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Hoping to get a few more new things added rather than just revisions on my end. Wrote a shorter article about inside turns:

 

This is the first in a series of short articles going over some of the basic things you can do in a game of Armada and, when possible, giving the terminology or at least slang term for them as well. Each article aims to focus on just one small element, so they shouldn't be lengthier treatises (like, say, my "how to use black dice" article) but little bite-sized articles. Many of these topics have been covered briefly in other articles, but having their own dedicated space instead of hiding them in places (like for example I mention inside turning in my Raider article) makes them more visible and easy to find. Anyways, let's get to the point, then:

Inside turning is a ship maneuver where instead of moving along the "outside" of the maneuver tool, which is fairly common, a ship moves along the "inside" of the maneuver tool. To be more precise, in most maneuvers, the maneuver tool is notched into the left or right notch on the ship and then the maneuver tool is oriented towards that direction (so for example  notched in the right side then clicked going right, basically, with some wobbliness involved of course). Inside turns notch the maneuver tool on one side and click the maneuver tool in the opposite direction.

Pictures help. So for example, this is a Raider at speed 2 making a "regular" outside turn:
 

Star%2BWars%2BArmadaMap.png
2 clicks at each joint naturally when going speed 2 is great and helps these examples.

And here is a Raider at speed 2 making an inside turn:
 

Star%2BWars%2BArmadaMap.png


Same starting position, same speed, maneuver tool notched in the same place, very different end positions.

It's very important to note that a maneuver is illegal if your ship would overlap the maneuver tool at its final destination. That means for small ships, a "true" inside turn where you are hugging the maneuver tool requires the last joint be straight. For medium or large ships, it requires the last two joints be straight. Otherwise your ship base will overlap the tool.
 

Star%2BWars%2BArmadaMap.png

Above we see a Jerjerrod-aided ISD trying to do a speed 3 inside turn but the second joint has been clicked in once to the left and it results in the ISD landing on the maneuver tool. This is an illegal maneuver.
 

Star%2BWars%2BArmadaMap.png

Here we see the maneuver done correctly and as you can see the ISD fits just fine at the 3rd joint without landing on the maneuver tool.

Inside turns can be extremely helpful for changing direction without moving forward as much as you would when doing a conventional outside turn. For example:
 

Star%2BWars%2BArmadaMap.png

Above we have an MC30 going speed 4 (one click each at joints 2 and 3, otherwise nothing). The topmost MC30 is its destination when the maneuver tool is placed on the left and it does an outside turn. The bottom-most MC30 is its destination when the maneuver tool is placed on the right and it does an inside turn. The outside turn covers more ground and moves the MC30 to the left the most. The inside turn covers less ground and moves the MC30 to the left more tightly relative to the space moved. Either option works great depending on what you need your MC30 to do.
 

Star%2BWars%2BArmadaMap.png

Above we have the starting position of a Raider (the faded-out Raider) and three separate Raider end points: Raiders A, B, and C. I removed the maneuver tool to ease up on all the clutter, if you were curious about that. All of the Raider end points result from a double-click first joint on the maneuver tool and a straight second joint. Raider A is when the maneuver tool is inserted on the left side and the Raider makes an outside turn. Raider B is when the same is done, but the Raider slows down to speed 1. Raider C is when the Raider makes an inside turn at speed 2.

We can see from the above example that in terms of space moved, the inside turn allows the Raider to fake being "speed 1½ ," but it also allows the Raider to turn a bit more tightly to the left. In the right circumstances  this can make a substantial difference and it doesn't require a speed change.

There are some other maneuvers that use elements of the inside turn to decrease distance moved while remaining the same speed or to turn more sharply within the space provided. The only one that to my knowledge has a name is the Tokyo drift:
 

The-Fast-and-the-Furious-Tokyo-Drift-289764-Detail.jpg
ADRENALINE-PUMPING PLASTIC SPACESHIPS!

Quite simply, a "Tokyo drift" is done when a player wants to move his ship more or less straight without changing its current speed but would like to decrease how far the ship actually moves. This is done by simply clicking the maneuver tool once or twice on the first available joint to the inside of the ship and then clicking the next joint back the same amount. Let's bring back our friendly Raider to demonstrate:
 

Star%2BWars%2BArmadaMap.png


From the same starting point with a speed 2 Raider...

