Basile1902 10 Posted February 20 The new version of this build is centered on making the defiance both a sword and a shield. While also Boosting it's anti squadron capacity. All at the cost of losing the initiative bid. Though five activations makes up for that. Name: Defiance Faction: Rebel Commander: Kyrsta Agate Assault: Advanced Gunnery Defense: Asteroid Tactics Navigation: Hyperspace Migration MC80 Command Cruiser (106) • Kyrsta Agate (20) • Strategic Adviser (4) • Electronic Countermeasures (7) • Overload Pulse (8) • Quad Battery Turrets (5) • Defiance (5) = 155 Points Nebulon-B Escort Frigate (57) • General Draven (3) • Linked Turbolaser Towers (7) = 67 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • Shara Bey (17) • Tycho Celchu (16) • 2 x A-wing Squadron (22) = 55 Points Total Points: 399 Quote Share this post Link to post Share on other sites
Cpt ObVus 1,193 Posted February 20 I’m not crazy about Overload Pulse to begin with, but IF you’re going to use it, you don’t want it on your biggest gunship... you want the biggest gunship to activate later, and punish the ship that’s had its tokens burned. One of the (multiple) problems with Rebel fleets making use of Overload Pulse is that they don’t have a ton of smaller ships capable of carrying it effectively (the Imps have Raider-IIs, at least). The CR90B can carry it, but I personally find it hard to get close to big, dangerous targets with that ship, and unlike the Raider, it can’t use Disposable Capacitors to shoot at range. Also, the Empire has lots of ways to guarantee the necessary critical (Screed, Weapons Battery Techs, etc.). The Rebels have fewer ways, partly because some of the ships that can carry an Ion Cannon upgrade can’t also carry a Weapons Team. Finally, there’s a fundamental tension between Defiance (a title that wants you to delay your activation) and Overload Pulse (which wants to happen early in the turn). And anyway, MC80H1 Cruisers almost always want Leading Shots in the Ion Cannon slot. It’s far too easy to roll accuracies and blanks on your big shots. I’m concerned that this list is too defensive, and will lack the firepower to actually kill hard targets like ECM-equipped ISDs, and also too slow to smoke out Onagers before their superlasers melt your big, slow cruiser, no matter how many defense tokens you give it. Quote Share this post Link to post Share on other sites