a money shot (Range 1 out front and back on a big base ship). Unfortunately the barrel roll just barely didn’t fit. So at this point I decided to switch targets to Norra who was at this time tokenless and pointing the wrong direction. I shot with both QD and BD and took off a few shields. Next round Nora regens with R2D2 and continues to move away from me. I didn’t do any damage this round but felt I was in a good position for the future rounds. Norra then 2 banked away again to regen back to full (or 1 shield off, I don’t remember). I performed a 4 straight with both QD and BD, moving QD first.  I saw that I COULD barrel out of arc but decided to token up instead (TO Kyle was watching and questioned this.) I then did the same maneuver with BD and barreled him out of arc. I shot with both QD and BD and took Norra down to about 3 damage left.

This whole time Dash was lighting up my shuttle and I believe took it out next round of combat. But now Norra was left with a tough choice, does she shoot at QD who is her only shot, or forgo it to not trigger QD’s ability. Ryan decides to shoot at Norra after some debate and unfortunately only rolls 1 crit. I decided to use Emperor Palpatine for a blank to TRY to take the crit so I can hopefully finish off Nora with QD’s double-tap. I ended up rolling blanks (wasting Palp of course) and then shot back at Norra to finish her off. The rest of the game is a bit cat and mouse to corner Dash. I have to give props to Ryan on his Dash piloting – he was very unpredictable and very hard to track down. In the end I think I killed Dash with 1 hull left on BD and a mostly full QD.

Thanks for the fun game Ryan!

R3: Wayde Arthur Stover III
Flying: Hotshot Han, Jake

I was not looking forward to this game. 2 PS 9s that can both arc dodge extremely well. I knew that QD would be key for me as he could get up to PS 10 and avoid the arc dodging schenanigans. Wayde had a 2 point bid and gave me init so I had to place all of my ships first. In this game BD went to 8 and QD went to 10. I setup in my normal position and Wayde put Han across from me with Jake in the middle of the board.

I slow rolled straight while Wayde put Han just out of reach of shooting on the first round. Next round I think I did 1 straights with both my SFs. Wayde did a bank and boost with Han to get him out of BDs arc. Then Jake performed a 5 straight focus with a boost in and I think an evade. QDs 1 straight puts him with arc on Han but I wanted to focus my fire so I decided to shoot at Jake. (I had 3 shots on him) I ended up doing 2 damage to jake and I think he did a few to BD.

Next round I know Jake is going to want to run some because he is damaged. So I did a 1 straight with BD expecting to get a butt shot on Jake and I think I slooped with QD and had Yorr take the stress. As expected Jake does a 5 straight and after his schenanigans ends up extremely close to the board edge. With Jake having damage on him I knew I needed to get him killed but I also knew it COULD be a struggle to keep up with him. Because of positioning I knew Jake had to 1 hard next turn to stay on the board which would leave him actionless. So I continued shooting at him. I don’t remember if I get the crit through on this turn or the next, but Jake gets a console fire and is now down to 1 health. Han continues to plink away at BD and also at some point gets a direct hit through on him. After Jake’s 1 hard to keep him on the board he ends up doing a 5 straight out of combat. After a multiple rounds of repositioning I manage to corner jake with all 3 of my ships and FINALLY am able to kill him.

At this point BD is down to 1, Han has a few shields removed, QD is full, and the Shuttle has a few shields off. I know if I lose BD that Wayde will be ahead on points so I need to get Han to at least half to pull out the win. At this point I start running with the shuttle as I need to keep it above half. I tracked down Han and had a KEY evasion by BD from 2 r1 shots to be able to take some much needed damage off of Han. BD eventually goes down, but through some clutch offensive dice for me I got Han to half and then time was basically up. Wayde admitted defeat and ran his Han trying to preserve some MOV for himself and I knew QD would have a hard time catching a boosting Han so I just was ok getting the win.

Some things worth mentioning after the battle – Yorr had a few huge defensive rolls to avoid damage early in the game, which I think this made Wayde decide not to go after Yorr early and it probably ended up costing him.

Next thing I wanted to note was Sensor Cluster. I don’t remember if it was against Wayde or Ryan, but it came up big for me in the tournament. Just knowing that if I blank out on the dice I can Palp before the frame and sensor cluster for 2 evades. I think this is one of the things that makes this list pretty good. It can hit very hard and can also be pretty defensive!

Regardless, this was a very fun game against Wayde, if also nail-bitter that had me nervous the whole time. Wayde mentioned that he wants a rematch at some point, I am looking forward to that but am definitely worried that he has learned my list’s tricks 🙂

R4: Sean Esser
Flying: Advanced Sensor B-wings (3x) and Z-95s (2x; 1 with Thread Tracers)

I was feeling pretty decent with this matchup, since I faced 4BZ (4 Blue Squadron B-wings, with a single Bandit Squad Z-95) at Iowa City.  However, I also knew that Sean would fly these ships extremely well as he is a very good pilot.

Overall this was a pretty quick game because we are both jousting based lists.  The opening engagement was my 2 SFs having shots at his lead Z-95.  I plinked off 2 shields I think from his lead z.  His z and I think 1 B-wing had a shot at BD and did a damage.  Next round Sean 4 straights his Zs as I expected to try to get me to bump.  He also did a 2 straight with his Bs so there was a little bit of a gap between his squad.  I performed a 3 straight with my shuttle to avoid a bump and focus up.  QD 3 banks in and has a few good shots lined up.  I Target Lock the non damaged Z because I knew I wouldn’t have a shot on the damaged Z.  Additionally the shuttle has a nice range 1 shot on the undamaged Z.  I then moved BD 1 forward and bumped him into the damaged Z.  I didn’t think my 1 forward would bump his 4 forward, but live and learn….  I then shoot and take out the undamaged z before it shoots, while dealing some shield damage to another B.  Sean then thought for a while about whether he wants to shoot my shuttle or a tokenless BD.  In the end he shoots the shuttle with tracers from his remaining Z and lights the shuttle up with his Bs.