  • Raider A was Tokyo drifted to the left (maneuver tool notched on the right, clicked twice to the left, then twice to the right).
  • Raider B was moved speed 2 straight ahead.
  • Raider C was Tokyo drifted to the right (maneuver tool notched on the left, clicked twice to the right, then twice to the left).

You can see the drifting Raiders didn't move as far as they would have going straight ahead and also juked a bit to one side or the other. Both of those elements can be handy in the right circumstances. You'll note that less extreme (one click) Tokyo drifting will produce reduced benefits but can still be helpful.

Otherwise, inside-turning- and Tokyo-drifting-style tricks can be handy for tighter turns, but no names exist for the specific movements. The final example I will give you is something Imperial players can pull off with Moff Jerry and an ISD or Rebel players can do with Madine and an LMC80 or MC75. Both cases need navigate commands, of course.
 

Star%2BWars%2BArmadaMap.png

By using 2 clicks to turn towards the ship (in this example, the left) at the first two joints and the final click at the 3rd joint to kick the rear back out away from the maneuver tool, your large ship performs an extremely tight repositioning maneuver through the magic of knowing how to legally use your inside turning potential.

Final thoughts
This concludes our first tips and tricks article. If you had any questions or recommendations for subjects to cover in future installments, please let me know!

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39 minutes ago, jp82729 said:

One thing to think about for inside turns as well is some of the uncommon positioning you can end up with ramming. That 2-2-1 inside turn for big ships can be a real treat to pull off if you get the bump at speed three, effectively turning it into a 2-2 90 degree turn.

Ram movement is actually what I had in mind for the next article. I touched on it in the ramming article, but I'd like to focus on it a bit more. Inside turns was a necessary first step, though.

16 minutes ago, BrobaFett said:

2-1 inside is a game changer - I use it maaaaybe too much haha

As a guy who has run a lot of Raiders and Hammerheads in his Armada life, I 100% agree!

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@Snipafist

As far as intentional ram maneuvers I got a golden one.

2-1-inside-intentional-ram.png

This is the before and after on an intentional ram on my quasar. It's parked speed 0 on a dust cloud so the 75 can't shoot it, or the ISD, and since it was locking CF and repair commands it couldn't move around the dust to shoot me. For 2 turns both he and I rammed the quasar while I traded the quasar for the table - all because of the inside turn and a calculated self ram.

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5 hours ago, BrobaFett said:

@Snipafist

As far as intentional ram maneuvers I got a golden one.

2-1-inside-intentional-ram.png

This is the before and after on an intentional ram on my quasar. It's parked speed 0 on a dust cloud so the 75 can't shoot it, or the ISD, and since it was locking CF and repair commands it couldn't move around the dust to shoot me. For 2 turns both he and I rammed the quasar while I traded the quasar for the table - all because of the inside turn and a calculated self ram.

This also illustrates something that I use more often than you would think intentionally ramming to complete an otherwise impossible maneuver, because you can overlap the tool when you ram so you can do some pretty cool stuff with that is often times worth the ram.

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19 hours ago, BrobaFett said:

@Snipafist

As far as intentional ram maneuvers I got a golden one.

2-1-inside-intentional-ram.png

This is the before and after on an intentional ram on my quasar. It's parked speed 0 on a dust cloud so the 75 can't shoot it, or the ISD, and since it was locking CF and repair commands it couldn't move around the dust to shoot me. For 2 turns both he and I rammed the quasar while I traded the quasar for the table - all because of the inside turn and a calculated self ram.

Shoulda had that nav! Oh man... Was that bad!

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Yeah - I just thought it was funny when I landed the ISD set up to T-Bone my speed 0 quasar and you said, "Well that is an interesting move." I was worried I might not have given myself enough racetrack to set up the inside 2 ram to pull the hind end of the ISD behind the dust, but when it worked I knew I was golden.

The nav definitely would have made the game tight though! I love the dual WAB threat you bring, it's a killer fleet against someone not anticipating how quickly WAB can cripple you.

