Hi everyone,
I'm really intrigued by Opportunist. Simply because additional dice are more valuable than more attacks, as they don't give your opponent new defense dice. However, most ships want to do a focus or evade action anyway and only Rebels have a way to strip tokens by force (Wes Janson). As a result, I'm tinkering with a few ways to make Opportunist for Imperials work. Let's start with some thoughts about basic synergies:
Carriers:
- Turrets: Plain and simple. In case someboody k-turns or takes non-token actions, a turret is more likely to take advantage of it.
- HLC/Rockets/Torpedoes: 5+ dice are pretty devastating.
- Anything with low or mediocre pilot skill might help, because the enemy will be tempted to use tokens, while shooting
- Anything that has bad or mediocre action economy might be better of with Predator or Push the Limit, because 3 modified dice are most likely better than 4 unmodified dice.
- Anything with less than 3 dice is a bad carrier, because you might just play a three dice ship instead.
- Anything with bad green maneuvers is a bad carrier, because it can't clear the stress properly.
Enablers:
- Blockers: Denies actions completely. Mini swarms might work well with an Opportunist-carrier.
- Stress: Limits maneuverability and facilitates blocking. Rebel Captive or Mara Jade might help, when running blockers.
- Double Stress / Stress + Ion: Denies actions completely. Tactician on Firesprays or Double Tactician on Shuttles might work out well.
- Higher PS ships: a soft enabler, that might tempt the opponent to use tokens.
Sample lists:
Vessery + Turr Phenir + Dark Curse
Vessery fulfills carrier criteria 2, 3, 4 and 5. 5 red dice with Focus and Target Lock hit like a truck! The green maneuvers are sufficient imho, because you can make long hit and run attacks with the green forward moves + Boost. Dark Curse fits enabler point 1. Turr Phenir fits enabler point 4. Fun fact: Even when Turr is out of range 3 inititially, as long as he can shoot, he can use Boost/Barrel + PtL + TL to generate a lock for Vessery this round and for himself next round.
Options: A) remove EU; use Soontir Fel instead of Turr; B) remove EU; use Tie mini-swarm instead of Turr and DC;
Kenkirk + Kath Scarlet (4 Points left for either Engine Upgrade, Shield Upgrade or Mangler Cannon)
Kenkirk fulfills carrier criteria 1,3, 5 and 6. The action economy isn't the best. In case you use Engine Upgrade on him, Predator or PtL might be better.
Kath fulfills enabler criteria 2, 3 and 4. Additionally Rebel Captive on Kenkirk makes applying double stress easier.
Options: A) upgrade Kenkirk to Chiraneau for better action economy; replace Ysanne with EU B) replace Kath Scarlet with a different pilot with Tactician + Flechette/Ion Cannon
Discussion:
What are your opinions about Opportunist in Imperial squads? Are other upgrades simply better, or does it have its place?
Am I missing any synergies with Opportunist? Do you think all of them are worth the effort? Or are some of them too much of a hassle?
Any comments to the sample list? Maybe you are already tinkering with your own?
Greetings,
Stetto
Edited by Stetto