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  1. I too find Raiders very difficult to use. They do best against ships when you are 1st player. Set up your position the turn before, take your shot and run after. External launchers will aid this strategy. This is easier if you have last activation as well, which is achievable given their low cost. You can run multiple raiders like this, just be aware that as only one will be able to activate first, you'll want to time their runs over a few turns. They don't work well as flankers, as their range is too short. If the enemy moves speed 1-2, they will be out of black range for your own shot. The other main role is as a support/anti-squadron ship. They can shield your big ship's side against both Demo/MC30 and against fighters, meanwhile if the enemy choose to change target to them, they are hopefully sitting at a sub-optimal range compared to the bigger ship it is flanking for, and waste the shots of the ship shooting them instead of its friend. Also not much is stopping it doing both roles, 1st protecting the big ship, then accelerating and making its attack run. It will have to choose between flechette and external launchers, but the rest of its build is pretty static.
  2. The Interdictor also gets a dual upgrade slot I don't see the value in Liason officers on the Pelta. For one they tend to need those tokens for their fleet command. Also SFO is cheaper and I think better. He basically gives you Command 1 for 2 turns in a row, when you need him. Given you should be able to predict what command you need for the 1st 2 turns, then SFO can sure up the next 2 if you messed up. That is 4 of 6 turns, of which the last 2 are often fairly predictable as well.
  3. Well, both redirect tokens are rather trash once your shields are gone, which should happen by mid-game unless facing Xi7. No loss there (except repairing shields becomes less reliable). Choosing to also burn contain and even brace certainly hampers your survivability, but if the ISD is doing it's job properly you should be destroying its targets. Therefore it and Vader uses the 'best defence is a good offence' approach. You probably shouldn't be burning your brace and contain if in a fight against a tanky MC80 that can weather the storm and punish you next turn. Not great against Rieekan either.
  4. That is painfully true. Perhaps instead adding a blue dice set to an accuracy result. This favours large firing arcs much more. Certainly isn't a bad idea, but I was allowing room for the Pelta to function as a command ship as it is intended. I concede that this would be bad.
  5. A lot of people are currently frustrated by the use of flotilla as flagships. However rather then nerfing the lifeboats, this tread is about adding new upgrades that naturally provide more benefit to larger ships or more simply ships in the thick of the action, with the flagship only restriction. Some examples of upgrades/people that I would associate with a flagship; - Communications Officer (Officer, 5pts): Flagship Only. After this ship reveals its command dial, you may discard this card to give all friendly ships at range 1-5 a matching token - Logistics Officer (Officer, 5pts): Flagship Only. After this ship finishes its activation, you may discard this card to immediately activate another ship at range 1-5 - Operations Officer (Officer, 5pts): Flagship Only. When you activate this ship, you may discard this card to choose an enemy ship at range 1-5. Once per activation, friendly ships attacking the chosen ship may modify 1 dice in their attack pool until the end of the turn - Captain Piett (Officer, 8pts): Empire Only. Flagship Only. When you activate this ship, you may discard this card to target an enemy ship at range 1-5. Once per activation, friendly ships attacking the targeted ship add 1 black dice to their attack pool until the end of the turn - Bail Organa (Officer, 8pts): Rebels Only. Flagship Only. After an opposing ship finishes its activation within range 1-5, you may discard this card to force your opponent to activate another ship - Flag Bridge (Offensive Retrofit, 4pts): Flagship Only. When you discard an Officer card, you may instead discard this card Thoughts?
  6. Ok did some math on these builds and concluded that the 1st is crap. OE is clearly a necessity, which is a pity for diversity. XX-9s are still viable in place of ACM or APT however. The results; Build, Average damage double arc'ed (combined front and side), damage if lucky (always trigger the critical) and damage if unlucky (never trigger the critical); [FCT]/ACM; 9.28; 11.25; 7.25 OE/ACM; 11.5; 12.5; 8.5 OE/EL; 11; 11; 11 Clarification; when saying if lucky and unlucky, that is solely used to trigger the crit effect to illustrate fluctuation in damage (ie I made the crit effect chance 100%). I still calculated black dice as 1.00 (or 1.25 with OE) per dice. ACM builds overtake EL builds in damage if using both side arcs (while EL is using side and front) Pros of EL: Not reliant on crit for damage, in extension to this are more resistant to forced re-rolls or cancelled dice. Can use XX-9 for double crits. Count towards armament for some objectives Cons of EL: More expensive. Reliant on front arc. No long range Sato shenanigans. No APT crits bypassing shields. Brace
  7. I think in general most people would build and use the Gladiator and MC30 about the same. Just a few minor changes in their build for their specific pros and cons. Choices boil down to admonition vs Foresight, ACM vs APT vs EL, Engine techs or not, intel officer or SFO, H9 vs X17 or neither (or Enhanced Armament on Akbar fleet). For something a little different, I've been theorising a MC30 torp with Fire Control team, ACM and XX-9. ACMs sap the shields to allow XX-9 crits to get through. If your fleet will eventually deplete all shields anyway then ACMs do more damage then APTs from the get-go. Synergies well with TRC90s, that deal heavy damage but can't tunnel through shields. Maybe Cracken or Mon Mothma as commander. Problem is no OE, which is a proven performer. Maybe if I'm just keen on XX-9s, drop FCT and ACMs for OE and EL. 2 Arquitens builds I like are; - Needa, TRC: Strong at long range, high damage output, cheap at 63 points - Yularen, Engine Techs, your choice of Turbolaser: Expensive, but turns a very poorly manoeuvrable ship into one of the most flexible in the game. I.E bank a nav token, then every turn from then on you can change speed by one, and gain 2 clicks on last 2 joints. Throw in Ozzel and you basically do whatever speed you like with 2 clicks on last 2 joints. With Jerjerrod you lose the speed flexibility of Ozzel but gain the use of 6 clicks! Meanwhile you are free to spam CF dials. Nebulon B's are also restricted in how they are built. For a start they only have 3 upgrade slots. Basically just Yavaris variants and the occasional Salvation variant. For something different try Redemption with SFO, Projection Experts and DTT with a Pelta with Projection Experts and Shields to Maximum. Both of these run in support of a heavy hitter getting up close. The Both ships can pass 2 shields and recover 1 with their 4 [Redemption] Engineering, and recover the 2nd with Shields to Maximum. That makes 5 shields per turn to the heavy hitter.
