ASSAULT FRIGATE OP, IMP'S GOTTA WAIT TILL WAVE TWO!
(trolololololol, messing around. Actual write-up below)
(disclaimer, this is only with red on blue situations, no experience with blue on blue yet)
After 4 3 correctly played games with the assault frigate now, I am starting to think that ffg was too favorable on it. (for the record, the model also looks pretty good, paint-job is meh though)
I am primarily talking about the double fish.
-Main culprit is the Paragon with Enhanced Armaments. (9 times out of 10 I also pair up sensor team to turn 2 blanks into 1 accuracy basically)
-Another glaring issue is Electronic Countermeasures (a LIFESAVING seven points) and Mon Mothma (too expensive at 30 points)
Putting anything on the offensive retrofit slot currently is rubbish and a waste of points (EXCEPTION: Shield build)
The only officers that you should ever staff on a AFMrk2 are Veteran Captain, Raymus, or Intel Officer (EXCEPTION: Shield build).
Gunnery Team is 7 points, and should always be left at home. If you NEED to fill the team slot, insert sensor team. Do NOT insert said team into slot if you have Enhanced armaments uninstalled. (EXCEPTION: Shield build commonly uses flight controllers. Do not attempt to use flight controllers on wedge unless you are a horrible person. If so, proceed.)
Some other things of note:
- You should only, and always take the Mrk II A at 88 points (the electronic countermeasures come pre-installed) unless building "The Shield", because of that 2 anti-squadron attack, and the boosted front and rear arc.
- If you are not ALWAYS moving at speed 3 then something has gone horribly, horribly wrong. Do NOT wait for your B-wings. Place brick on petal and LEAVE it their. (it is however a good idea to have a nav token on standby in-case brick needs to be removed.)
- Their are 2 main builds with the titles, one is called the Shield (Gallant Haven, pure starfighter support), and the other is called the Sword (Paragon, pure dice rolling). Let the shield and sword guild your battle. (that was a reference)
- Do not attempt to use said shield and sword builds in the same list. It is not as good as it seems.
- Saying to yourself "Screw Strikecraft" multiple times over and over will lead to you realizing that 2 AF MrkII A's and a Neb-B Escort is 6 anti-squadron dice, and at speed 3 means you can pretty much ignore them. This is situational, and actually works better when you get up initiative and use all 300 points. Make sure to take the title with the extra repair buff on the Neb, you
mightwill need it. - Garm looks good on paper. In reality, you have the first 2, maybe 3 turns to already build up a stockpile of tokens, and while the 5th turn tokens are good, they are simply not worth 25 points. Mon Mothma with electronic countermeasures lets you ALWAYS use evade, even against strike craft (re-rolling hit-crits or double hits mainly). Dodonna seems good, but the damage Mon Mothma prevents (I ended up using evade every turn after round 3) lets me take engineering commands less, and concentrate fire commands more, effectively boosting my offense.
- Build your obstacle's like a 3 bank in X-wing. It takes practice, with trial and error, to see how much to have the angle, how close to the middle of the board, and how dense the field needs to be. You want to deploy at one end of your engagement zone, and angle to the other side of the board. Use the obstacles to prevent them from coming down from below, or turn into you. Do NOT cross the T. You want to force them to sail right past you. And on one side. About that...
- Split their fleet. Always. Make it a 300 points vs 100-200 point 1 turn engagement. If you don't kill it, thats fine. Keep moving at speed three. Attack another part of their fleet. Once they are both doing nothing but repair commands, swoop in. Imperial players like to place their victories next to each other. Engage at range 3 (or 2 if your
crazyer, bold) on ONE side of them, so the second cannot shoot because it is out of range. If they deployed with their two ships far apart from one another, enjoy the easy match. - Tie Bombers and Vader are actually scary, and can hamper the well-being of your space guppies. Keep yourself at speed 3, and force them to either take nav actions to keep their front arcs on you, or engineering actions to keep their shields up, and that will keep the bombers at bay. X-wings also might help, but you kinda move faster than them...
- Place the station on the opposite side of the board from you, closer to them. You can use it as a pit stop on turn 5 or 6 if you REALLY need it, but mainly it is to stop your opponent from doing the same thing.
- If the option is their, pick Advanced gunnery and choose Paragon as your objective ship. Even as first player this works very well. The first attack of 4 red (maybe a blue) will weaken their defenses in terms of shields OR defense tokens, then the second attack with 4 red, 1 blue, and 2 black and a reroll (use concentrate fire command and a token then, and you should be planning to set these attacks up) to to them in. Sensor team that brace, and then either have them redirect away ALL their shields, or break through into that juicy hull. You could also sensor team the first attack and make them use the brace, so they need to discard it the second attack to stay alive, crippling them for the rest of the game. Intel officer also works well here, but he is also 7 points. And combining that with Sensor team is a **** move (not saying it is a bad one per-say, and in fact is a hard counter to the guppy itself). (A heavily upgraded Paragon with advanced gunnery is actually op as ****, and your friends will hate you for it. You tell them, why did they pick/give it to you as a choice? Advanced gunnery however should seem like the good pick out of your three cards, the other two should just be evil)
- Again, Contrary to what you think, gunnery team is bad and means you positioned yourself so 2 ships can fire on you, not "you can fire on two ships". Use your maneuverability to pick your fights and attack angles. Victories are super easy to predict where they will be, angling yourself will be easy. Typically though you shoot once with the boradside, then anti-squadron out the front/back till you set up a front/back and side arc attack with a concentrate fire command and token.
- Evade those blue crits, especially if screed triggered for them. Overload pulse is your BANE.
- Same with Concussion missiles. You NEED your shields more than the Victory does.
- Use common sense and don't put your commander on Paragon.
Wow, this has turned into a wall of text.
I guess if you don't want to read it all, remember this. Upgrade your guppies to be around 100-120 points. Take Mon-Mothma. Throw in a Neb-B escort or some fighters. Set dials to 3, and never take that brick off of them.
How can imperials counter this? It is a REALLY easy to fly ship, and you will have a heck of a good time flying it. Very satisfying.
I am thinking maybe a Dominator pure damage build, but the gladiator is too prone to being killed in 1 turn of combined fire. You need assault missiles and overload pulse, but that **** evade that you can't stop (thanks ECM) with Mon-Mothma buffing it leaves only VERY lucky dice rolls or huge coordinated fire on the same target will trigger the effect. And they are super duper maneuverable. Like holy crap. How are you supposed to concentrate fire on one? How can victories KILL the **** things?
Another counter was Victories with Enhanced Armaments and Rapid Reload, to make 3/4ths of your fire arc's deadly, but then I was told that you can only have 1 modification equipped, so never mind. Bomber swarm might do it, but you basically only have one shot at it before you are forced into playing catch-up the rest of the game. Or they shred you with the 2 anti-squadron dice. You might get 2 chances if they made a mistake or timed it wrong.
Oh, last thing. Play aggressive with them. Probably playing passive/defensive with any squadrons you have is a good idea till your anti-squadron dice kill the enemy off, but be agressive with your guppies. Make their commands they take REACT TO YOU. Nothing is better than getting a victory to keep pulling nav commands to keep you in his front arc as you spin around him at range medium/long (if you have initiative, you start at range medium, then circle around 45 degrees to long, he shoots, then does a 1 or 2 45 degree turn to medium... cycle continues). Demolisher Gladiator is a problem at first, then when they throw their 2 red and 4 black, you force a reroll of their best result, brace, then redirect all of it to your front or something. Then muffle your mouth, and do your best storm trooper impression of "Blast them!" as your two guppies blow him away. Didn't I say last thing already?