Good morning gamers,
Round two of our four-round escalation event was this past weekend and it was a blast! We were going to pair off winners and losers from last time, but the organizer decided to do a full random allocation again, so I wasn't all but guaranteed to face my son (which is good, because after facing him four times in practice, I still hadn't won a game).
This time around, we were playing with 650-point lists, Standard list building constraints (though we used the "Team" option in Tabletop Admiral, since that's a 600pt limit), but instead of playing with POIs and the standard scenarios, the tournament organizer decided to have us play what he and his brothers usually play: "total annihilation" (or as I will be calling it, "King of the Hill", since it's actually pretty hard to totally annihilate someone's army in five rounds). Let's look at the lists and then see how we did!
List #1: 9-activation Rebel Alliance
This is my list - and I'll be honest, while I dabbled with an Empire list and a Republic list that I thought could be fun, I knew there was a good chance I'd be facing my son Gorgoroth's list and that meant that Impact was gonna be necessary. Also, people in my group have been talking trash about Commander Luke, so golly I needed to take him this round!
- Luke Skywalker (Commander) with Burst of Speed, Offensive Push, and Recon Intel
- 3x Rebel Troopers
- 3x AT-RT with Laser Cannon
- 2x X-34 Landspeeder with RPS-6 Rocket Gunner, Unstable R5 Astromech, and Mark II Medium Blaster
While I played a lot with an alpha-strike version of the list that had M-45 Ion Blasters on the X34 Landspeeders along with Rebel Vets with CM-0/93s and a squad of Rebel Troopers with MPL-57 to lean hard into anti-armor, I really wanted to get Luke into the list and I got a clear signal from Centaur that he wasn't using Luke.
The Landspeeders are really great on the first turn, since I can shoot twice with 1 red/5 black/3 black at range 2 with BOTH Landspeeders . . . hopefully this gives me a quick lead with only minimal damage suffered from the Astromech upgrade. All this piles in with the damage from three AT-RTs. Turn 2 opens up Luke as an attack option, along with any of the remaining armored units.
All told, I have 3 activations that can shoot at range 4, 2 activations (technically three with Luke/Long Shot) that can move up to range 3 and crack through armor, and all of these units are equally happy if armor isn't in the mix and we just have to clear "guys upon guys." I also have three Corps units . . . yeah, I didn't have the points for SX-21s or MPL-57s to make them dangerous against armor (or unarmored) matchups. I'm really happy with the list and glad that I got to use Luke since Centaur didn't need him. Speaking of Centaur . . .