Click Bait Article! - Excerpts from it below
We are playing a game where a ship with 1 hull remaining (assuming no crippling critical effects) is just as combat effective as a ship with full hull and ships. To this effect, being able to destroy an enemy ship is much preferable in terms of damage we will suffer in this, and future turns, than damaging multiple enemy ships.
Specifically, it leads to an issue that I am going to call the Gunnery Team Mentality, that the only arc that matters is the best one your ship has. Players flying all medium and large base ships fall into this trap. Even the MC80, who doesn't have Gunnery Team as an option, has multiple upgrades that work to reinforce this type of flying (Slaved Turrets and Ackbar, who we will get to soon enough). Players want to line up and keep the entire enemy fleet in their best arc, and stop trying to line up the double arc shot. Why?
The Why is easy. Players want to do more damage, they want to see bigger dice pools, bigger rolls. They want to roll big hits and get big results. And the medium / large base ships definitely give them that option. And to them, it is working. They do roll big hits against two enemy ships.
Those two big hits are both braced / redirected, but hey, can't do anything about that
Except you can. We've talked in the past about how one of the best way to go Whaling is to fire multiple small attacks in a single turn, to overwhelm the brace (and other) tokens. Your big attacks that hit multiple targets for ~3 damage (after brace) each is turned into ~3 damage and ~3 damage on a single opponent by getting them into your other arc. You've gone from splashing the front shields (and being redirected to the sides) to stripping shields and punching into the hull. No real damage lost, but all that damage against a single target.
What do you think? Does Gunnery Team unconsciously teach us bad gameplay?