So I decided to bring the TAP to my first weekly store tournament today with poor results, though likely that was more my lousy piloting/ playing than anything 1-0-2
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Darth Vader (34)
TIE Advanced (29), TIE/x1 (0), Adaptability (0), Engine Upgrade (4), Advanced Targeting Computer (5)
Baron of the Empire (23)
TIE Advanced Prototype (19), Push the Limit (3), TIE/v1 (1)
Colonel Vessery (43)
TIE Defender (35), Heavy Laser Cannon (7), Adaptability (0), Twin Ion Engine Mk. II (1)
First game was against scum, Dengar in Punishing 1, the yt-666 (?) And a z-95. I lost 100-0. Dengar is a hard ship to keep in arc/range and I blew a lot of moves resulting in Vader losing actions (and forgetting to green maneuver the TAP to clear
PTL stress didn't help) Vessery was killed early and I didn't feel like I had enough guns to do damage. This loss was user error all the way.
Second game vs. Rebels: ghost with the shuttle and autoblaster turret and accuracy corrector along with a
TLT Y-wing. First round vader (no
TL) plinked a shield off ghost and the y-wing took a shield off the TAP. Next round Vader got his lock and he and Vessery stripped the shields from the ghost.
3rd round, i maneuvered exactly how I intended to and got the TAP and Vessery at range 1of the ghost. Oops!
I dropped a large batch of critical hits into the ghost. But Vessery took the autoblaster turret, two
TLT hits that I whiffed my defense dice then 2 more autoblaster (not being able to even roll dice to defend really hurts) hits. One round of firing and dead Vessery. After that I knocked the ghost down below half and got 2 shields from the y-wing but the TAP got zapped next. Vader died a few rounds later (R1 shuttle shots to the face) after doing more damage to the ghost but not enough to get the kill. But not a shut out
3rd game was against a sub optimal Rebel aces list. New player, not proxy ing cards so very limited. Wedge, Poe and Nien Nub (but no veteran instincts). I was able to block with the TAP once and Vessery another time and caught wedge with a bunch of firepower after a k-turn. 100-0 victory for me.
Lessons learned: 1) actionless TIE hulls die quickly so a) don't fly into things if possible and b) do not disregard the stress token.
2)
HLC Vessery should probably not be flown as aggressively as I did. Long range is his friend for wider arcs and extra defense dice.
3) The TAP felt a little under-gunned for me though at least once I did goof and not spend his
TL - my plan for him should be getting a new lock every round. But because
HLC Vessery is such a major target I felt like I didn't have enough firepower after he died. (Though part of that was probably from game 2 when I was having to keep Vader out of range 1).
4) Ghost with autoblaster turret and accuracy corrector is just evil! If I run into that again I'm going to need some serious thinking about where to position my ships (side arc at R2 probably)
Automatically Appended Next Post:
For next week (at minimum) I think I'm going to drop the
HLC from Vessery to add Concussion missiles/prockets and guidance chips for the TAP and either give Vessery an ion cannon/ flachette cannon or up the Barron to Valen Rudor (I'm interested to see how boosting/barrel rolling after defending will play out)
Thoughts/ suggestions? List criticism?