Top 8 Lists at Tacticon 2022

5280 Legion hosted a 40 person tournament at Tacticon the weekend of August 26-28th 2022. The event was a resounding success and featured three rounds of competitive legion on Saturday, with a cut to the top 8 for three additional rounds on the Sunday to determine our grand champion. In addition to the main event, there was also a skirmish tournament on Friday as well as a Doubles/Teams event on Sunday. The tables looked awesome, the venue was very comfortable, and the prize support was absolutely stacked! (special shoutout to the TO’s Tony Hunter (@Huntsman) and Joe Lanza (@ezsvns) for doing a great job). While there was a ton to cover from the event, here we’ll showcase the lists that made it to the top 8 cut on day 2 and hear some insights from the players on their builds.

Grand Champion - Gus Woomer (@Survive) - Vader and Boba Fett

What considerations did you have while building your list? Were there any units or upgrades that you were deciding between, and ultimately what led you to settle on this version?

What I really wanted to do with this list was find a middle ground where Darth Vader can take advantage of his most powerful command cards while also capitalizing on Boba’s mobility and newfound close-range combat prowess.  Darth Vader is the primary threat I force my opponent to deal with. He plays objectives and ties down squads I didn't want shooting.  Boba’s doing his best Sabine impression here.   He’s kitted to take advantage of Independent:Dodge and the occasional Vigilance to keep him as rolling as few defensive dice as possible.  The third key element of the list is Inferno Squad, who with the aim support of the Imperial Officers and Stormtroopers, can be relied on to ubiquitously threaten the board with Marksman.  The T21 can threaten most targets similarly to Inferno Squad and makes great use of whatever aim tokens don't end up on earlier activations. The presence of high velocity in this list has less to do with Pykes than you’d think; I honestly don’t feel like trying to out-shoot Pykes with snipers is worthwhile. I had intended to use them on force users but I kept running into Black Sun and Mandos all weekend so the Sniper Strike Teams mostly ended up shooting at one of those two.

I had originally wanted to bring Agent Kallus instead of Boba, but I haven't gotten to practice Kallus as much as I think I would have needed to really make it work. I still think Kallus + Vader is super good and pretty unexplored but Boba is awesome right now too.  

What battle cards did you want to play the most? What battle cards did you want to play the least? Why?

I was red player for all 6 of my games and had to veto Bombing Run twice in top 8. The list can play most other battle cards quite well. Red player goes a long way these days and picking board edge was pivotal in at least two of my games, including in the finals against Zander’s Echo Base triple FD Cannons.

What were some of the key plays or interesting moments you had in any of your games?

My second game on the first day against Ben Chee was pretty wild. Ben brought AAT, Snail, + Bossk with a splash of Black Sun and I had no idea how to approach the matchup. I ended up lucking out pretty hard with the dice and took down both tanks with a combination of Boba, Inferno, and T21 fire. 

The finals against Zander were wacky as well.  Vader had gone down on turn 2 in melee (to an FD cannon) and Boba really pulled the team out of the fire. He and Inferno Squad took down a passing T47 to keep me in the game and ended up winning me the day. 

Is there anything you would tweak about this build if you played something similar in the future?

I’m just happy to finally have a list with Boba and Vader in it that I feel does well. Once Boba’s new command cards come out I’ll definitely shuffle a few of those in exchange for Darth Vader’s, but I rely on Vader a lot most of the time, so who knows how that’ll go. This is a lean list that forces your opponent to deal with your focus pieces and most importantly, is super fun to play. 

Any general thoughts or takeaways?

Huge, huge, huge shout-out to Gamer Girl Games and the Tacticon team for the work they do accommodate us and make the event such a huge success. Also big shout-outs to our weekend’s TOs, Tony Hunter and Joe Lanza for doing all the heavy lifting so the rest of us can play games. Finally, a huge thanks to everyone who donated prizes, brought terrain and helps make 5280 Legion the best legion community out there!

Zander Woolley (@VoidWolf) - Echo Base Defenders

What considerations did you have while building your list? Were there any units or upgrades that you were deciding between, and ultimately what led you to settle on this version?

With the release of Echo Base Defenders, I knew I had to try out four FD cannons and double T-47s. It’s fun, but I struggled to have all four relevant in any game. So I dropped it down to a more sensible three FD cannons, which allowed me to include the very important R2 repairs to keep the T47s alive longer.

