So, I was looking at the E-Wing's unique upgrade slot combinations, and was hoping to find a SableGryphon-eque synergy between two of the strongest upgrade slots in the game. This is the fruit of my attempt
.-=-. .-=-. .-=-. .-=-. .-=-. .-=-. .-=-. .-=-. .-=-.
B lackmoon S quadron P ilot
+ R7 A stromech
+ F ire- C ontrol S ystem
-= {33} =-
B lackmoon S quadron P ilot
+ R7 A stromech
+ F ire- C ontrol S ystem
-= {33} =-
B lackmoon S quadron P ilot
+ R7 A stromech
+ F ire- C ontrol S ystem
-= {33} =-
- The Blackmoons attack
- They gain a TL against the defender
- When the defender attacks, the Blackmoons can spend their TLs to severely reduce incoming fire.
Note: FCS is not a free Target Lock action. You can do it while stressed, or if you've already acquired (and spent) a TL that round.
You re-roll the enemy's attack dice before they can modify them. If they have Focused (or similar), this reduces their outgoing damage to 75% of what it would have been. If they did NOT focus, it reduces their outgoing damage to 50%.
You have 3 green dice at R2. Do the math.
This high amount of defense against the ship you decide to attack, inspired the fleet's name.
A Retiarius was a Roman Gladiator who used a Net and Trident. The one he would attack with the net would not be able to attack him while he destroyed his victim with the trident.
Also, the E-Wing and the Sigil of the New Republic both kinda look like Trident-blades, and it's a 3-pronged attack 'cause you have 3 ships of PS 3, so I found it rather apropos.
This fleet's best match-ups are:
-
A fleet in which the ideal target is PS 3 or fewer (e.g. a Bounty Hunter + Recon + HLC). You will always have the combo available before their shot, so you can do your actions with no mind paid to the following turns.
-
The second-favorite victim is Han Shoots First (or other builds in which the highest-damaging target has PS>3). The Blackmoons can still attack with relative impunity, they just don't get to Target Lock their own attacks anymore, as the TL from the previous round of fire ought to be spent when Han Shoots. They can still Focus/Barrel-Roll/Evade with impunity. Round 1 is either spent Target Locking the big guy, and attacking unimproved, or spent taking Han's full fury while dealing their own, trusting that you'll survive the onslaught with enough HP to control him down.
-
Alpha-strike lists are an interesting duck. Save your R7 Target Lock interaction for nerfing their missiles. Once those have been dodged, you might as well throw the R7 away, and eat the missile-launchers alive with your FCS action economy. I still think the match-up is favorable on my side, but those first few rounds of combat will be interesting. Also, Munitions Failsafe will annoy the crap out of this list.
- Most other list archtypes will play an interesting game against this, and would probably go down to the skill of the fleets' commanders. It has the weaknesses of a 3-ship fleet, even though its one with added offense and defense on a 3/3/2/3 body with an interesting action and maneuver suite.
There are three fleets that I can foresee giving this fleet hell, though.
-
Proton Bomb fleets carry a high chance of destroying my E-Wings. I've only got 2 hull, so even if I don't get 1-shot by a Direct-Hit, my ships still die to 2 bombs a piece. Considering you can fill your ships with up to 4, and that this happens to 3/4 of Wave 4 (and the A-Wing as well), I'm starting to see this one go up in popularity.
-
TIE Fighter Swarms, particularly Howlrunner Swarms, don't have a hierarchy of ships to attack first. In fact, the R7 Astromech is largely going to be wasted points in this situation, and the FCS won't get much use either.
Once Howlrunner is gone, the TIEs will have a hard time getting through your 3 agility dice, but they will still outnumber you 2-1 or worse.
- Fleets with 3 Gunners, each with 3 (or more) attack. Gunner is designed to eat ships with 3 agility. You have a good matchup against 1 or 2 Falcons (being able to double-defensive action to knock out the Gunner will do that, particularly if you can use one of them offensively if it wasn't needed), but 3 Buzzsaws (be they Shuttle, Phantom, or Titled B-Wing) will HURT.
Note: Rebel Swarms are not a risk like the TIE swarm are. Take out the ships with 3 attack first; you don't have much to fear from naked As, Ys, or Zs, even in plurality.
Edited by DraconPyrothayan