Next round of combat I 1 bank my shuttle knowing it will bump and get 1 more shot before dying.  I 1 straight BD knowing I will have a butt shot on the damaged, k-turning Z and hopefully a shot out BDs front arc too.  QD sloops to get behind the Bs.  This round I take out the damaged B and also had a good lesson learned.  I had never closely read the SF title card and learned that if you want to double tap you have to shoot out the front arc and then the back arc  (sorry Sean!!!).  I had already shot out the back arc with BD and killed his Z and Sean being the great sport that he is still let me shoot out the front. Sean finished off the shuttle and its now 2 Bs against 2 SFs.  Sean ends up taking out BD also and QD finishes it off for the win and 4-0.

I knew we weren’t going to do a cut as it was decided earlier in the day that we were just going to be playing 4 rounds.  After I won my game, I knew Nick was the only other undefeated player.  I thought my MOV was going to be better than his but you also never know.  Nick ended up winning his last game, but in the end I had 70 MOV points on him and got my first ever store championship!  It was definitely a fun tournament.  Thanks all for the games and reading my batrep!

Winner Justin Brown
Thanks for the report Justin! As always, you can find Justin at Des Moines Area X-wing game nights, as well as other local events.

X-wing Announcements – Week of 5/22

Good afternoon X-wing players!

It’s that time again folks – Monday night is here to quell your X-wing fears. And boy do we have some news for you!

First and foremost, if you haven’t already done so, check out our new Battle Report section under our Strategy/Tactics Resource Page. We’ve got some excellent Battle Reports from local contributors about recent tournaments so be sure to check back each week to see who else might have posted.

A special thanks to Paul Olson, Wayde Stover, and Justin Brown for sharing their tournament experiences so far. Thanks for the insight gentleman!

If you’d like to post a Battle Report of your own, contact us at desmoinesareaxwing@gmail.com and we’d be happy to get it posted.

Second, this weekend is the 2nd Annual MuseOn Con in Des Moines and we’ve got four separate X-wing events for your gaming pleasure.

You can find the full breakdown on our events page but in order to not miss out on this awesome weekend of X-wing goodness, head to the MuseOn Con 2017 ticket page to get registered now. Registration is $50 now or $60 at the door so get your ticket now to save some cashy money 🙂

Once you’ve got your ticket, check out our Facebook events and sign-up so we know just how many people to expect. It’s going to be an amazing weekend of X-wing insanity so get registered now!

Of course, we’ve also got our bi-monthly get together up in Ames this Thursday and our Monday night madness at Mayhem Comics, so if you’re looking for some quality X-wing play, your Des Moines crew has you covered 🙂

We’ve got a summer of events ahead of us, starting off with the biggest con in the Greater Des Moines Area, so check back often for news and updates. We’re excited to bring you the best and brightest in the area and hope to see you this summer.

And of course, as always, good luck and fly casual!

Updated X-wing Banner 1-21-16

League Events – Week of 5/22

This Week in Des Moines:

Open Play NightMayhem Comics – Monday 5/22 at 6pm

Monthly Ames Open Play NightMayhem Comics (Ames location) – Thursday 5/25 at 5:30pm

Muse Con 2017 – Holiday Inn Hotel & Suites – Friday thru Sunday (5/26 – 5/28)
Hangar Bay – 100 point list pairing
MuseOn Con Cup 2017 – 100 Points
Fel’s Free for All 2017 – 35 points
Team Epic Tournament – 400 points

Upcoming Events:

Ankeny Store ChampionshipArkham Games – Saturday 6/3 at 2pm

Cedar Rapids Store Championship – First Turn Games – Saturday 6/10 at 10am

Des Moines Store Championship (Mayhem)Mayhem ComicsSaturday 6/24

Bettendorf Store Championship – In This Issue Comics Saturday 6/24

Monthly Ames Open Play NightMayhem Comics (Ames location) – Thursday TBD at 5:30pm

Ames Store ChampionshipMayhem Comics (Ames location) – TBD

Des Moines Store Championship (Jay’s CD and Hobby) Mayhem ComicsSaturday TBD

Monthly X-wing Tournament Jay’s Cd and Hobby (SE 14 Location) – Sunday TBD at 12pm

Original Trilogy Tournament – Mayhem Comics – Saturday 7/8 at TBD

Geek City Store Championship 2017 – Justin Brown

This report was provide by Justin Brown, an Ankeny player who within a year of X-wing play has gone from neophyte to premier competitor, taking top 8 at the HOTH System Open Series in 2017. Though his Scum exploits have garnered him great success at premier events (triple jumpmasters), his true love is Imperial Aces.

Hey Guys,

Here is my batrep from Iowa City Store Champs.  In all the excitement, I didn’t write down names of who flew the lists.
My list:
I debated quite hard between this and Rau Boats (Fenn Rau and two Contracted Scouts, commonly known as “uboats”), but decided on this instead. Once arrived, it appeared I wasn’t the only one looking to make a change, as the meta was definitely Imperial heavy with very little Scum.  It was a welcome surprise!