What battle cards did you want to play the most? What battle cards did you want to play the least? Why?

I took a very large bid precisely because this list can’t afford to play anything needing thumbs. It’s the classic vehicle battle deck. But that means red often went with KP whenever they had the chance, and I’m sick of KP. It allows armies to hide until the very end, out of range or LOS of the stationary guns.

Hemmed In is perhaps my favorite deployment with this list as the FD cannons can group up in the center and have range on pretty much the entire board. If your opponent splits their deployment, then the T47s can dive on whichever side is weaker and take them out pretty safely. If they deploy all together, it gives R2 an uncontested secret mission. 

What were some of the key plays or interesting moments you had in any of your games?

Late game T47s diving on objectives or key targets was a theme of the tournament. Their speed allows them to threaten multiple objectives simultaneously, and respond to where they are needed most. The final activation of game 5, I used an airspeeder to finish off one of the two b1 squads sitting on a back KP, then base the KP to contest. And in game 2, just the mere presence of an airspeeder forced my opponent to hold units back that might have dove on the center to prevent me grabbing the back.

Is there anything you would tweak about this build if you played something similar in the future?

I’m still unsure what the best command upgrade is on the generic commander. Without being able to use Field Commander in Echo Base, the Commanding Presence helps you get orders out to the far ranging T47s. But Improvised is always a fantastic one.

Any general thoughts or takeaways?

This list has a lot of power, range, and excellent mobility out of the airspeeders. The difficulty is you have to plan for round 6 during deployment. A good chunk of the army is stationary, and if they are in the wrong spot they aren't in the game. Repair units need to start moving early to where the airspeeders will be when they need repairs, otherwise they'll never catch up. 

Airspeeders are representative of rebels as a whole. They hit hard, but die surprisingly fast if caught out of position. If you want to keep them alive, you have to look for chances to pounce on and wipe out solitary or small clumps of units, then be gone before the rest of the army can respond. If you're playing against them, you can't give them those opportunities. Your army needs to stay together so that when the airspeeders do hit, they go down before they can get back out.

Stephen Cobb (@ASpaceViking) - Dooku Triple Magna

What considerations did you have while building your list? Were there any units or upgrades that you were deciding between, and ultimately what led you to settle on this version?

This build is an evolution of what I ran at LVO 2022. That list was similar but had two magnas, a BX strike team, no repair droid, and 4 heavy weapons on the b1s. I tweaked it because I’ve really grown to appreciate the value of the repair droid supporting the magnas. Whether it’s bringing a magna model back before they charge or shoot, or its removing an ion token, I used both repairs every game and got a ton of value out of them. Historically, I’ve been a big fan of e5c and e5s b1s since I think a strong corp gun-line backbone really helps me threat saturate when Dooku dives in. However, facing pykes and dlt rebel captains has made me reconsider that value somewhat in the current meta, since those units can effectively negate b1 chip damage with their access to so many dodges and built in outmaneuver. Magnas have been somewhat of a boogie man in our local meta, and the versatility they offered in terms of anti armor threat, extra guardian, extra melee threat saturation, and volume of dice at range 2 to overcome dodge spam made me lean into them heavily. While I would’ve liked to work in tenacity on them, I didn’t have the points so I kept them lean. I was happy with that choice and they paid dividends at this event - I used guardian 6 against a fire supported saber tank shot into dooku which kept him alive, I killed an enemy maul with some lucky range 4 rocket crit chips, and their consistent damage output in melee and at range 2 really helped me punch holes into my enemies’ armies. My opponents tended to focus them which kept Dooku and my B1s alive so I could win the objectives turn 6.

What battle cards did you want to play the most? What battle cards did you want to play the least? Why?

Key Positions and Intercept the Transmissions are kind of my go to’s. Dooku’s 3 pip combined with force push and force choke can swing those objectives quickly, and I have the trooper bodies to pile on objectives at the end. I tend to favor deployments that set up a diagonal for me (like major offensive) so I can keep my units grouped and coordinating while I slowly advance on the center. I’m pretty ambivalent on conditions and just want to avoid war weary.

What were some of the key plays or interesting moments you had in any of your games?