  8. Rather futile question, as different fighters serve different roles. To answer a different question, if I was to build a list with a single type of fighter, then I'd say A-Wing is the most useful. Speed 5, decent anti-fighter capabilities, black anti-ship and relatively cheap.
  9. I like the long range ordnance idea as it promotes using old ships in an entirely different way. How about; Diamond Boron Missiles (ordnance): You can not use your black dice armament when attacking ships. When declaring an attack from a hull zone, for each black dice in that hull's armament, place a barrage token at medium to long range within your firing arc set to the inactive side. Every time a ship or squadron ends its movement within range 1 of an active barrage token deal it 1 damage. During the clean up phase, remove all active barrage tokens then flip each inactive barrage token to its active side. Naturally this is strong against large and slow ships and can break up fighter formations. For guided missiles, how about a system where you place a Missile Target token at range 5 in addition to the Missile 'squadron'. On your activation you may move the target distance 1 from where it was, but remaining at range 5. The 'Squadron' must move speed 2-3 directly towards the target during the end phase, and detonates if it overlaps a ship or the target. This way the trajectory of the missile can be modified, but is limited and it can't do bizarre things like turn on a dime.
  10. I though Norra kind of represented Ion Torpedos.
  11. Probably a separate issue, but I'd like to see a Nebulon B2 and Sundered Heart/Farsight expansion. With the Hammerhead getting some kind of new mechanic, i.e task force, I wonder if the same will be implemented to other small ships.
  12. You seem to be forgetting/ignoring Endor where the Rebels brought them into battle by design. They clearly must serve some part of their battle plan. Not sure why you care so much that their are 2 together. Solution: chop one off its base to get that single Gozanti Also, counter question: does it really matter?
  13. Actually I commend FFG for their design of the squadrons thus far. Given the wide variety of them, each has their own pros and cons to differentiate from other fighters with a similar role. Particularly Tie Fighters, Tie Interceptors and Tie Defenders. All do essentially the same thing, yet all are viable. Perhaps the only squadron I'm not likely to utilise much is the Scurrg. It fits somewhere between the Y and B wings, without its best stats actually exceeding either of them. I think I'd prefer 3 Y-wing to 2 Scurrg, particularly with Nora or BCC.
  14. Maybe projection experts over eng team. Focus fire will still destroy this list despite the regen. Particularly bombers, as 3 X-wings are a fairly weak defence. STM and projection experts can mitigate this. Don't know if liberty is the best option though as a tanker, without any mobility upgrades, and as player 2 on top of this, it may lose its front arc shots often.
  15. Well actually they do... I though it was obvious that I was referring to points for points, I.e 2 Tie Fighters out damage 1 Tie Defender. Clearly I didn't think an 8 pt Tie would beat a 16 point Defender 1 on 1. But some Math to back up what I said; Expected damage: With Howl, 2 Tie Fighters will get 4 blue dice with 1 re-roll (just short of 2.5 expected damage), twice. A Tie defender has 2.5 expected damage. Near 5 damage (with twice as many accuracy) vs 2.5 damage. There is a clear winner. Of course the cost of Howl needs to be offset from this somewhat. Single activation damage: How about that single ISD activation: 4 Tie Defenders costing 64 points= 2.5x4= 10 damage Also note; more hit points, more independent of one another, speed 5 --Vs-- 3 Tie Interceptors and Howl, costing 49 points= 1.5 (howl moving in 1st) + ~3*3= 10.5 Cheaper, more fire-power!, the cost of Howl is already paid in full thus will gain more efficiency with more squadrons, have counter 2, mostly speed 5, have not included special squadrons or heroes whom also synergize from swarm and Howl Anti-Ace Power: Defenders have a ~56% chance of NOT rolling an accuracy (0.75x0.75). Thus over half of their rolls can be scattered. Tie Fighters with swarm and Howl have ~24% chance of NOT rolling one. Thus about a quarter of their attacks can be scattered. Plus 2 Tie Fighters would roll in 2 separate attacks, which is very important in killing defence tokens. There are other benefits in fewer stronger squadrons (eg taking AA fire, Mauler and Ten Numb, which are big problems for swarms), and more also for the swarms (eg spreading out against multiple threats, and Dutch). My post/s are not meant to be a comprehensive evaluation, only listing the pros since this thread was about fighter creep. For me I prefer fewer stronger ships like Defenders if using low activation ships like flotilla. If I'm going to do ISD (or Quasar Fire) for squadron activation, I'd consider bringing back the swarm. Even then, it really depends on their purpose, i.e if just a defensive screen the swarm if fine, if needing to go balls deep then I might prefer higher hit-point squadrons.