Flight Commander and Flight Coordination Team

By Lyraeus, in Star Wars: Armada

Well a single distance 1 is 3 1/16th I check (or 7.78cm) so each FTC give you just a tad more than a quarter of the tool to work with. This means that you. Go 1/8th inches with 2 FCTs. That on the distance side is a 3rd from the 3 movement.

Distance 2 is 4 15/16" so a single FCT makes that an 8" move and a second one gives you a total of 11 1/16th move in a turn. Out of a possible 12" with just a B-Wing. . .

Also moving distance 1 twice is greater than distance 2.

I love the fact i can slap it on a ship that has Support Teams but not actively using it and now can support squadrons its not cmding

Aye, the natural inclination I had was that the dual FCT make B-wings genuinely workable in a relatively fast fleet, so long as its shepherds are alive. While a single FCT is more a positioning tool, twin FCT's really are a form of Kessel Express that alleviates a lot of my persistent issues with B-wings.

FC 2 T might be a really good combination, but yeah, it does seem like a predominantly Rebel combo. Still, I'm starting to wonder about a FCT GSD pocket carrier for Yv's or maybe Mithel. Still, can't see any major benefit for FC 2 T. Kinda wish the Raider had a support slot right now.

Edited by Vykes

I would like to try using Mauler, the coordination team and Chiraneau in a combo. For example, use a gladiator or a Interdictor with the coord team to move Mauler into engagement with a few escorts, causing the enemy squads to suffer damage. Then activate a carrier with chiraneau and boosted comms to allow Mauler to move again.

It would weaken closely packed balls of squads (like Rhymer balls which float at medium range of the enemy ship.

I would like to try using Mauler, the coordination team and Chiraneau in a combo. For example, use a gladiator or a Interdictor with the coord team to move Mauler into engagement with a few escorts, causing the enemy squads to suffer damage. Then activate a carrier with chiraneau and boosted comms to allow Mauler to move again.

It would weaken closely packed balls of squads (like Rhymer balls which float at medium range of the enemy ship.

This is a sneaky combo that will just rip through enemy squadron balls. The only issue will be keeping mauler out of engagement while also setting him up to reach the enemy squads with that distance one move the next turn

We could be seeing Gladiators being used as FCT platforms. . .

What was nice most of all with FCT was that I could change a target as well as watch were I was going to be for Antisquadon shots.

It was not a full test due to my opponent not using squadrons but it was fun

I think these two with Expanded hangers may end up revitalizing one or two overlooked ships.

I would like to try using Mauler, the coordination team and Chiraneau in a combo. For example, use a gladiator or a Interdictor with the coord team to move Mauler into engagement with a few escorts, causing the enemy squads to suffer damage. Then activate a carrier with chiraneau and boosted comms to allow Mauler to move again.

It would weaken closely packed balls of squads (like Rhymer balls which float at medium range of the enemy ship.

This is a sneaky combo that will just rip through enemy squadron balls. The only issue will be keeping mauler out of engagement while also setting him up to reach the enemy squads with that distance one move the next turn

This should be doable with a large enough fighter ball. Unless they are packing a bunch of high speed squadrons like A-Wings or YT-2400s he should be going last of all the fast squadrons.

Which is better do you think? Part of my list...

Wave 2

MC80c, Independence, Boosted Comms, Talon.

Neb-Be, Yavaris, Antilles

4 B-wings

or

Wave 4A

MC80c, Defiance, Boosted Comms, Talon, FCTs

Neb-Be, Yavaris, Antilles

4 B-wings

or

Wave 4B

MC80c, Boosted Comms, Talon, FCTs MS-1s

Neb-Be, Yavaris, Antilles, FCTs

4 B-wings

All options cost the same points.

I should note that I got curious and did a bit of measuring and Independence+FCT will not result in Pseudo Speed 5 B-wings on its own (It's just out of close-medium range, and without ET you can't get inside it. It requires a Speed 3 ship to pull off).

So make it a FC ​2 ​T Indy. It pushes distance 1 after move (since the Bs are still close-medium) and then throws the B-wings speed 4 more.

Which is better do you think? Part of my list...

Have you been running different lists since Sheffield? If not I strongly advise you mix it up with a new flavour. Thats too long playing roughly the same style.

5 imperial games and two with rebels. No OPs