I had some spicy and close games this event versus some very strong players. A few notable moments were:

-Round 1 versus Jeff, he had some incredibly unlucky dice variance that effectively ended the game round 2. One of my magnas picked up the supply drop upgrade that gives you marksman, and then used it to chip 3 crits at Jeff’s Maul with a rocket shot. He had a single dodge and was torn on whether he wanted to spend it for deflect, or save it for when he activated and advanced further up the board. He chose to save it…. And rolled 3 surges, OOOF. I chipped another two crits at Maul on my next activation, and this time he spent the dodge…. Only to roll 2 blanks, killing Maul. It was super unlucky and something you never expect to happen.

-Round 3 versus Stephen was as spicy game. He had Anakin, Padme, and a Saber tank, and round 1 he parked the tank right in the middle of the table with a clear shot at my army for a big chunk of the path I needed to cover on payload. I didn’t have a choice but to try and make a play, so at the end of the round I moved my magnas and  Dooku out in the open towards the tank and Stephen’s supporting clones. I opened the round with ‘You Disappoint Me’, while Stephen played Padme’s 2 pip to get the tank and a nearby phase 2 an order. His first action was to use the phase 2 to fire support the tank’s shot at Dooku in the open, and he rolled 16 hits/crits. I guardian’ed 6 of them and the magnas blocked them all except for 1, then I spent Dooku’s dodge on rolled on 9. I deflected 3, blocked 2, and took 4 wounds, which was huge. Since Stephen used fire support, I was able to use the ability to from ‘You disappoint me’ to walk that p2 squad towards me, force push them, and safely bury Dooku in melee. From there I was able to heal Dooku, and throw everything I had at the saber to kill it by the end of turn 2.

Is there anything you would tweak about this build if you played something similar in the future?

This build is pretty lean on upgrades and I wouldn’t change anything moving forward. More than one repair droid for the magnas would be ideal if I had the points, but I didn’t. I definitely missed tenacity on the magnas as well, but felt the 8pt bid was necessary to protect me from a few skew lists that didn’t go into 10+ point bids.

Blake Sewell (@Blokanator) - Darksaber Maul w/ Pyke Gunline

What considerations did you have while building your list? Were there any units or upgrades that you were deciding between, and ultimately what led you to settle on this version?

I’ve been looking forward to playing Shadow Collective, specifically with Maul as the centerpiece, since they were revealed. I find the Pykes to be quite potent at R3 when kitted correctly, and I believe this variation can dominate as blue with certain objectives.

What battle cards did you want to play the most? What battle cards did you want to play the least? Why?

With a 17 point bid I’m looking to take blue almost every game. I don’t mind any objective in my deck, but I typically prefer Hostage or Vaporators. Maul in particular can shine here, whereas with Recover I find Maul usually holding objectives and not making as many plays.

If I’m not blue, it can really go down hill. Objectives like Breakthrough and Bombing Run can be very difficult. Conditions like Hostile Environment and War Weary can also be problematic.

What were some of the key plays or interesting moments you had in any of your games?

Maul is a one-man-army. Whenever he is allowed to go in and make plays, it feels like he can win the game on his own. This happened in multiple games, but specifically game 3 of the top cut vs. Jeff provided the most satisfying moments.

Is there anything you would tweak about this build if you played something similar in the future?

Suppression is still an issue even with Courage 2 Pyke Squads. There is room for Lead by Example but the bid is also extremely important. Unfortunately for now there isn’t much more I can tweak with this list until more units are released for the faction.

Jeff Van Laethem (@Painting_For_The_Emperor) - Darksaber Maul w/ Rook Kast Super Commandos

What considerations did you have while building your list? Were there any units or upgrades that you were deciding between, and ultimately what led you to settle on this version?

I definitely settled on Maul and Pykes early on, and one (or more) unit of Black Sun enforcers is phenomenal. They make a wonderful hostage carrying unit. 

The last slot, the Mandalorians, was where I waffled hard. That many points for single-wound models that can die to a single bad roll is… eh. Rook helps, being 2 wounds. She makes a good hostage/box carrier since she can't be Force Choked in one go, plus the speed-3 jump-2. I considered bringing a bus, more pykes, or a second black sun squad instead. In the end I went with this list because my Mandos were painted very nicely and I wanted a shot at the painting competition! I ended up with an honorable mention.

What battle cards did you want to play the most? What battle cards did you want to play the least? Why?

This list is built for Hostage Exchange and Recover the Supplies, and really wants to avoid Breakthrough/Bombing Run against speeder skew lists, like everyone else. Condition-wise I wanted to avoid the two suppression cards. I got barricades against Isaac in our top-8 match which was an IMMENSE help against his double AATs.