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Sorry, been busy working on.... let's call it some other projects.  Oh, and running a marathon in... 8.5 hours.  Huh, I should sleep.

logo.png
Left foot, right foot, repeat 40,000 times

Anyways, I did what everyone does when prepping for a marathon.  Eat some carbs, take it easy, update the last of the Commander articles.

Garm Bel Iblis

Leia Organa (Commander)

Garm got a bit more updates on the ship sections throughout (nothing super meaningful there, but feel free to reread it as desired) and then a larger bit in the "How Do I Fight Garm" that turned into a brief "How is Garm actually worth using" post before morphing into a discussion of the list I saw at World's and our friend @comatose's list down in Champaign.

Leia, I blathered more blathering because I could.  I mean, it's me? I updated the ship section a bit (Hey, Peltas exist! I haven't PLAYED them, but they exist, you know?) and talked more about how NOT to Leia.

This brings me to the end of my commanders section update.  Man, that took forever.  But now I can cruise through a few minor updates (Did you know there's a 4th Fleet Command the Pelta can use? Womp, forgot to add that in) before I hit the squadron articles.  That's right, I've got more to add on squadrons.  Slash Second Editions of all them articles.  Stay tuned, and as Eric said, if you want to see us write something, just let us know!

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10 hours ago, Green Knight said:

The marathon is a trap.

Suddenly you think you 'enjoy' all that running, and before you know it it eats into your gaming time.

I would know, I was there.

Enjoy is a strong word. It's more a "let's me pretend to justify eating as terribly as I do."

To go Skyrim on this, I used to be a runner like you, until I took a pizza to the stomach.

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https://cannotgetyourshipout.blogspot.com/2018/11/a-re-introduction-to-squadron-play.html

There isn't a GOOD way to reintroduce yourself and your writing, but that's what this post is an attempt to be.  As you all know, I've been off-and-on rewriting the Commander articles for the Rebels in a post-wave-7 world, and I said I was going to start hitting the squadron articles, too!
 

pew%2Bpew.png
I'm hitttttttttttttttttttt!


Welllll, I looked at them all tonight and they don't need just a few coats of paint and some polish, some of those articles need full rewrites.  Did you guys know that an Imperial squadron ball of Rhymer and like 7 TIE bombers isn't often seen anymore? Oh you DID? Why didn't any of you tell ME?

Anyways, I'm going to be going through a MASSIVE rewrite of that whole thing, which luckily means that I have things to do.  Some of the rewrites are because I'm better able to express myself as opposed to when I had first started blogging, and some of it involves redos of the squadron components (SFC/MFC/LFC), some of it in how to go about fighting squadrons/squadron lists, I have a lot on my plate.

What it amounts to for all of you readers is that it's going to be some time on that before they're all ready and done, comma, but I'm going to be turning them out as quickly as I can.  I'm not taking DOWN any of the articles, as there's still some value in those things, but there will be edits popping up and I'll make those known when I do them.  First up is the Introduction to the whole thing...

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On 11/5/2018 at 8:20 PM, Snipafist said:

Hoping to get a few more new things added rather than just revisions on my end. Wrote a shorter article about inside turns:

 

This is the first in a series of short articles going over some of the basic things you can do in a game of Armada and, when possible, giving the terminology or at least slang term for them as well. Each article aims to focus on just one small element, so they shouldn't be lengthier treatises (like, say, my "how to use black dice" article) but little bite-sized articles. Many of these topics have been covered briefly in other articles, but having their own dedicated space instead of hiding them in places (like for example I mention inside turning in my Raider article) makes them more visible and easy to find. Anyways, let's get to the point, then:

Inside turning is a ship maneuver where instead of moving along the "outside" of the maneuver tool, which is fairly common, a ship moves along the "inside" of the maneuver tool. To be more precise, in most maneuvers, the maneuver tool is notched into the left or right notch on the ship and then the maneuver tool is oriented towards that direction (so for example  notched in the right side then clicked going right, basically, with some wobbliness involved of course). Inside turns notch the maneuver tool on one side and click the maneuver tool in the opposite direction.

Pictures help. So for example, this is a Raider at speed 2 making a "regular" outside turn:
 

Star%2BWars%2BArmadaMap.png
2 clicks at each joint naturally when going speed 2 is great and helps these examples.

