well, I'm back from sullest and the hype is real
The 4th round saw Akbar and Vader going at it and holy crap does Akbar hit hard
Having seen the power of Akbar for the first time, and having been playing Yavarised Bs for a long **** time now, I wanted to take a gander at the Counter Shrimp (mc30) which, let's be honest, is basically a love child of the two
Setting Riekan aside for this post (because his ability really deserves to be table tested, though I imagine he'll be disgusting with Turbo-laser reroute cr-90s), the shrimp really seems a decent fit with at least Garm and MM, but it is an obvious fit with Akbar
Under him, Scout Frigates take their broadsides up to redredredred plus a fifth off of concentrate fire. With gunnery team, two evades and two redirects, those armaments alone are enough to make the Shrimp a long range terror that just so happens to pack some nifty black dice as insurance.
fly 3 of them escorting Home One
go 2 and 2 with gunnery fatties and shrimps
the possibilities are readily evident and exciting ![]()
But I have some concerns,
After having worked with Yavarised Bs for a long while now, the Scout Frigate's black dice honestly seem...underwhelming. Yeah, it's 5 dice off of a small base ship, but two Yavarised B-wings are a-better-than-ISD-front-arc split across enough attacks to mitigate defensive tokens.
We also have to deal with the fact that the Shrimp is not suited to close-combat like the aggressive Gladiator, which has relevant defensive tokens at a cheaper asking price (ACM GSD-1s clocking in at the same as a Torp Frigate naked). People may that umbrage with me comparing cross faction, but let's be real: the GSD is the Shrimp's competition and possibly the primary reason to take a shrimp in the first place.
Anyway, the Shrimp does not seem built nor priced to be an efficient close-ranged terror, and it certainly has no Demolisher equivalent. So, what're we really working with here?
Probably the biggest pro of the Shrimp is simply that it's not awkward like the Nebulon even though it shares the exact same nav chart; speed 4 excluded. Now, I love the Neb to death but it is a very difficult ship to fly properly. While the shrimp certainly won't be cake, it does at least have the decency to expose its strong-arcs like it's big-bro, the Assault Frigate.
That doesn't seem like a lot on internet-paper, but in games it'll make a world of difference. The Yavaris + B-wing combo is the strongest damage source Rebels can offer, but it is stiff and not terribly suited to tackling ships that don't like diving onto your face. The shrimp, however, not only has the nav chart & speed (it's got Neb turns at speed 3!) to match these long range craft, but it's got the tokens and shields to perform at those ranges as well.
What we're looking at, it seems, is a skill-intensive generalist that needs to exploit the crap out of range control in order to operate at peek effectiveness. Initiative will probably be a must, given you can swing in with the Shrimp and then activate first, dump black dice on some poor bastard, and then Zoidberg your way to safety.
Or, you could make them come to you with Akbar ![]()
I'm pretty excited about these guys, partially for the new playstyles they offer (love B-wings, but I need a break!), partially because I think they'll be maligned after the initial hype when they prove to be difficult to play.
or maybe I just want the Turbolaser Reroutes and I need an excuse to buy two...
Currently, I'm mulling over upgrade choices because this thing is expensive but offers so much variety. I believe, at the moment, that we'll have to eye these:
Gunnery Team - basically auto-include with Akbar; really abuses his ability
Advanced Projectors - your substitute for brace, basically
Turbo-laser Reroutes - very excited for this card in particular. Probably not something you'd use with Akbar (shrimps get expensive with just gunnery and projectors!), but possibly something to use when taking the Scout with MM or Garm or even Big-D
Raymus - double strength navigates (or a free reserve token) for all your range controlling needs, plus re-rolls with CF, +1 shield during repairs, and your chance to act out all your fantasies of being an Escort Neb
I do wonder, however, if the ordnance slot is worth it. This isn't a ship that lives and breathes at close range ala the GSD, so I'm not sure how ideal it'll be. Of course, we all know Big-D is drooling over those assault torpedoes...
Edited by ficklegreendice