What were some of the key plays or interesting moments you had in any of your games?

Gus and I had a giant ball of units contesting both bomb carts in our top-4 game. We had to count unit leaders like, 50 times. Pulling out the win in the top-8 round felt good - Maul shone like the star he is in that game.

Is there anything you would tweak about this build if you played something similar in the future?

Definitely. Maul's setup is good, but the Mandalorians are the definition of "feast or famine". Sometimes they roll 8 blocks. Sometimes they roll 5 blanks, and you have nothing you can do. Seeing Blake's Pyke setup was informative. Pyke attacks sometimes feel a little weak, but he kitted them out in a way that makes them feel like you're getting hit by a freight train.

Any general thoughts or takeaways?

Most hilarious fact for me was that I NEVER got a ranged shot off with either mandalorians or black suns. It was more important to tarpit enemy units with both in every game, or they became engaged by enemy force users quickly. 

My game in round 1 against the estimable Stephen Cobb… oy. I'm a decent player, but Stephen and I have a history of playing laughably lopsided games where he wins, and this one followed suit. I absolutely dreaded multiple-Magnaguard lists. Maul died to 5 total attack dice, and I conceded turn 2. Oof. 

I can't say enough about the Legion community here in Colorado. I looked around the room and saw 40 people I'd be happy to play against any day. The vibes were positive, people were happy. It's a far cry from other communities I've been a part of.

Also the hotel restaurant was excellent.

Isaac Griffin (@Griffy) - Separatist Invasion

What considerations did you have while building your list? Were there any units or upgrades that you were deciding between, and ultimately what led you to settle on this version?

My main consideration was 1) will it kill dodge spamming units and 2) is this going to be relatively simple to pilot? With the first consideration, I’d been watching lots of chatter online about Pykes and didn’t feel like my rebel builds had an answer to them. I’d heard folks saying AAT’s were a good answer but hadn’t seen anyone try it. I figured, go big or go home and decided to run 2 and see how many B1s I could stack in there! With the second consideration, since life didn’t afford the opportunity to get any practice games in, it felt wise to play something that minimized decision making to maximize my brain’s staying power for a weekend of gaming. Tacticon was my first 2 day event and man it takes it out of you! 

What battle cards did you want to play the most? What battle cards did you want to play the least? Why?

Going into the event I knew I wanted to play short edge deployments with stationary objectives. With a 16 point bid I was able to secure the deployments I wanted every time. In retrospect I would not include Intercept the Transmissions and would swap that for Breakthrough. I found that the tanks really need to influence the objective more than just killing the opponents minis. 

What were some of the key plays or interesting moments you had in any of your games?

This list is sort of like a big ogre. It’s not very smart, but it has a big club and lots of HP. Target priority is super important though, you only get a 2 (maybe 3 with the invasion force 1 pip) shots per round and they *have* to count. So choosing when to finish off an activation or when to reduce an activations’ body count was tough game to game. One of my favorite moments was playing long march on a table with two large courtyards in the middle of the board. My tanks just pivoted and blasted the entire center. It felt very thematic (and a little evil) to just barrage the silliness out of minis hiding behind pillars and walls on Theed. 

Is there anything you would tweak about this build if you played something similar in the future?

You need an answer to force users. And while this list has lots of bodies (which was very effective when it came to swarming objectives), I found that once a competent force user got in there I couldn’t do a thing about it. There’s a version of Invasion Force that swaps one of the AATs for Maul and gets to 11 acts with 8 B1s, a few heavies and a T-series. That kind of list would, I think, be a much better fit to have an answer for Jedi and Pykes while still having the sheer number of bodies to throw at objectives.

Any general thoughts or takeaways?

Tacticon was a wonderful experience. Tony and Joe did a phenomenal job hosting the tournament and all my opponents were a pleasure to play against. There was no salt to be found in our games - and that’s saying something because two AAT’s is not very interesting or fun to play against! I will say that Darth Thomas and I had a really wild and fun KP game. He did a great job at full court pressing the tanks and looking for every opportunity to roll dice against my tanks. His crit farming eventually worked and he brought down a full AAT (after 2-3 repairs) and reduced the other to 3 HP! My B1 horde saved my bacon in that game by dog piling the center - but it was by far my favorite game of the weekend! 