Round 1

I was a little nervous to face this list as I knew it could do a TON of damage.  In chatting with my opponent before the match, I knew he was fairly new but the list is still strong and one to be feared.  Based on conversations with Wayde and his match with Justin Phua (link), I knew I had to kill Dengar first to have a chance.
I don’t remember who had initiative in this matchup, but I put QD up to PS 10 so it didn’t really matter.  I started in my right corner and he started in his left corner.  I was pretty lucky early on as I had my shuttle dial slip from a 1 straight to a 1 bank when it was very close to the board edge.  Fortunately, I ending up bumping a ship not too far ahead of the shuttle and it only moved a little.  I quickly changed the shuttle dial to a scum dial upgrade to avoid this from happening again in a future game.  Meanwhile, my opponent turned left to start with, while I went straight down the right edge.  This meant the initial engagement would favor me as he couldn’t turn Dengar left into the engagement and thus would have to spend an action to get a Target Lock instead of using K4.
If I remember correctly the opening engagement involved 2 Proton Torpedoes on Backdraft.  He fired Tel’s torpedo and got 3 natural hits (he didn’t have a focus) and then turned it into 4 hits with Guidance Chips.  I used Palpatine, got 1 natural evade, and then forgot to use sensor cluster and took 3 shields.  He then shot his torpedo with Dengar and got 3 natural hits and turned the 4th to a crit.  I then proceeded to roll 3 natural evades and only took the crit, which ended up being Direct Hit.  In return, I shot at Dengar and took off a few shields.  I focused down Dengar and ended up trading BD and the shuttle for Dengar (I was happy with the trade).
The end game was a mostly full QD against a mostly full tel with 1 torpedo left.  I will take that match-up in most scenarios.  I took Tel down for the second time with about 10 minutes left and still had full hull on QD.  There was another exchange where I rolled a second set of full natural evades to avoid some damage, but I don’t remember much beyond that.  Overall, I was pretty happy to take down this list and get my first win.
Win: 100-65
Round 2
This was an interesting list that I knew could do a lot of damage with the Tractor Beam, Ruthlessness, and Upsilon combo.  Luckily I had higher pilot skill and could arc dodge. I won the roll for initiative and gave him initiative.  I then put both QD and BD to PS 8 so I could pick the movement order.  He deployed on his right side, and I deployed on my left side for the joust.
During the opening engagement I managed to just have his TAP in range.  BD and QD both shot at him but did no damage, while the TAP returned fire and also did no damage.  My opponent had been 2 forwarding his list each round so I expected the same for the second round of engagement.  I dialed BD in to joust his list and be at R1 of the TAP to avoid the missile, while I did a 3 bank with QD.  Luckily, my opponent moved as I’d hoped and I was able to get BD at R1 of the TAP, while QD was able to barrel out of Vessery’s arc, but into R1 of the shuttle in my front arc and Vessery in my back arc.  I then double tapped with QD and did no damage to Vessery but took a few shields off the shuttle.  BD then shot at Vessery and removed a few of his shields.
Vessery shot his tractor at BD but missed.  He then elected not to shoot his primary because he didn’t want to trigger Ruthlessness on his TAP.  His shuttle then rolled 5 dice at QD and ended up with 3 hits.  I Palpatined and rolled 1 natural evade to take 1 shield on QD.  I then double-tapped Vessery and the shuttle again.  I got 2 crits through on Vessery which were Thrust Control Fire dealing him a stress and Loose Stabilizer which forces you take a stress after performing a white maneuvers.  QD also dealt more damage to the shuttle.  I don’t remember if QD gave both crits to Vessery, or if Yorr contributed as well.  Either way, I definitely got the engagement that I wanted and was WAY ahead in the damage race at the end of the round.
Next round he performed a green manuever with his shuttle and tried to Coordinate a stressed Vessery.  I told him that he couldn’t Coordinate and give a free action to a stressed ship.  I felt bad that he didn’t know that as he was trying to flip Vessery’s  crit.  I then took out Vessery before he shot again.  A few turns later I took out his shuttle, again before it could shoot.  The end game came down to a double stressed TAP versus my full list (he’d k-turned over debris). At this point the game was over quickly and definitely helped my confidence in my list.

