Cards! Cards! I will give away some "Gunboat savior" (idea and design by Omadan, from the FFG forums) cards to my Regional/Open opponents, as well some Thweek/Youngster*/Glitterstim/Cruise Missile that I made with a friend for these tournaments. And probably more, as I have a shit-ton of cards from other batches and designs. I don't remember what cards where the last ones I showed you on the old site, so here are the last few orders on a crappy picture. Nym is a dual card (scum-rebel) with the same image. The same with the Gunboat generic cards, I just made vertical and horizontal versions of both.
*Youngster (Marrec) was made as a local joke card. The Spanish translation of that card (Pipiolo) has always been considered amusing, and one day we started to think how the hell would that be translated in a theoretical (and impossible) Catalan version. This was the result.
Patán Soleado (aka Sunny Bounder) is another meme from the Spanish community. For some reason we started calling it this way as soon as it was announced (sure, Sunny means "soleado", but the Bounder = Patán is something I still don't understand, as "patán" means "oaf" or "duffer"), and
Muttley is known here as Patán, so the card designed itself :P
I like the idea of creating the errata'ed cards tho. I will probably start making those for the tournaments on my club.
I have regionals this weekend and I've got no idea what I want to fly. I've used Rho Rho Ren before and it was fun although I'm not very good after I've done my first approach, I'm used to flying arcs so I can do the approach, get my shots in and then fly away ready firing out of the back until I'm ready to go again, but current arc lists arent too hot. I don't want to win the damn thing but I don't want to do so bad that I have a crap time like nationals. Any suggestions?
The tricky part on using Gunboats is precisely those turns after the first pass. From what I've played, the best idea seems to do that first pass on different angles so you can split easily on different directions and spend a couple turns to turn around. If the bad guys try to follow one, you can keep SLAMing away with that and go back earlier with the other. If they go against Kylo, he should be fast/agile/turtle enough to survive/escape while the Gunboats turn and do their job. Case in point:
Each arrow is a game round. While Deathrain made some of his crazy shenanigans (boost right with advanced sensors, dropped bomblet, barrel roll left, koi 4 throught an asteroid to land where his Gunboat was to block Quickdraw) my both HLC Gunboats rolled slowly to prepare a two turns killbox (Backdraft and half enemy Gunboat went down). When I had to turn around, Red, the damaged one, SLAMed away while Green tried to block along Deathrain (didn't work, but he had a free shooting round against the enemy Gunboat) and then SLAMed to turn towards Quickdraw, who was between the three big rocks.
I haven't touched my ARCs since October I think (with Norra-Jess-Lowhrie), so I'm not sure how they woud do nowadays. Although I've seen some Norra-Shara-Fenn or Norra-Lowhrie-Fenn lists on tournaments this last weekend (they are already on List Juggler I think) that seems interesting. I got a Sheathipede in Saturday's tournament, so I guess I should start testing some of them :P