Thomas Norland (@DarthThomas) - Double Beam ISPs

What considerations did you have while building your list? Were there any units or upgrades that you were deciding between, and ultimately what led you to settle on this version?

I’ve played Yoda, Padme, Chewbacca, overwatch wookiees at a competitive level for most of the last year. I wanted to play something different in Republic but had no idea what; it wasn’t going to be BARCs as I disagree with the broader community that they’re must haves and I view them as free points to the opponent. I came up with the double beam ISP after Tony made a comment that single beam ISP wrecked his Pykes. Figured I have two that I’ve rarely used, it’s completely different than Yoda, and stripping actions with six beam attacks is solid against Pyke and B1 spam. I knew I needed Z6s and Fives with the Clone Commander along with my own pair of Capo-Disruptors and Capo. The whip is my primary objective unit, some anti-melee threat, and generally more useful than a naked P1.

What battle cards did you want to play the most? What battle cards did you want to play the least? Why?

Objectives: If the list somehow ends up as blue, hostage or vaps are preferred. Suppressing units on the approach with the beam cannons is preferred. Otherwise, KP is fine if your opponent has it in their deck unless they have an aggressive melee skew or force user. Recover is the worst objective since nothing can quickly grab the middle box and counting on gunning down a Mandalorian with a Z6 ire-supported beam pool is extremely risky.

Deployments: Long march, roll out, or disarray are the best deployments. The longer deployments don’t let the opposing range 3 weapons approach as quickly and ISPs are squishy when focused. The longer it can beam with impunity, the better. Disarray causes chaos and this list can easily divide itself while many others can’t. Plus, strafing at speed two gives them solid maneuverability to quickly change targets.

Conditions: This list loves war weary and hostile. There is so much suppression going around that if units start panicking, that’s much easier. Always ban limited visibility. Fortified isn’t great for this list either, but lim vis is by far the worst card in this set. The ISPs need to sit at range 4 and shoot into light or no cover targets for the bulk of the game and these prevent that.

-I played two vaps, two KP, one intercept, and one breakthrough, all as red side during Tacticon.

What were some of the key plays or interesting moments you had in any of your games?

People forget that the fire supporting unit doesn’t need to be next to or even in LOS of the ISP. I had a couple of shots where one ISP shot but was range 4 from the clones that shot into the pool. 

Is there anything you would tweak about this build if you played something similar in the future?

Absolutely. I’d run something like this instead: https://legionhq.thefifthtrooper.com/list/republic/1qs0qwhz,1qsquqxhz,1ns000,1jh0,1gylg000,2gyhp000,2qzrgrj00,1qynzhy,mt,bl,nx,bk,bj,ry,Ol,Of,Og,Oc,Dk,Dc,Dd,De,Cg,Cb,Ch,Cd The biggest issue I had, besides the ISP getting terrain blocked, was a quick answer to armor. I thought that I could get away with Z6 into beam shots turning the pool into surge crit, but it’s not nearly as reliable as I need it to be with busses, AT-STs, and AAT running around again. I also wanted the repair to help the ISPs limp along just a little longer so trading R2 for the whip squad is easy; I’ll likely never us secret mission, but people are still paranoid of it.

Jim Shafer - Blizzard Force with ATST Triple Bikes

What considerations did you have while building your list? Were there any units or upgrades that you were deciding between, and ultimately what led you to settle on this version?

To me, this battleforce seemed to be an excellent fit for General Veers. He was my first consideration when building my list. The new 2 pip command card, Overwhelming Barrage, followed up with his Maximum Firepower seemed like a good 1-2 punch out the gate.  You could play them either way and still get some good damage in the first two rounds. I like Improvised Orders in general and try to use it in any list that I build. Lead by Example was necessary because of the conditions I selected for suppression control.  Electrobinoculars were there to help hand out aim tokens to the AT-ST and corps units that were close.  Pushing 3 aim tokens out a turn was great.

The Stormtrooper Heavy Response Team was mandatory in any list I came up with. The DLT-19 & RT-97C were the two heavy weapons I chose, 3 red & 3 white, surge to hit, Impact 1, seemed like a good dice pool at range 4 and did some work over the weekend. The Unhindered keyword is a gem that didn’t come up in my games, but is sneaky good.