Win 100-0
Round 3:
I thought this list was interesting.  I have never faced the famous 4BZ list before so I didn’t know exactly what to expect.  I knew that it would out joust me so I didn’t want to try it. I had a good conversation with the guy before the match and he said he brought this list because he didn’t want to have to think.
I don’t remember who won initiative, but it didn’t matter because I had higher pilot skill than him either. I put QD and BD both to PS 8 for easy movement shenanigans.  He deployed his list in a line at a 45 degree angle across his right half of the board.  I deployed in my right corner to try to get him to maneuver into the rocks.
His opening move was to send the Z 4 forward as bait.  The next round he turned the Z away from my list and brought it back to his B-wings.  The opening engagement was my whole list with shots against 1 B-wing (I think) and  I did some damage to the B.  The next round, all 5 of his ships took TLs on my shuttle.  I bumped the shuttle into the front B-wing to avoid 1 shot.  I then flew QD far forward to hopefully get a double tap while I slow rolled with BD.  The maneuvers worked and one of the Bs was cleared from the board and another took some damage.  My opponent’s dice were a bit below average side and he only did a few damage to the shuttle.
The next round involved a few bumps from my opponent while I started running with the shuttle.  I got a couple more double taps from both SFs to deal more damage and took out the Z and another B.  At this point, I was ahead in the damage race and feeling pretty good.  My opponent eventually took out the shuttle and I finished off the remaining Bs.
The SFs can really do work against agility 1 ships with the double tap!  This was a fun match and my opponent was good to chat with.  I did feel bad that his red dice weren’t that great. A few less bumps and he would have had much better action economy.
Win 100-32
Round 4:
This was a list I had much less confidence facing.  I knew that Jess could do a lot of damage with Swarm Leader, and the low attack value on the A-wings wouldn’t trigger Lightweight Frame.  My opponent said he was a fairly new player but said he had heard of me, which was a little weird – I guess I’m semi X-wing famous?
The good news was I had 3 ships that all had a higher PS than his list so I was hopeful to take 1 ship off the board before it could shoot.  The opening engagement saw my 2 SFs shooting at range 3 at one of his A-wings.  Due to Autothrusters and natural evades I did no damage.  However, I did get Fire-Control System to trigger so I could line the A-wing up for the next round.  I then dialed in a 3 bank with the shuttle, hoping to bump 2 of his A-wings and avoid getting lit up too bad.  I dialed in a 3 bank away with BD to get a butt shot in, and a 4 straight with QD to go past his swarm.  I was expecting a 2 forward with all of his ships and knew I would be in a good position with these maneuvers.  The key part though was getting 1 ship off the board ASAP to avoid significant damage on the shuttle.
As expected, he 2 forwarded his with his swarm.  I 3 banked my shuttle and only was able to bump 1 of the A-wings.  I then took 2 Snap Shots, losing me 2 shields, which was expected.
Here was where I made my mistake.
I performed my 3 bank with BD and was in a good position, but I think I was only at R2 of the lead A-wing I wanted to shoot. To compensate, I then barreled BD left and back all the way, which as it turned out, blocked QD’s final position. I wasn’t paying attention to where QD would end up and upon reflection, would have had plenty of room to barrel farther forward and still be in R1 of the A-wing, while giving QD room to fit.
Which meant that instead of fitting behind the lead A-wing (with a smooth barrel roll) I now had to bump into the A-wing.  This was a HUGE mistake for me.  I went from having 2 highly modified shots, and a naked shuttle shot on the A-wing to 1 modified shot and a naked shuttle shot.  I wasn’t confident that the 2 shots would be able to kill the A-wing and choose to shoot at Jess with all 3 ships.
Unfortunately, my opponent had some good evade dice combined with Jess Pava re-rolls and managed to take 3 shields and a crit which he jettisoned with the droid.  Because of the Jess Pava re-rolls he was able to keep his focus token.  Having to shoot at Jess without TLs or mods besides Palp really hurt.  My attack dice were average but if I had TLs on Jess I could have taken her out.  I was confident that if I had 3 shots on the A-wing I would have taken it out with my mods.
He then proceeds to light up the shuttle and with 6 dice, a focus, and Jess re-rolls.  With all his mods, he got 6 hits and “Boom!” went the shuttle.  I knew I still had a chance because BD and QD can do work and I had good positioning.
However, I was able to predict my opponent’s maneuvers but couldn’t capitalize.  BD kept 1 forwarding away but my opponent was able to keep his a-wings at r3 and activate Autothrusters.  I predicted a Tallon Roll with Jess but my QD’s Segnor’s Loop (sloop) didn’t have her in arc.  I should have 2 turned instead of slooping to get a R1 shot on Jess. Because of this mistake I couldn’t shoot at Jess and had to keep moving my free target locks from FCS, instead of using them on the same ship repeatedly.
The mid to end game came down to my attack dice at average or a little below with few modifiers, while his defense dice were average to above average with Autothruster and evade support.  I wasn’t able to push any damage through and made a lot of poor maneuvering choices.  The game ended with my opponent plinking away at me with Juke from r3,  and some very good attack dice without mods,  which my defense dice just couldn’t hold up against forever.
Upon review, I don’t think I flew this match very well, while my opponent flew well enough to get the win.  My opponent did have a dial that slipped a few times, causing a ship to get out of position but I couldn’t capitalize on this well enough to turn the tide.
This match definitely showed me that I need more practice with my Yorr SFs to learn how to approach more list types.  Even now, I can think of two additional ways I could have approached his list. One, I could have slammed Yorr into the A-Wings and slow rolled with my SFs to get modded r1 primary arc shots knowing that he would snap Yorr (which he did). Or two, I could have ran with Yorr and force him to chase it, avoiding the Snap Shots entirely. This strategy would have forced him to choose Yorr or my SFs to go after first.
Loss
0-100
I ended the tournament in 6th place.  If I could have killed Jess and 1 A-wing, I would have made the top 4.  Overall, I was extremely happy with how the Yorr SFs performed and will definitely continue tinkering with and flying the list.
Thanks for reading and apologies to my opponents for not remembering their names 🙂
Thanks for your insight Justin! Check out our local tournaments or Monday nights at Mayhem for Justin and his keen insight on setup and planning your game!

2017 X-wing Worlds Battle Report – Wayde Stover

This report was provide by Wayde Stover, a regular attendee of DSM X-wing events, and one of the original bumpmaster players (three JumpMasters, all built to block and deal auto-damage) out of the Midwest.

I started running triple Mindlink Jumpmasters last summer. I originally built them out as 3 bumpmasters to troll my brother who was flying primarily Interceptors. It didn’t end well for him. I knew they were powerful as munitions platforms, but I was starting to realize that they were also powerful as control ships, especially in a meta that was relatively ace heavy at the time. When Deadeye was nerfed a few weeks before 2016 worlds, and Defenders and Dengaroo eliminating swarms from the meta, I knew that control-oriented Mindlink Jumps had a shot to do well in the meta. Unfortunately I wasn’t able to make it to ’16 worlds due to the all the technical difficulties during signup, but the week after Worlds I took my list (now with a single torpedo carrier) to second place at Omaha regionals. A couple months later I took the list (with a couple tweaks) to top 16 at the Minnesota regional. This was about the time that Mindlink was starting to catch on as a powerhouse, and in the lead up to ’17 Worlds, Mindlink Jumps went from being under the radar to a meta cornerstone.

And this was my conundrum. I really like flying unexpected lists. When an opponent hasn’t prepped for you, you have that much more of an advantage. I had a few non-Jumpmaster list ideas that I had been playing with, and having some luck with, but they all had pretty big weaknesses despite having curveballs that could throw off opponents. About 3 weeks before worlds, I settled on Jumpmasters for one final hurrah. Heck, I figured I might as well finish the season with them since they had been working for me up to this point.

