Fireball Whiskey
Hi mate, id say its a decent start, the only thing i would add is a jumpmaster. It does Magic, Trust me. Drop Both quad laser turrets, They Will be useless if you get a bomber wing on you. Lets say, you roll extremely well. In 2-3 turns your ship is dead. But you did 2-3 damage to the bombers. Does it change anything? Not really, theyll keep swarming the other one. And, on average you deal 1,5 damage to them. So, thats 10, if you drop repair crew you can afford the jumpmaster. And it takes you to 8 squadrons which is far Better for deployment. Also, dont forget: 1 firespray=2 tie bombers.
Hi mate, id say its a decent start, the only thing i would add is a jumpmaster. It does Magic, Trust me. Drop Both quad laser turrets, They Will be useless if you get a bomber wing on you. Lets say, you roll extremely well. In 2-3 turns your ship is dead. But you did 2-3 damage to the bombers. Does it change anything? Not really, theyll keep swarming the other one. And, on average you deal 1,5 damage to them. So, thats 10, if you drop repair crew you can afford the jumpmaster. And it takes you to 8 squadrons which is far Better for deployment. Also, dont forget: 1 firespray=2 tie bombers.
Completely agree with this, and would go one further and suggest you throw in Dengar. Caught in the wrong place, a Jumpmaster will die very quickly - with his defense tokens, Dengar has much better survivability, is himself a half-decent squadron, and his ability makes your Fireball that little bit more annoying to deal with.
Why rogues when you have squadron activation of 10? What dials are more important for vics/gozanti?
Quad laser turrets are not useless, though they are better off on your raider with Kallus. QLT + Kallus can make the difference when you are using Anti-squad fire effectively.