hey guys,
so in my never-ending quest to never ever be productive, I thought we'd take a look at the Lancer-class itself to try and parse out just how (or why) we'd put it on the table
to start, I want to split into categories of things we know, things we don't know, and "things we sorta know but it's an ffg article so hmmmm...."
[Things we know]
1.) The Lancer is basically a firespray
it's got the same total health, almost the same action bar (minus "rotate mobile arc") and the same exact pricing




given the relative dearth of firesprays in a competitive environment, this doesn't really bode well
2.) we know the mobile arc is an action tied to the action bar, which encourages PTL (dial pending, article provides clues...but it's an FFG article so, you know...)
because it's an action, it also encourages high PS to rotate AFTER most everyone has moved
HOWEVER, FFG has done a smart thing by making the highest PS pilot (ketsu) not able to her mobile arc from her primary without sacrificing her ability.
So they're getting really good about the game design on this one ![]()
3.) double illicits! (oh, baby!)
[Things we don't know]
1.) the exact nature of the dial
2.) the exact nature of the mobile arc.
We can assume by its designation as an "arc" that it will function basically like an auxiliary arc without the distinction of being an auxiliary arc (see Ghost's special arc versus tail gunner for as to why that matters), but we can't be 100% positive
[Things we sorta know but it's an FFG preview article so hmm....]
It's got at least a white 3-turn (like the spray)

it seems to have a green 3-bank based on this picture

[Putting it Together]:
Assuming the teaser image is correct (green 3-bank), then we almost certainly got ourselves a shoe-in for PTL
PTL works with the rotate mobile arc action on the action bar, allows you to stack focus and evade (or rotate arc and focus etc.) while the crew slot (ie dengar or k4) will grant you full mods without a moment's hesitation
while it doesn't have the same range of motion as an interceptor, that far greater arc coverage more than compensates
hell, unlike the firespray, the ability to rotate your arc will lend to a FAR easier time flying around the battle-field with EU while still getting your shots off. So, while nowhere NEAR as obnoxious as a fat PWT, you still have yourself the case for a fat (and far cheaper) arc-dodge
EXCEPT, you're looking at a relatively low PS grade. Topping off at 7 (6 if you want more freedom with your arc re pilot ability), this thing certainly is no fat han nor VI cheri and will still require a lot more predictive skill than either the aforementioned ships.
to emphasize this fact, we turn to the pilot abilities ALL of which require the mobile arc AND a range restriction; Ketsu's in particular which requires her primary as well
Ketsu's ability is so **** restrictive that blocking is perhaps the only reliable way to trigger it (not counting the fact that it can affect friendlies, of course
)
suffice it to say, it only took 6 waves for FFG to do a proper PWT ![]()
you can further spice up your build with Rigged Cargo Holds. While they cannot be PTLed (so no boost debris, sadly), they can really force your opponent's hand and, especially in combination with ventress' ability, really screw them over
Sample build:
Asajj "Don't Stop Me Now" Ventress - (37)
*ptl
*dengar
*eu
*rigged hold
*rigged hold
[49 points total]
NOTE: also keep an eye out for Heroes of the Resistance's "Burst of Speed." Since you can't dodge U-boat torpedoes by running into them (higher ps; can't block) the ability to instead SLAM into them to deny shots is very attractive especially when you get your pilot ability anyway ![]()
unlike your standard Kath or Brobot, Ventress is not a raw powerhouse of a pilot. In terms of raw damage, she simply lacks the 4 dice HLC brobots and Kath are capable of putting out and she doesn't have access to green dice mitigation ala crackshot or tailgunner.
what she has is stress.
against everything not supported by manaroo (unless you can stress manaroo, ofc), denying actions via stress will be what gives her the edge in combat
so...you want to keep her mobile arc on people without trading dice if you're able. Hmm...sounds an awful lot like you should be blocking with her too!
this means that she's going to be a more flying-dependent, more tricksy pilot than what we're typically used to. If you can dance her around, though, primarily avoiding strenuous combat until her ability and debris fields can get to work crippling the enemy, she will probably do well ![]()
In short, expect a relatively high skill cap and floor
WITHOUT PTL...well, you still have some options but you're going to have to be careful as you're sacrificing either maneuverability or action efficiency
Sabine is probably the exception here, as even without an ept the combination of her (pretty **** cool) ability, a crew (dengar/k4) and a double dose of stims give you a pretty modified pilot for a total of two rounds. With stims you basically have a reinforce token (versus everyone in your mobile arc and at range 1-2), which you can stack with an evade action for no offensive loss (stims takes care of offensive focus; dengar/k4 takes care of re-rolls). For 42 points, she isn't too prohibitively expensive.
that's kinda cool
for other epts (assuming the mobile ARC is, in fact, a firing ARC) we have fearlessness, specially with Ventress. See, Ketsu's ability doesn't play nice with maximizing your arc coverage, but Ventress doesn't care (and, unlike sabine, she actually has an ept
). The stress from her ability could even help enable fearlessness simply by limiting the opponent's options
bonus points, if you're good about using Shadow Caster (mobile arc only) and fearlessness against lower PS pilots, you can have your cake and eat it too ![]()
if the greens are good enough for PTL, Expert Handling (especially in combination with k4) is always an option. The low ps (lower than omega and inquisitor etc.) might make this less attractive as anything but a large-ship vector thrusters. But hey, since Ketsu wants to block...
[TL;DR or In Summary]
1.) it's basically a more mobile (arc) firespray
2.) restrictions on pilot abilities and the overall lack of raw power on Ketsu and Ventress (contrast with Kath Scarlet and IG-88b) suggest a higher skill-cap/floor. I.e, don't expect to be able to take other fat ships on in a dice war and just win or to be able to joust very well at all (or, given the PS and mobile arc restrictions, just arc-dodge mindlessly like Han)
implication is then that you'll need to make the most out of the ship's unique capabilities (pilot abilities, double illicits; mobile arc) to come out ahead
Rigged Cargo Hold (and possibly "Burst of Speed") really emphasize the ship's "tricky" nature, as if the whole Tractor Beam theme didn't give that away already
Only Sabine (with double stims) seems to be an absolute murder tank, even if only for two rounds.
in short, this won't be an "Easy Win" ship (and therefore probably not immediately competitive either)
but, if you enjoy ships that perform proportionately to how well YOU perform (as opposed to the dice or just having a better pilot skill), then this might be the ship for you
if you like mid-PS pilots and, perhaps most importantly, BLOCKING then you should definitely consider this ship
Edited by ficklegreendice