I really wanted to stay with only a single torpedo, but I was deathly afraid of Kanan Biggs, and that second torpedo does really help with any of the Biggs lists running around right now. In the couple of weeks leading up to worlds I had a stretch of games where I lost 4 of 5. I had to step back and figure out where I was going wrong. A friend on Vassal told me I was probably flying on autopilot, and another told me that people are learning how/what to fly against Jumps. I think both are true and it was what I needed to hear to really evaluate and step up my game. I was leaning too much simply on the high efficiency of the Jumps, and not my piloting. It also led me to the addition of Seismic Torpedoes, which really felt like a game changer for my list. After a handful of games testing the Seismics, I was feeling pretty good about the list.

The list:

JumpMaster 5000 — Contracted Scout
Attanni Mindlink
R4 Agromech
Feedback Array
Seismic Torpedo
Intelligence Agent
Anti-Pursuit Lasers

JumpMaster 5000 — Contracted Scout
Attanni Mindlink
R4 Agromech
Plasma Torpedoes
Guidance Chips
Intelligence Agent

JumpMaster 5000 — Contracted Scout
Attanni Mindlink
R4 Agromech
Proton Torpedoes
Guidance Chips
Boba Fett

The Matches

Looking back, the whole tournament was a blur, and I know I am going to butcher some of the details, so feel free to leave a comment with any corrections you have. 

Round 1

Miguel – Spain

Dengar Asajj

With Miguel being from Spain, I was pretty pumped to be setting up across from an international player right off the bat. He was running Dengar Asajj, with Fearlessness on Dengar and Push the Limit on Asajj. I had played a couple variants of this at Omaha, so was feeling pretty good about my chances. We lined up across from each other on the right half of the board, I targeted Asajj 1st, getting a couple shields off, then switched targets to Dengar once I was able to block him with one Jump and get the other two ships behind. A turn or two later I had a really good round of shooting to kill Dengar, and he conceded as I still had 2 full Jumps and a nearly dead Jump (running and generating focuses) left to deal with Asajj. 

1-0

Round 2

Steve – MN

Biggs Braylen Miranda

The details of this match are a bit hazy. I just remember flubbing the approach and not being able to get both my torps off in the opening engagement. I think I opted not to use Seismics to clear a lane, which in hindsight I should have done. At one point I was able to get the Seismics off to finish off a 1pt Braylen before he could shoot and stress me, but we ended up going to time with a 1 or 2 pt Jump keeping distance from a 4 or 5 pt Miranda. Steve didn’t want to risk taking any crits and I was resigned to taking the loss and conserving a half-ship’s worth of MOV.

1-1

Round 3

Tony – NOVA

3x x7 Deltas + Dark Curse

When I came to the table and saw this list I was almost resigned to the thought of taking a second loss. At PS1, x7 Deltas are tough to deal with when I only have 2 torpedoes in my list. They are exceptional at shrugging off my turret shots unless I can get range 1 turret shots with multiple ships. I set up in the bottom right and he set up toward the middle left on his side. I cleared a rock with Seismics on my approach and was able to set up both torp shots for the opening engagement. To my surprise, and thanks to some sub-optimal green dice on his part, between the two torps and the primary shot from the bumpmaster, I was able to remove a Defender before it shot. The bumpmaster then took out Dark Curse in 2 turns with APLs and Feedback Array, and the 3 Jumps together were able to arc dodge and TL + focus their way to victory, securing the 100-0 win. Moral of the story: just because a matchup may seem like an uphill battle on paper doesn’t mean it will be. You never know what the dice are going to do. Had I not removed that Delta on turn 1, it is a completely different game. Against this list, I don’t want to be blocked, and that is much easier when I only have 2 Defenders to worry about rather than all 3.

2-1

Round 4

Aaron – IA (OCX)

Yorr + 2x Upsilon

This was one of the lists where I wasn’t sure what to expect until I saw it doing it’s thing. He set up in castle formation in the top left corner and I set up in the bottom right. Turn 1 he does hard stops with both of his Upsilons, passes the stress to Yorr, still getting his actions. Yorr then does a 1 straight, bumping into the Upsilons, clearing both stress with Inspiring Recruit and potentially granting a TL to one of the Upsilons via Systems Officer. I know castling can get a bad wrap, but I thought this was brilliant, and was looking forward to the challenge of how to crack it. I moved in slowly with my Boba ship approaching to the right, the Plasma ship toward the center in the bumpmaster to the left. He held the castle up to the engagement round, where Boba started to peel off, and the Plasma went straight in to get the torps off, and the bump starter to peel off to the left. The next round, he breaks the castle in the direction of the Boba Scout and pretty easily takes out the Plasma scout. At this point the Boba scout is running while the bumpmaster starts turning back in toward his formation. I am at least in good enough position that while if he chases Boba, the bump can get uncontested shots on his squad. Eventually he breaks chase off the Boba scout, and turns toward the center of the map, but it’s too late. The bumpmaster is behind his formation and slowly whittling away at his ships. I start to be worried about time though since he we are both at 1.5 ships by now, so I start to do the math. Fortunately I have my two most expensive ships left, and I have killed his most expensive. He eventually turns back toward Boba to get the kill, but I am able to get Yorr to half with the bumpmaster, and dodge two arcs in the last turn of combat. My 35 pt, full-ish health Jumpmaster gets me the win by 3 puts against his 2 half-health ships.

