Just looked at the keyword again. For some reason I though escort restricted all targets, not just squadron targets.
Finally some info on Wave 3 GOZANTI
Just looked at the keyword again. For some reason I though escort restricted all targets, not just squadron targets.
I had to double-check it myself, I thought much the same as you did.
Heavy does not affect escort in any way.
Suppose you have squadron Alpha with Heavy and Escort next along side friendly Squadron Bravo (Bravo also has Heavy because why not). Enemy squadron Zulu is attacking.
Squadron Zulu can still move and attack ships because Alpha and Bravo have heavy.
Squadron Zulu CANNOT attack Squadron Bravo.
If Squadron Zulu is to attack a squadron, it must attack squadron Alpha because of Escort.
Unless Zulu moves to a position where Alpha is more than distance 1 away, while Bravo is within distance 1 of Zulu.
Having Escort only really works if you can flank the squadron you wish to protect on both sides.
Or Instigator failed to reach a position where it locks down all the enemy squadrons and why do some asume that the Instigator has the extra command token at the right time to command two Tie Advanced into the right position.
Or it has the correct distance speed and direction to the enemy squadrons, that it won't overlap them or its friendly Tie Advanced squadrons, giving the opponent the oppotunity to locate one or more squadrons, in a less advantageous position for the Instigator player.
So as usual you can make some hard and though combo's, that will give your opponent something to really to think about, but none of them are 100% foolproof.
There are after-all with the gradual introduction of new units more variables you can shake a stick at. Or do your head in. ![]()
Ups a Ewok snowball from me ![]()
Oh completely - there are lots of possible configurations, combinations, and synergies. I was merely illustrating that heavy and escort do not have an effect on each other in simple terms.
I swear there's got to be some kind of variant of Godwin's Law that the longer a conversation goes in a mini wargaming forum the higher the odds of someone mentioning/quoting the Art of War.
Wonder if there's something comparable about Sun Tzu getting credit for every military truism out there.
In 50 years you're gonna get dudes playing the Desert Storm minis game and posting that Sun Tzu came up with the OODA loop and Centers of Gravity.
"Wu Tang clan ain't nothing to f*ck with."
~Sun Tzu, The Art of War, speaking on the dangers of reckless military engagement with militaristic border clans
For you:

I always was keen on them, and thought they would be a good addition to the game, but I am super excited for the new flotillas now.
I will buy 2 packs of each. FFG can shut up while I throw money at them.
Heavy does not affect escort in any way.
Suppose you have squadron Alpha with Heavy and Escort next along side friendly Squadron Bravo (Bravo also has Heavy because why not). Enemy squadron Zulu is attacking.
Squadron Zulu can still move and attack ships because Alpha and Bravo have heavy.
Squadron Zulu CANNOT attack Squadron Bravo.
If Squadron Zulu is to attack a squadron, it must attack squadron Alpha because of Escort.
Unless Zulu moves to a position where Alpha is more than distance 1 away, while Bravo is within distance 1 of Zulu.
Having Escort only really works if you can flank the squadron you wish to protect on both sides.
Or Instigator failed to reach a position where it locks down all the enemy squadrons and why do some asume that the Instigator has the extra command token at the right time to command two Tie Advanced into the right position.
Or it has the correct distance speed and direction to the enemy squadrons, that it won't overlap them or its friendly Tie Advanced squadrons, giving the opponent the oppotunity to locate one or more squadrons, in a less advantageous position for the Instigator player.
So as usual you can make some hard and though combo's, that will give your opponent something to really to think about, but none of them are 100% foolproof.
There are after-all with the gradual introduction of new units more variables you can shake a stick at. Or do your head in.
Ups a Ewok snowball from me
I think some people under estimate how effective the Instigator and tie combo are. They are like ASW groups, they are not there to kill the threat, it's all about control, suppression and forcing a change to behaviour, this keeps the threat from the ships that do the hard work.
Played with ozzel it's very easy to cut instigator into a bomber wing. The threat range is long therefore most importantly it changes how people play the bombers against you, they will hold them back and keep them dispersed, this is just what you want if your play a high activation small ship list as it slows down them concentrating on and killing your main offensive pieces.
The gozanti with vector and jamming fields will just makes it all the more effective.
So far my experience has been that instigator and a group of ties does work to control bombers and gives you the time and space you need ( before they die) to get in and kill the capital ships.
I think some people under estimate how effective the Instigator and tie combo are. They are like ASW groups, they are not there to kill the threat, it's all about control, suppression and forcing a change to behaviour, this keeps the threat from the ships that do the hard work.
Played with ozzel it's very easy to cut instigator into a bomber wing. The threat range is long therefore most importantly it changes how people play the bombers against you, they will hold them back and keep them dispersed, this is just what you want if your play a high activation small ship list as it slows down them concentrating on and killing your main offensive pieces.
The gozanti with vector and jamming fields will just makes it all the more effective.
So far my experience has been that instigator and a group of ties does work to control bombers and gives you the time and space you need ( before they die) to get in and kill the capital ships.
This has been my experience as well. Also worth pointing out: it doesn't matter (much) if Instigator overlaps all of the enemy bombers. In fact, that's almost optimal for it: its base is so small that you can really only fit two bombers into each arc in contact with the base (you can wrangle it to get three in one, but that's about it I think), which means each of those pairs of bombers is going to have to grind through two shields before they can start supporting each other.
Yep, can still block large capital ships. "Sorry Vader we were going to engage that MC80, but a flotiia has slowed our progress and now we will be getting double taped, what shall we do sir." Monocle flaps over the commander's eye as Vader turns to walk away hearing, "We shall Die." Clap, clap, clap. Year and a half wait for that wiz kid sort of R&D. Pop the bubbly.
Just thought I would revel in my powers of prediction for a small moment (added bold lettering for emphasis):
Interesting that the conversation developed in this direction. Just dropped in to point out why I think GR75's will have Support Teams:
Slicer Tools -- "After you execute a maneuver, you may exhaust this card to choose an enemy ship at distance 1-3. You may choose a new command on its top dial."
The only reason I can think of to have both of these mechanics on here is to prevent Slicer Tools + Engine Techs abuse. And since we know the Gozanti doesn't get them, and add to that the fact that FFG appears to be trying very hard to build a viable "healer" construct for the Rebels... I'd say it's a pretty good bet that the GR75 will have support teams.
If you look closely at the preview picture of the GR-75, the partially spoiled title upgrade card (looks like it will be "Quantum Storm") has an effect when you resolve navigation commands. It looks to me like it says something along the lines of:
"After (something something) a maneuver (something) exhaust (something) execute (something something) maneuver..."
My guess is it will be like a built in engine techs upgrade.
Thread tl;dr. ![]()
Sorry if this has been said, but I really want to see some Neb Bs with Cracken. Cracken should help make up for the weak side arcs (which are only one shield less than comparable ships).