Carnor is a great pilot, though his pilot ability means he has to remain in close proximity to the enemy and thus tends to bump more and usually is the first ship destroyed in my list. Nonetheless, I'm a big interceptor fan and I'm experimenting with what elite pilot talent (EPT) to use to maximize Carnor while he lasts (or to make him last longer). The variables in the list are:
- Soontir, Push the Limit, Royal Guard Tie, Autothrusters, (hull or shield depending on Carnor EPT cost)
- Turr, Veteran Instincts, Royal Guard Tie, Autothrusters, (naked, hull or shield depending on Carnor EPT cost)
- Carnor, (EPT to be determined), Royal Guard Tie, Autothrusters, (naked, hull or shield depending on EPT cost)
For Carnor's EPT, I'm experimenting with:
Determination - It's cheap at 1 point, which allows me to put shields on Soontir and Turr and a hull on Carnor (hull on Carnor because this card offers some protection against crits already). At the last tournament I drew the face up crit that cancelled my pilot ability and my EPT in round 2. That was ugly...
Intimidation - Hey, he tends to bump anyway charging into the fray, so this could aid the others for only 2 points. Then I can put a hull on Carnor and Turr, and a shield on Soontir. But, it doesn't really help against decimators and there are tons of decimators flying out there.
Daredevil - An EPT you don't see very often, but it is a maneuver, which means I can use it to get the arc and potentially bump someone who has me in arc, thus taking away the shot. It isn't hard to lose stress with an interceptor the next round, so this seems like it has potential. It would, however, mean hull upgrades on all three ships to account for the 3 point cost.
Outmaneuver - Again, 3 points, so hull for everybody, but Carnor can be quite effective with the 5-k getting behind the line and then staying on tails. This also helps with Falcons, which are also everywhere, but doesn't do any good against decimators (the bonus green they get at range 3 doesn't drop via this card and Carnor likes to be at range 1 anyway). I have found it deadly in a-wing green squadron swarms against Falcons, so I suspect a similar result here, but not as dramatic since only Carnor would have it.
Predator - 3 points and hull for all again, and I've used this one extensively already. It is solid since you don't lose it when bumping or stressed, but I'm wondering if some of the other EPTs might be even better.
Push the Limit - 3 points and a classic interceptor card, but I've also tried this extensively and the tight quarters of range 1 and potential to bump sometimes means you lose it (unlike the other options). Leaves hull upgrades on all 3.
Ruthlessness - hmmm, a tempting 3 point option with the swarms that are out there, and Carnor tends to bite the dust before this card might start inflicting friendly fire damage. I haven't tried it, but I'm curious. Again, hull upgrades for all 3.
Opportunist - The extra red dice is tempting, but the higher PS 8 of Carnor makes me nervous that ships will still have a focus or evade on them (taken prior to Carnor being within range 1 even though un-usable). It is also 4 points, so that means a shield for Soontir and a shield for either Carnor or Turr (can't afford both). At the same time, this EPT seems to be written for Carnor's pilot ability and could help chew through the fat hulls of opponents.
So, fellow interceptor aces, have you used any of these EPTs extensively with Carnor and if so what were your observations? All EPT feedback is appreciated!
(I'm pretty set on the autothruster and shield/hull upgrades, compared to stealth or targeting computer combos - I've tried those extensively already)