3-1

Round 5

Jesse – TX (Apollo Squadron)

Triple Jumps

I wasn’t looking forward to the mirror match, and like the x7 Delta list, I went into this one telling myself I could afford a loss if it came to it. His list had 5 total torpedoes, so it could easily out-firepower me, and he also had the interesting twist of Overclocked R4 with Inspiring Recruits on one of his ships. To my surprise, Jesse took init out of fear of my bumpmaster. This was perfectly fine with me since in playtesting it seemed like it is probably better to pass init in the mirror as it is easier to reliably get target locks for opening engagement torpedo shots. Jesse set up in a forward-facing castle formation to the top left, and I was spread out on the bottom right. He moved his Overclocked jump out ahead and bumped with the other two. We both slow-rolled to the initial combat. After using Seismics to clear a path, I was able to set up the torpedo engagement with one Jump while avoiding any return torpedoes. From there it simply became a clustered knife fight, with me getting the 1st kill on the Jump I torpedoed in the opening. Overloclocked actually did a lot of work for him, as he was able to spend his focuses on attack, then redistribute focus to his team for defense via Mindlink. Positioning worked for him too as he was able to keep turning left and clearing stress. Fortunately I eventually landed a Damaged Sensor Array (no actions) on his remaining non-overclocked Jump, and the Overclocked Jump had enough stress that both his ships were action-less for a couple turns. This allowed me to pull ahead in the damage race since I was still getting constant focus + TL and both of his ships were actionless. Eventually we went to time and I had at least a ships worth of MOV up on him for the win.

4-1

Round 6

Daniel – IL

QD Backdraft Pure Sabacc

Now this was a cool and scary list. The main premise was that QD and Backdraft had FCS and Targeting Synchronizer, so they could all share target locks amongst themselves, making for very accurate shots. I set up bottom right and he set up top left. He approached with Sabacc out in front and the TIE/sf’s trailing, while I lead with the Bumpmaster and the torp boats trailing. I wasn’t quite able to set up the torpedoes for the opening engagement, but wasn’t too concerned as the primary turrets on the Jumps are really good against lightweight frame, especially since most of his actions were target locks. It also doesn’t help that Sabacc blanked out on his 1st defense roll and instantly took 2 damage.  The next turn I traded my bumpmaster for Sabacc and was able to keep his TIEs blocked up while whittling away with my turrets. Having the second Intel agent really helped here. Eventually QD fell, and I was able to sloop both of my Jumps out and set up the torpedo kill shot on Backdraft for the win.

5-1

Round 7

Matthew – CA (Hella Squadron)

Miranda Dash

By this point my brain was feeling pretty fried, but I felt like the matchup was in my favor. Lone Wolf Dash is much easier to track down than PTL Dash. I set up in the bottom right and he set up straight across form me. Miranda started cutting across the board at an angle while Dash skirted his board edge. I rushed my ships in, taking pot-shots at Miranda while knowing Dash was the ship I wanted to kill 1st. This may have been wrong, but I really didn’t want to worry about the HLC ripping me apart while I was working on Miranda, who can run like the best of them. I was eventually able to corner Dash with my bumpmaster to set up my Plasmas, with Protons the following turn. Unexplicably, I didn’t move my TL for my Proton carrier onto Dash after shooting, then also didn’t acquire the TL before shooting that next round. I blame my brain being mush after a long day. It takes a turn or two longer to finish off Dash than it should. At this point the bumpmaster is dead and I am about to lose another ship. Fortunately my remaining ship is able to keep up the pressure on Miranda. I am able to do enough damage to force Miranda to regen, and stay close enough to force her not to try to SLAM, as her hull is whittling away and she can’t afford to take an uncontested shot. Miraculously I am able to keep up in the attrition battle long enough to force her to try to PS kill me. She ends up at range 1 and opts not to regen as I am at 1 and she needs to finish me off to avoid dying herself, since she is at 1 or 2 now. She attacks and rolls two hits. I roll evade focus, and convert to 2 evade. Safe. Return shot is 3 natural hits for the win. I definitely made some very dumb mistakes this game, and was bailed out by dice. So now I am heading into day 2 with only 1 loss. I’ll take it!

6-1

Day 2Round 8

Seb – UK

4x TLT

As we were setting up Seb told me straight up that he couldn’t win this match. I was inclined to agree that it would be an uphill battle for him, but the fact that I only had two torpedoes meant his chances were still better than against some of the other triple Jump lists out there. He set up a square formation in the middle of his board edge and I set up on the bottom left, since there was more room to operate there than on the right side. He turned away and I turned my formation toward the middle of the board, taking out the big rock he had placed there to create a clear path. A couple torps and a Boba’d TLT later I was well ahead and coasted to the win.

 7-1

Round 9

Nathan Eide – WI

100 pt Corran (Biggs Ashoka Corran)

So here I am with one loss and one round to go. A win here and I am guaranteed a spot in the top 16 cut. That was my high end goal this whole tournament, so I’m feeling pretty good. Given that, and the fact that Nathan is an incredibly skilled player, this feels like my personal Worlds final. There is also the fact that Nathan knocked my buddy Justin Brown out of the top 8 at Hoth, so I feel the need to avenge his loss. 😉

Having talked to Justin (who ran 3x Jumps at Hoth) and having watched the video of their match, I felt like I had a pretty good handle on how Nathan’s list works. Simply blocking Corran is not enough as long as Ashoka is focused and can pass an action to Corran at the start of combat.

The rock placement looks similar to how it did in his top 8 Hoth matchup: A cluster toward the left side, and rocks in the corners. I set up with my Jumps along the center of my edge, facing left. Nathan sets up in the top left corner in a castle formation. He castles for a couple turns, which gives me time to slowly move my formation into the bottom left corner. Then I sloop around with my bumpmaster and remove the large rock in my way, which sets up a wide lane for my ships to move through. He breaks his castle and starts heading across his board edge.

Next turn I move quickly up the left side and he turns in toward me. Corran and Biggs take pot shots at my Plasma boat, and I return fire onto Biggs. Thanks to some good dice in my favor, I am able to get Biggs’ shields down in that opening engagement. Next turn I 3 bank the Plasma jump onto the rock that Corran is hiding behind, and move the back Jumps into position to get range 1 shots onto Biggs without bumping him. These moves pay off as Corran bumps into my Plasma boat and Ashoka into Corran. Bigss is left hanging at range 1 of my other 2 Jumps, who now have TL on him + Mindlink focus. Biggs dies that turn. Things are looking good, but I know a good round from Corran could swing the game. The rock-parked jump then does a 2 sloop to set up a torp shot on Corran, while the Proton boat moves into blocking position, and takes a TL on Corran even though he is in place to block Corran.

