LTTs:
I think these are a great card. Compare to DTTs they are 2 points more, don't exhaust (good for both shots or all three shots with an SSD) and are not a modification (not usually a problem but on SSDs the modifiction limit may start to be encountered more). The DTT has a slightly better effect than a reroll - such as throwing away different coloured dice or the extra blank red you just added. LTTs also work on squadron shooting for the SSD with a red flak dice or even for any ship with agent Kallus. Adding a rerolling red dice gets you the same average damage as adding a black dice but with added accuracy chances thrown in. The victimising of one sqaud with the extra dice is just a situational bonus but how many times have we used our second shot on one squadron that happens to be in a flank arc? Now this becomes a decent smack in the mouth. If you want to get silly against Gold Squadron take LTT on a Cymoon with Needa and a TRC...
WBTs:
They compete with Ordnance Experts and Gunnery Teams so I find them similar to Veteran Gunners - not great but there are a few uses. Fishing for blue crits is probably their best use making HIEs and OL-Pulse more reliable weapons. Their combo with H9s for the guarantee is usually too expensive, a bit like H9&Warlord has been for a while. OL-Pulse on Avenger could be fun but you would still need to double arc the target and BT-Avenger does a similar thing better. Raider-II, D-Cap, HIE builds can benefit giving you a sort of Screed-"light" effect but this adds to the cost. Speaking of Raiders...
Corvus:
Loving this title. I got back into Raider-II HIE, Dcap builds recently and in one of my Screed list use it as a flagship (with Montferrat) so redeploying last of all could be useful. Deploy Corvus first and place squadrons from it (particularly rogues) then redeploy out of there before the game starts.
Question: I assume when Corvus redeploys it can redesignate a different speed? If so great, all the more deception. If not can you redeploy into a Grav well zone and keep your previous non zero speed?
Redeploying can be good for some scenarios like Superior Positions/Solar corona as first player or in objective grabbing miossions like Dangerous Territory combined with a grav shift. Hyperspace Migration can be fun too as you can dummy an enemy into thinking the space whales will be moving left to right then Corvus over and send the purgill the other way.
Reserve Hangars:
Good for sloane lists helping you to exceed the 134 points of squadron limit in a similar way that Adar Tallon and Flight controllers do. Also good for token TIE squadron forces of about 32-60 points. With such a combat air patrol you are unlikely to have used up Offensive slots as you may have already done in a fighter heavy list with Expanded Hangar or Boosted Comms. I can see Gozantis taking this as standard if your list has a couple of TIE-Ints. It tips the balance slightly in the old debate on taking Dengar (with his scatter) or 2 Jump masters in a squadron force to keep bombers free to attack ships and Mauler free to do his nasty ramming attacks.
Hyperspace Migration
This mission seems similar to a moving Contested Outpost scenario. We are not sure what speed the creatures travel but it must be reasonable if they are be able to reach their destination token by turn six a distance of 60 to 80 inches. You can place the Migration start point in your bottom corner to keep the enemy from gettin early points. Lambdas with FCT ships cound then drag the start point with you as you heard the purgill gaining tokens. The turn 3 creatire is now deployed nearer to your escorting fleet. Corvus Profundity and Raddus could help out a bit too.
Question: End of round there are two actions to do.... cash in exhisting tokens and gain new ones if nearby. I assume a player can do them in whatever order they like so with a token from a previous turn you can cash it in from a ship and gain another immediately after, Or gain one and cash it in immediately. It may depend on when the purgill conduct their movement.