And here is a Raider at speed 2 making an inside turn:
 

Star%2BWars%2BArmadaMap.png


Same starting position, same speed, maneuver tool notched in the same place, very different end positions.

Something to correct: the maneuver is not the same. First one is II.II Second one is II.-

Not a big deal for anyone to know what are you talking about and you clarify later but as long as it is supposed to explain basics to basic people in the most basic way I guess it worth that change to the first image. I think.

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https://cannotgetyourshipout.blogspot.com/2018/11/ssd-spoilers-hot-take.html

Okay so let's talk about the big pile of SSD spoilers that hit the internet, seemingly from some kind of promotional pamphlet stores got. First of all, there's all the SSDs themselves:
 

0OaGvQ9.jpg

We can see that there are two that can be used in regular 400 point games and two that are too expensive to use in a normal game, which assumes players themselves will be encouraged to play larger games or a format will be made available to facilitate that. Let's zoom in a bit to get a better look:


 

SSDA.jpg

Of immediate relevance to us is the Assault Prototype, which gains a few things over the Command Prototype that was teased earlier:

  • +1 red die in the front arc
  • +1 blue die in all the side arcs
  • +1 offensive retrofit slot
  • +1 ion cannon slot
  • +1 turbolaser slot
  • blue + red flak instead of double-blue flak

This comes at the cost of 30 additional points (a not-inconsequential 14% increase) and giving up both fleet command slots on the Command Prototype. It's definitely intended to be more of a brawler and less of an overweight support ship and for those wanting to run a fleet that's all about the super-upgraded giant plastic triangle, I expect this will be the default chassis. Being able to combine Quad Battery Turrets and some form of defense screwage turbolaser (XI7s or H9s would be my expectation) and Leading Shots with another ion cannon upgrade, either Heavy Ion Emplacements or Ion Cannon Batteries most likely, with my preference being ICBs as you can use them on all three of your attacks.

With the longer-ranged flak and double-offensive-retrofit-slots configuration, Agent Kallus and flak upgrades like Quad Laser Turrets and maybe even Point Defense Reroute (I can't believe I'm saying this) can make the Assault SSD very dangerous to be even at long range of, especially for ace squadrons. The typical issue with flak upgrades is they're not great value when you don't know if your opponent's fleet will bring squadrons and if they do, they can always go after another part of your fleet without them and then consider if it's worth the hassle of chasing after your flak boat. You can try to get better coverage with multiple flak upgrade ships but then the cost on those potentially-worthless upgrades gets even worse. The SSD should be the main focus of any fleet it's in and it's tough to imagine getting much of a win without going after it, and the flak upgrades there are equipped very cost-effectively.

That's not to say I think the Command Prototype is inferior. Mostly I would expect to see the Assault Prototype totally decked out with upgrades trying to do the heavy lifting itself and the Command Prototype equipped a bit more frugally to ensure points remain for a more serious squadron presence or to provide a cheaper combat ship buddy for the fleet commands to buff.

For completion's sake, I'll post close-ups of the other two ships, but I won't talk about them more here as they're clearly intended more for casual play.
 

SSD1.jpg

 

SSD2.jpg


Anyways, let's talk about the upgrades, starting with the titles.
 

5P0Xcs5.jpg

Annihilator seems like it could get pretty nasty with the right flak support setup. Agent Kallus, Quad Laser Turrets, and Annihilator creates a ship that can consistently hose down ace squadrons that get too aggressive with volume of accurate flak.
 

l645j2K.jpg

Eclipse isn't expensive and seems like a quasi-Hardened Bulkheads in that it discourages enemy ships from ramming you, which I can see being something certain fleets might try to simply drill through to the hull.
 

BHWd3mG.jpg

Executor itself is designed to maximize the benefit of the free command tokens the SSD grants itself as well as to allow you to pile them up with a commander like Tarkin or (more likely) with the assistance of a Comms Net Gozanti or two. There's some synergy here with upgrades further down the list. As a reminder, remember you can only resolve one command of each type per turn and the only methods you have of doing so are dial, token, or dial+token. I keep seeing people thinking they can do an omega repair command spending a dozen repair tokens and that's simply illegal.
 