I knew that Ashoka would likely not bump this turn, but I wanted to dare Corran to BR off of the blocking Jump, knowing he would take a range 1 focus + TL shot from the blocking Boba jump, and potentially a torp shot as well from the Plasma Jump. Rather than BR, Corran used Ashoka’s ability to focus + evade. I was able to get the Plasmas off strip Corrans shields. Unfortunately my bumpmaster was out of range so I couldn’t Feedback Array, and the turret shot missed. Next turn Corran runs (of course) through the remaining asteroids and Ashoka drops seismic, hitting my whole squad. Ashoka then peels off across the top edge of the board while I turn my squad around to the right to set up the next engagement on Corran.

A couple turns later has Corran back at full health heading across my board edge with Ashoka coming down the left board edge. My bumpmaster is now leading the pack, and does a 4 forward to shoot over into Ashoka’s path. I know I need to keep Ashoka away from Corran, and that I am much more likely to kill Ashoka than Corran as time is running out. I get the block on Ashoka, and the APLs hit. The Captured Tie doesn’t keep me from Feedbacking and all of the sudden Ashoka is at 1 hull.

Next turn I am able to hard 1 + BR with the bumpmaster and there is no where for Ashoka to go. She tries to 4-forward, but can’t clear and dies on the APL hit. Meanwhile Corran is blocked by one of the other Jumps and I am sitting good enough to take the win on pts.

8-1

Top 16

Justin – Singapore

Dengar Tel

I’ll be honest, this list didn’t really scare me when I first saw it. It wasn’t a whole lot different than Dengar Bossk, which I generally have had good luck against. I set up my Scouts in the bottom right and Justin set up Tel in the middle of his board edge and Dengar in the top left corner. I spent the 1st round jockeying for position around a couple asteroids on the right side of the map. Turn 2 I did a 3 bank + barrel roll to block Tel, but even though I was trying to keep distance from Dengar, he was able to 3 bank to get my Boba Scout into range. He fired both torpedoes at the Boba Scout and I think I miraculously only took 4 or 5 damage. I shot back at Tel, first with the bumpmaster’s turret, then with the Protons. (The plasma Scout was the blocker due to poor setup on my part). He rolled just enough avoid the crit on Tel. Tel fell a couple turns later, and I finished him off again with a Feedback Array. At this point I had a nearly full bumpmaster and a half-health Scout left to do work on Dengar. I knew my best bet to pull out the win would be to lock him down with the bump and APL/Feedback him to death while plinking with my other ship while he could. This lasted for about a turn or two as we maneuvered into a 50/50 situation where I had to guess if he would do a green move to the left to get a K4 TL, or a white move to the right and run. There was no way I could block both due to a pesky asteroid in the way blocking any potential barrel roll (this is why Seismics are so good, to get rid of those pesky asteroids). I misjudged and blocked his green left turn, which allowed him to slip past me with with hard right 1. From here he quickly looped back into the fight and finished off the limping Jump while  keeping distance from the bumpmaster. There wasn’t much I could do other than get really lucky with dice. After a couple rounds of jockeying, I turned in toward Dengar for one last go. He pushed a weapons failure crit though and I called it.

I think there were a couple things I did wrong in this game. In hindsight, it probably would have made more sense to go after Dengar first. Granted he’d get a couple revenge shots off, but it’s much easier to manage an endgame with a 2 attack Tel than a 3 attack Expertise Dengar. Speaking of Expertise, I underestimated how quickly he could push Damage trough. His average dice were netting max damage after Expertise and K-4 mods, and that can burn any Jump down real fast. My other fatal mistake was assuming Justin would be greedy and go for the green move in the 50/50 situation. In hindsight, it was absolutely the right move for him to turn away and get some distance. Overall, Justin played the list flawlessly from a tactical standpoint. It was really a pleasure to play against him and watch him fly that list so precisely.

Man, what a tournament. Between all the games, having out with old friends and meeting new ones, this was definitely the most fun I have had at an X-wing tournament, and if you are ever able to make it to Worlds, you should definitely take the plunge. You won’t regret it!

Wayde World's Pic 2017

Thanks for your insight Wayde! Check out our local tournaments or the occasional Monday night to find Wayde working his next exciting list!

2017 X-wing Worlds Battle Report – Paul Olson

This report was provide by Paul Olson, a recent addition to the DSM X-wing Crew who is unfortunately now living outside of the area.

This past weekend, I played in my very first X-Wing Worlds competition at Fantasy Flight Games (FFG) headquarters. To say I had a blast would be an understatement. I ended up bringing an Imperial list (not the most popular of choices in the current meta). It consisted of Quickdraw, Vessery, and Omega Leader (list link). I ended day 1 competition with a 4-3 record with a decent MOV which was good enough for a spot in day 2. I lost both games day 2 and ended with a record of 4-5. 4 of my 5 losses were so close and could have gone either way, but I was happy to make day 2 and even have that good of a record against the best players in the world. But my record was such a small part of the entire Worlds experience. Meeting/playing players from literally all over the world, the thrill of a huge tourney, and the community there was what made my time there amazing. But my Worlds experience started far before the actual tourney.

To players who have never been to worlds before, let me give my perspective on some things to prepare for before even making the trip to FFG. Fly a list you are comfortable flying. It will be tempting to just fly the “best list” out there, but an important thing to remember is the mental energy needed to fly at the top of your game consistently for 7 games in one day and 2+ the following day is taxing. If you can remove one challenging element, that’s an advantage.

