Good morning gamers,
The
Wretched Hive team is helping to run an escalation tournament for some
local guys in our area. We're all pretty new to Legion, so if our stuff
isn't as competitive as it could be, that's just us being green. Our
tournament director is allowing proxies, which is good for a group of
guys who are just getting into it (but as far as we can, we're trying to
use/acquire the real things). We have eight participants and we'll be
running the event over four weekends, each day with an increasing number
of points (500/Skirmish, 650/Standard, 800/Standard, 1000/Standard).
I'm
not organizing this event (hooray), though I have become the point of
contact for terrain (and have provided feedback on lists that have been
submitted to help our newer guys think through how list building for the
actual scenarios they'll have work). Our first event was this past
weekend, so without further ado, let's dig into the lists that were
present for the first round!
List #1: 10-activation Rebel Alliance
This is my list -
and it's very much the way I see Rebels working in Skirmish (and sort
of how I see them working in Standard games as well). Rebel units melt
away when they run into large dice pools (which basically any faction
can do, but Republic lists especially can bring on the pain pretty
easily), so I've compensated for having an easily-killed army with an
army with a LOT of activations. The traditional (but soft) activation
limit for any non-battle-force list in Skirmish is 11 (1
Commander/Operative/Heavy, 4 Corps, 2 Special Forces/Support) and this
list reaches 10 activations with only one detachment to push back gently on a
soft spot of the list building rules.
This
tournament has a "rule of one" in play, so I had to check with Centaur
(who's running the next list) to see if he needed Leia to make his list
work. He did, so I opted for a 10-act Rebel Officer list instead of a
9-act Leia list (which I contend is actually better than what I'm
running). The list has 2 AT-RTs for long-range fire support and hopefully
some resiliency (more than my Corps are going to provide), 2 Ewok
Slinger squads (thanks to Underworld Connections on the Rebel Officer)
for decent range damage and lots of bodies, 3 squads of Rebel Troopers
(one with an SX-21, the other two with a fifth trooper, and all three
with Prepared Supplies to trigger Nimble before we've moved), and a
Rebel Veteran/Mark II Medium Blaster tag-team to fill out my Corps
requirement and get an extra activation. All told, I should be able to
outnumber all of the other lists and hopefully can steal some quick VPs
on rounds 2-3 to have an edge as we get into rounds 4-5.
- Rebel Officer with Underworld Connections
- 2 Rebel Troopers with Rebel Trooper and Prepared Supplies
- 1 Rebel Trooper with SX-21 Trooper and Prepared Supplies
- 1 Rebel Veteran
- 1 Mark II Medium Blaster Trooper
- 2 Ewok Slingers with Forest Dwellers
- 2 Rebel AT-RTs with Laser Cannons
Overall,
I'm pretty confident that I can do well in all three scenarios, since I
can spread out without worrying about needing synergies (beyond the
Coordinate rule between the Vets and the Mark II). I've got a bit of
long-range threat with the AT-RTs, good mid-range threat with four of my
Corps squads, and good close-range threat with my Slingers and the
SX-21 - all in all, I'm cautiously optimistic that I can survive with
more units on the objectives than my opponent can.