 
 
 
 
 
 
1bLKxbt.jpg

Ravager turns your concentrate fire tokens into dials, effectively. So a concentrate fire dial+token resolution is 2 extra dice. Tasty! That's an 11-dice front arc on an Assault Prototype, not even considering additional methods of adding dice like Quad Battery Turrets!

yVWFz30.jpg

So Piett is kind of a discount (10 points cheaper) Thrawn that is awful unless you're running few ships and have token generation. So basically in 400 point fleets using an SSD. Because he exhausts to use, you can try to use him twice a round when he's seated on an Interdictor title Interdictor (as he's an upgrade and Interdictor can ready him to be used again), but it feels too janky to me. Use Thrawn instead for something like that if you want extra full-strength dials. People have been saying he could be useful for the kind of 2-ship builds people are using Thrawn with presently, but those 2-ship (ISD+Quasar+squads nearly always) builds run very lean on support elements that would provide the tokens Piett wants, so I'm not a believer there.

That said, Piett looks very good for SSD-focused fleets, potentially with a Comms Net Gozanti around as well. With Command 4, you're going to have issues adapting to the needs of an SSD, and Piett allows you to stash tokens from earlier (or even turn-of with a Comms Net pass-off) to turn them into full-strength dial commands. This is a good workaround for command screwage stuff like Cham Syndulla or Slicer Tools, but is also just helpful due to Command 4 and should hopefully free up an officer slot you would've otherwise used a Liaison or Support Officer or the like on, which can help increase the defensive or offensive oomph of Piett's SSD without causing command headaches.

I'm honestly pretty keen on him for the specific type of fleet most SSDs will be used in. He's not flashy but he does something neat within his niche and he's cheap. He's one of the two cards that's got clear synergy with Executor. Pile on a bunch of tokens early on and just keep resolving two full-strength commands all game long.
 

zgCm5b6.jpg

I now love every version of Admiral Ozzel. For 2 points, his ship gets a speed-1 maneuver at the start of the first round. You can do an awful lot with this maneuver that makes it a lot more powerful than you'd first think. Some examples:

  • A Gozanti can use the maneuver to put itself on top of an objective token to begin scoring for objectives like Intel Sweep immediately, rather than wait until round 2. This all without needing to invest in Strategic infrastructure!
  • A VSD-II with Disposable Capacitors can scoot up closer to the enemy fleet, making it rather difficult to not be at range come round 2.
  • Demolisher getting an extra speed 1 bump closer to its prey can make it very difficult to avoid. Remember back when you could Demolisher after Engine Techs and catch ships round 1? Ozzel gives you effectively the same range.
  • An Arquitens that deployed in a not-ideal facing gets a free double-click move to reorient itself prior to anything else happening.

He looks to be tremendously flexible for only 2 points and I love him already. He's got his obvious uses on an SSD to get closer to the enemy sooner, but he's a lot more than that. He's also got some real synergy with Moff Jerjerrod, allowing you to ping a ship with Jerry for extra clicks of yaw during the Ozzel move.
 

LTkIR2N.jpg

He's... basically a worse Damage Control Officer intended for ships without contains? Maybe you could use him on a Gozanti, but why? Pass.
 

ASPwMXO.jpg

 Darth Vader now shows up in 4 different forms in Armada, and this version is just as great as the others. I'd also like to note how great it is with both officers Ozzel and Vader that the Empire finally gets some love for officer slots on its cheap ships, particularly Gozantis. Previously this was more of a Rebel kind of specialty and it's good to see some upgrades that give the slot more of a purpose there.

Anyways, Vader loves choking out your officers and even your commander(!) to get an on-demand reroll against an enemy ship, provided those officers or commanders are at distance 1-5 of Vader's floating choke-a-matic Gozanti. This is best utilized on officers that provide a one-time benefit early on but linger around, like Captain Needa (checks out), Minister Tua, officer Ozzel (yep, that happened), Governor Pryce, and Admiral Titus, but can also be used in a pinch on officers like Agent Kallus if there aren't good targets for him or exhausted officers like Brunson or Intel Officer that are done doing their job for the round and you need to get extra oomph out of their ship.