This brings me to my next point: practice, practice, practice. In preparation for the tournament, I not only played as many games as I could in the weeks leading up to worlds, but I also literally sat down at my game table by myself and would practice openings and flying my squad around asteroid fields for hours on end. It helps visualize where your ships will end up with every maneuver and helps make sure you don’t self bump. I would also recommend getting a couple of buddies over to have a “practice” day where one plays you with different lists you know you’ll see for 3 or 4 games and then the other plays with those same lists for another 3 or 4 games. It makes for a long day, but it’s a great insight into how long a day of X Wing can be at worlds.

But on to the tourney itself! My favorite part of the tournament was meeting so many new people. Yes, I was looking forward to meeting great players that I’d heard about/read about, but that was the tip of the iceberg. Everyone I met was super friendly. It took me being brave and just introducing myself to different players (NOT when they were playing mind you) in some cases, but it was great picking their brains and making connections. I met players from Mexico, Kuwait, Poland, Australia, Great Britain, and Canada not to mention all the different cities in the US. I listen to a lot of X Wing podcasts as well, and I made sure to introduce myself to all of them. Crazy cool meeting them in person. Also, almost every one of them had some cool promotional card or token to hand out for players they met. My next worlds, I will make sure to be prepared to give them something cool as well (this is also more friendly advice for players).

So let’s talk about nerves and tourney strategy for a bit. The night before day 1, I couldn’t sleep I was so excited/nervous. I kept going through all the match-ups in my mind and openings I had practiced. Once the tournament started though, I was able to settle down and treat it like any other tournament. I took my time planning out move, calculating points I needed to take down to win (a lot of wins/losses come from points at the end of time so know your squad points wise and calculate your opponents at the beginning of each game), and I made sure to be in control of when the combat engagement round happened. I also didn’t have a hot start (I started 1-2). This has happened to me in the past and I’ve learned to treat each match-up as a fresh one. It’s easy to get overconfident if you start out with a great start and let your guard down or start out poorly and simply give up any hope of doing well. Both are mistakes.

I also have found that most opponents play worse the longer the day runs due to fatigue. I have played in board game tournaments since middle school so I’m ready for it. I stay hydrated (I always pack 2 Gatorade bottles), I eat decent meals (not pop or candy that can give a sugar crash), and I make sure to sit down for stretches of time between games to give my legs and head a rest. I’m amazed at the mental mistakes players make if they don’t do these things. For example, round 6 of day 1, I had an opponent who flat out forgot to take a shot with one of his ships during the combat phase. I even waited and he started changing his dials for the next turn.

Lastly (and thank you for reading this far), I have found the X Wing community is amazing in general. For the most part, everyone understands at the end of the day, you’re there for a board game. I saw so many hugs being given out and high fives given between opponents after games. You don’t see that a lot of places. Even if I hadn’t made day 2 or lost every game, I would have still had a blast. The atmosphere was electric (especially in the later rounds when you got to watch top boards), and the venue is epic. Also, if you scrub out day 1, there are side events you can fly in that give you ways to get rare promotional items as well. I won’t get into the prize tickets you got for every win that you could turn in at the prize wall, but it was very well done and I hope they do something similar next year (for more info, check out FFG’s website on prizes for worlds).

I hope that gives you some insight on what worlds was like, and I urge you to at least play in a local store championship and if you’re feeling adventurous, come on up to MN to test your skill against the greatest players in the world next year!

Thanks for your insight Paul! We hope to get in games against you soon and wish you the best of luck up in the Twin Cities!

X-wing Announcements – Week of 5/8

Good afternoon X-wing players!

With the 2017 Worlds Championship finished this weekend and some amazing success from our own competitors, we’re starting off summer with a bang!

First and foremost, congratulations to all of our worlds attendees and a special congratulations to Paul and Wayde for making the final day of the event. We’ll be getting their thoughts/strategies about the event posted for your later this week so stay tuned 🙂

This week we’ve got our Monday night games at Mayhem Comics in Des Moines, with players arriving as early at 4pm today to get some games on. We also have our Ames Open Play night happening this Thursday so if you’re in town for either, stop on by!

Of course, the open play nights are a great way to get ready for our Iowa Tour of Duty 2017 – we’ll be kicking off the summer with four separate events at MuseOn Con 2017. Check out the details on our events page and be sure to get your tickets today! It’s $50 for the weekend and $20 a day so sign-up now to get registered!

Store Championship details are coming in fast so check out website regularly to get the latest and greatest on different events happening this summer. June’s got three Store Championships scheduled already with more coming in every day 🙂

It’s going to be a great summer for X-wing so as always, good luck and fly casual!

Updated X-wing Banner 1-21-16

X-wing Events – Week of 8/5

This Week in Des Moines:

Open Play NightMayhem Comics – Monday 5/8 at 6pm

Monthly Ames League Night Mayhem Comics (Ames location) – Thursday 5/11 at 5:30pm

Upcoming Events:

Monthly Ames Open Play NightMayhem Comics (Ames location) – Thursday 5/25 at 5:30pm

Muse Con 2017 – Holiday Inn Hotel & Suites – Friday thru Sunday (5/26 – 5/28)
Hangar Bay – 100 point list pairing
MuseOn Con Cup 2017 – 100 Points
Fel’s Free for All 2017 – 35 points
Team Epic Tournament – 400 points

Ankeny Store ChampionshipArkham Games – Saturday 6/3 at 2pm

Cedar Rapids Store Championship – First Turn Games – Saturday 6/10 at 10am

Des Moines Store Championship (Mayhem)Mayhem ComicsSaturday 6/24

Ames Store ChampionshipMayhem Comics (Ames location) – TBD

Des Moines Store Championship (Jay’s CD and Hobby) Mayhem ComicsSaturday TBD

Monthly X-wing Tournament Jay’s Cd and Hobby (SE 14 Location) – Sunday TBD at 12pm

Original Trilogy Tournament – Mayhem Comics – Saturday 7/8 at TBD