I’ve been running 3 bikes and a kitted out AT-ST with General Weiss since in person play started back locally, so I tweaked my load out on the AT-ST to put it in the list. I dropped the grenade launcher and kept the mortar. The mortar would support the long range fire of the “Super Trooper'' units and the command cards better than the grenade launcher. The Hammer’s Elite pilot was a must have for the surge to hit. Linked Targeting Array helped quite a bit. I tried keeping an order on the AT-ST as often as I could.  I’m familiar with the speeder bikes so they were a natural fit in the list.

Snowtroopers. What can I say? They are the only other corps unit I can take with this force. I hadn’t used them since the Shoretrooper expansion, but they are still a great unit and with a Flametrooper heavy, can still do some work. I added the extra trooper and targeting scopes to help fill in some points. I thought about dropping the extras in both units and adding an officer in one unit. Recon Intel was another upgrade I thought about, to give them a better start out of the gate.

I did come up with some Vader centered lists, but my inexperience running him made me stick with Veers.  

What battle cards did you want to play the most? What battle cards did you want to play the least? Why?

I really wanted to play Key Positions. Bombing run and Breakthrough were my secondary choices. I’ve played some games with KP and this list did fairly well. Nobody wants to play bombing run against a list with 3 speeder bikes, so I really haven’t played that yet.

I did not want to play any battle cards with “thumbs”, Recover, Sabotage, & Hostage. I’ve had limited experience with these objectives and with only 5 units that could claim/tap/carry, I thought these objectives would put me behind the 8 ball.

What were some of the key plays or interesting moments you had in any of your games?

There were several over the weekend. The “Super Troopers” (Heavy Response Storms) really showed what they could do, especially when Veers gave them an aim. They caught a speeder bike unit at range 3 and took it from full health to off the board in one shot. Even shooting into heavy cover at range 4, they were pushing several hits through on a regular basis. In my first game on Sunday, they kept Vader at bay for a couple rounds. They were definitely the VIPs of my list.

I had some great results with the beam/Max Firepower combo.  Took a clone commander down before he could use the air support card which was clutch in a game. That combo put some hurt on armor all weekend and kept snipers on their toes. Following up with the mortar shot from the AT-ST put 3-4 suppression on a unit which had to be dealt with.

I did get the “pleasure”/displeasure of playing a Shadow Collective Maul/Pikes list twice this weekend.  I had never played against it before and it was an eye opening experience for sure. I will have to figure out how to deal with that list - Maul was not fun to face against.

Is there anything you would tweak about this build if you played something similar in the future?

I might play around with some of Veers’ upgrades and maybe the conditions. War Weary seems good when you’re against a trooper heavy list, but I only panicked two units the whole weekend. I might also swap out Payload with Intercept to force some lists into the range of the AT-ST & Super Troopers.

Any general thoughts or takeaways?

I think this is a solid list, and with more reps with it, I can get better with it. Some small tweaks with the battle deck and upgrades might streamline it some, but I think I have a good foundation to work with. 

I try to get feedback from my opponents after each game, to get their perspective on how the match went and what I could do to improve. I received a lot of advice, insight, and tips. The review of each match helps me evaluate where I need to sharpen my skills. 

I planned on playing some Legion, hanging out with some friends, and having fun. Making the cut for the first time was an unexpected bonus.

Conclusions

The variety of builds and list archetypes that made it to the top cut was inspiring, and I think a lot of players preconceived notions coming into the event were subverted. The breakdown from the Fifth Trooper and @DrPowerSlam show some interesting stats:
Tacticon Day 1: https://legionstats.thefifthtrooper.com/tournaments/58
Tacticon Day 2: https://legionstats.thefifthtrooper.com/tournaments/59

Some general editorial thoughts
-Pykes were very strong, but did not dominate the event as some may have expected.
-Spider droids were not as prevalent as they were in the past which contributed to…
-Vehicles overall flourished, particularly AATs and Airspeeders.
-Boba Fett had a great showing even without access to his upcoming new command cards. I anticipate seeing a lot more Boba Fett in the future.
-Bids were overall higher than many, myself included expected. The average bid among the top 8 lists was 11.1 points.

I want to give a special shoutout to everyone who travelled for this event and to the organizers of Tacticon for being amazing and supportive hosts. For those who couldn’t make it, make sure to check out Genghis Con which is scheduled for February 23rd-26th, 2023 where we plan to host a similar (or maybe even larger?) event!

Written by: Stephen Cobb (@ASpaceViking)

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