Choking out your commander is a ballsier move, but it's a great move on commanders that may no longer be doing much of anything, like Konstantine (who deserves it anyways, he's terrible) when there aren't enough medium or large ships left on the board, Tagge once he's done regenerating tokens on round 5 or 6, Thrawn once he's done giving out all his dials, or even Emperor Palpatine once you've targeted all the juicy tokens (feels so good!).

There are some niche uses here too that can feel a little silly. If you've got The Choking Game Gozanti flying around already, it can be tempting to put a Skilled First Officer on a Raider or Arquitens just for the reroll potential, even if he doesn't do anything on a Raider. In cases like that, I'd encourage you to spring for the extra point to get a one-use officer like Ozzel or Needa or Titus or the like so they can actually do something before getting choked.
 

j07NCSK.jpg

Krennic has an obvious use with Cymoons, especially when they're given some command help from outside to help free them up to use concentrate fire commands. This could be Moff Jerry taking the wheel while they use con fire dials or Grand Moff Tarkin providing concentrate fire tokens or whatever you please. Cymoons currently are only really seen with Vader, but Krennic can fix that. He's not cheap, mind you, but that kind of dice control in the officer slot is really something.

That said, he shouldn't be overlooked on an Arquitens, either, for very similar reasons. Krennic and Slaved Turrets on an Arquitens provides a 5 red dice broadside with a concentrate fire dial, and all of those red dice get rerolls.

Also note that Krennic is cumulative, so spending a concentrate fire dial and token will add a die, reroll a die, allow you to reroll any number of red dice, and then allow you to reroll 2 red dice. It's a scary amount of red dice control. It won't work at short range, however, because Krennic can't resist monologuing when enemies get close enough to hear him.
 

4EFWuaY.jpg

The Senate also comes in officer flavor, and he's designed to hang out on your meanest centerpiece ship. Because SSDs have 3 officer slots and are going to be a laser sponge, the use there is obvious. You can also use him on ISDs, especially Avenger ISDs that want to dare nearby ships to spend defense tokens prior to Avenger attacking. And of course there's also Sloane, who loves getting a leg up on burning down defense tokens.

That said, ISD officer slots are very competitive right now so I'm curious to see how frequently we'll see The Senate outside of an SSD build.
 

G8IGvj7.jpg

Lira Wessex is the second card that synergizes with Executor in that she can turn a horde of repair tokens into facedown damage cards. That said, I think Damage Control Officer is generally a more flexible card and those two contain tokens can go a ways there. Lira does have the benefit of acting as something of a Chart Officer as well by limiting the harm received when overlapping asteroids, which a big fat unmaneuverable ship like an SSD may very well do and a Damage Control Officer can't help with. Plus she's only 2 points, so don't expect miracles 😉.

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2 hours ago, Drasnighta said:

Gherant: “Too Late!”

He only discards when attacking a ship - not squads - so I think he’s trying to be Bomber Protection for a Flak Boat Raider or similar, where Kallus is busy elsewhere or you’re just expecting Generics

Gherant also combos with Vader. Rerolls the first time you shoot a ship. 

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3 hours ago, The Jabbawookie said:

Gherant on a Quasar?  Probably still better to take a different officer, but he’d do something for it. 

That's my issue with him when you get down to it. He can have uses in specific circumstances but he sits in a valuable chair that more all-purpose officers can use better.

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Gherant could have a role in a ship that either doesn't want to attack ships much, or need time to get on target. Possibly a ship without contain...

Quasar kind of fits, but also would rather have other officers.

Maybe a Vic could take him, saving some damage on the way in? Then sacrifice to Vader?

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On 11/25/2018 at 12:06 PM, Green Knight said:

Gherant could have a role in a ship that either doesn't want to attack ships much, or need time to get on target. Possibly a ship without contain...

Quasar kind of fits, but also would rather have other officers.

Maybe a Vic could take him, saving some damage on the way in? Then sacrifice to Vader?

I can easily take Gherard on GSD2 with Proj Experts, as most of the time it only does flak and repair - so here is a use case.

Ozzel pairs very nicely with FCT.

Krennic - I won't be surprised to see it more on ISD2 than on Cymoon (Note that he potentially competes for those CF tokens with IFF)

 

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