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Mission: Board Games Tournament Report 01/12/17

Mission: Board Games in Mission, KS held a late night Star Wars: Destiny tournament, complete with booster packs for prizes and a tournament kit.  It started at 9:30pm so it would end at roughly midnight (before the cut), so participants would be able to buy his resupply of boosters on their street date of 01/13.  Sixteen players did show up, including both Kevin K and myself from The Chance Cube.  It did help that the area was already under an ice storm warning starting Friday morning, and that most of the area schools cancelled classes (and several businesses), so there were more people able to be up and out later than normal for a Thursday.  It went very well.  Mason, the owner of the store, ran a great tournament.  I decided to go because I do much more playing online, and wanted the opportunity to play more physical games.

I knew that morning I was going to attend this event, so I spent some time seriously trying to decide what decks to make and take there.  I already had my Elite Darth Vader (AW10)/Tusken Raider (AW22) deck ready to go, but I am still not “in tune” with the deck, as I don’t know it all that well.  But, I did bring it for some playtesting before the event, which went very well.  Unfortunately, I knew that my Elite Jabba the Hutt (AW20)/Jango Fett(AW21), while a fun deck, as its not completed with all the cards I want to put in it, wouldn’t be effective in this event.  I did build an Elite Luke Skywalker (AW35)/Admiral Ackbar (AW27) deck hoping to trade for the couple of cards that I was still missing, like a second Luke Skywalker die, which didn’t happen.  Finally, I built the Elite Jango Fett/ Elite General Veers deck that is listed below.  I know how good Jango Fett is, and from all accounts pairing him with General Veers is a very nasty combo, which it turned out to be.

I did plan my deck for heavy burst damage, with few mitigation cards in there.  The one card I did make great use out of was Dug In.  If I had it in my opening hand and I won the roll for the Battlefield, I took mine every time so I could add 3 shields to Jango Fett.  He really does need that extra life as nearly everyone targeted him first.  Probe also was very useful, as I was able to remove events and also get a good look at upcoming cards.  It really was useful on game 3 where I used it and found my opponent had an AT-ST (AW5) in their hand and the resources showing on their dice to play it.  Well, that gave me the tactical advantage I needed to prevent him from playing it.  The deck was a lot of fun, and I am glad I chose it.  True, there were easy ways to defeat it, but as a heck of a damage hammer, good luck.  My personal best was rolling 10 damage with Jango Fett, and then using that damage roll to win the game.  The one card that I didn’t like seeing, and I am glad only one player brought, was Disarm (AW158).  And, while I very nearly lost the game against that opponent, his Disarms were well used to delay my win.

I ended up with a 3-1 record, placing 4th overall.  I did make a decent fight of my top 4 cut match, winning the first battle, but losing badly on the last 2.  I did end up earning 2 copies of the alternate art First Order TIE Fighter (AW6), and 3 booster packs which contained an AT-ST, On The Hunt, and a Sith Holocron (AW16).  I kept the AT-ST and On The Hunt, but I did give away the Sith Holocron the my first opponent of the tournamnet.  He had a very limited supply of cards and was playing an Elite Kylo Ren (AW11)/Elite Count Dooku (AW9).  While he had several force power upgrades, he didn’t own a single Holocron.  And, as I have several already, I wanted to help out a new player.

Now, the one combo I came across in playtesting before the event was something I hadn’t seen before.  My opponent had Poe Dameron (AW29) along with 2 Hired Gun (AW47).  His Battleground was The Emperor’s Throne Room (AW167).  He setup a nasty combo where he had the Millennium Falcon (AW49) on the board, and Hyperspace Jump (AW129) in his discard pile.  The combo works as follows.  Always activate the Millennium Falcon first, so that its die is ready to do.  Depending on what you, the player, does in response, as in roll your character, if they don’t like it, they will claim the battlefield, turn the Millennium Falcon die to the Special side, resolve it using Hyperspace Jump in their discard pile.  That effectively ends the turn.  Now, there are ways around it, like claiming the battlefield first, but then they have free reign to do what they like for a turn.  Or, you get your free activation with Jango Fett so you can resolve his dice first, or the single card mill with Darth Vader which at least puts a hard timer on the game.  But, it is a very nasty stall tactic.

Again, I want to thank Mason at Mission: Board Games for hosting the event, and congratulate Bryan Davis for winning the entire thing with his Elite Han Solo (AW46)/Elite Rey (AW38).  I can’t wait to attend the tournament on the 28th at Mission: Board Games.

MY DECK

Elite General Veers (AW4)

Elite Jango Fett (AW21)

BATTLEGROUND

Imperial Armory (AW169)

UPGRADES

2x F-11D Rifle (AW8)

On The Hunt (AW 26)

2x DH-17 Blaster Pistol (AW54)

2x IQA-11 Blaster Rifle (AW55)

2x Promotion (AW56)

2x Comlink (AW61)

2x Cunning (AW65)

2x Jetpack (AW66)

EVENTS

2x Probe (AW72)

2x Armed to the Teeth (AW93)

2x Fight Dirty (AW95)

Go for the Kill (AW96)

2x He Doesn’t Like You (AW97)

2x Dug In (AW139)

2x Unpredictable (AW162)

SUPPORTS

2x Backup Muscle (AW99)


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