Major Derlin - best ship?

By GammonLord, in Star Wars: Armada

Major Derlin is one of my favourite new Reb cards from Wave and I have been toying with where to put him.

He makes a great defensive card for an MC30 if you've already used up the titles, provides much need damage mitigation for the Liberty (currently my favourite place for him) or could make Bright Hope that little bit more annoying, avoiding two rather than one damage.

Thoughts/ other ideas/ anything I've missed? (him and Lando on the Pelta is also an option... but im really not sold on investing so much into a Pelta yet...)

my only beef with him is you can only use him once per turn

Don't yet have him, but making an Assault MC80 with ECM and reinforced blast doors near unkillable sounds nice. May even be able to pull off the Ackbar Slash. Well that is the dream anyway.

IMO it is too expensive on Bright Hope to really bother.

Good point on the MC80 Assault, having him on that with ECM and blast doors would make it seriously tankie.

Mc30 torp. Admonition, Major Derlin, ordnance experts, expanded launchers, advanced projectors, x17s.

With Cracken on bright hope.

Now park in that ISD front arc.

A tasty, if very expensive, ship!

I ran a Defiance tank the other day for the fun of it. The blast doors are the upgrade that really makes those double defensive retrofit slots worthwhile. However, I didn't put Derlin there because he competes for space with what I consider the better upgrade (at least for anything with a contain): Damage Control Officer. My buddy was trying an Overload Pulse/Avenger fleet and that Defiance tank shut it down hard core. Until all these critical effects stop getting taken, damage control officer will be one of the best buys for the officer slot available.

For Derlin, I think I like him on Gallant Haven. One of the problems with that ship and title is it needs to get in closer, which is not great for an AFII. Perhaps Derlin and Blast Doors can help that (although ECM is still worth the look)

Edited by Truthiness

ECMs will prevent more damage over the course of the game than just Blast Doors IMO.

As for Derlin, not sure. He takes up an officer slot and costs 7 points, that doesn't sit quite well with me.

"What kind of game situation will make the most of Derlin?"

So you want to be able to limit the amount of fire per turn and to trigger Derlin over the course of several turns. That means any kind of list that is looking to maximize time spent at red range and to trade fire over a couple of turns. We've all seen that ships can be overwhelmed, so using upgrades like Redundant Shields, Derlin, or even attempting the Shields to Maximum upgrade are really about creating these kind of red dice lists.

The two best ships are the AFMKII and the Pelta. Both have a good layout for trading shots at red range. The Pelta's title gets you a second officer, so there's no competition. Then plenty of AFII builds just don't require the officer slot. Both ships are less fragile than the MC80 A or C and when set as a Commander's home, often have more difficulty staying alive.

This might be where you put Paragon, Sato, and OE. You almost half to enter blue range at some point if you're going to double-arc and trigger Paragon, which means a little bit of extra damage mitigation from Derlin could just save your ship.

Mc30 torp. Admonition, Major Derlin, ordnance experts, expanded launchers, advanced projectors, x17s.

With Cracken on bright hope.

Now park in that ISD front arc.

I don't know, I'd still rather have Lando for single large shots like that.

Derlin will shine when you're taking several small shots over the whole game. So like a long-range skirmisher would be the ideal use case. Maybe a BC AF2, a BC Cracken Bright Hope, a CR90, something like that.

I could see Admo with Lando and Foresight with Derlin.

I could see Admo with Lando and Foresight with Derlin.

Oooo. I think we have a winner.

My friend put him on a liberty he kitted to tank. It was one of those games where it took a while for the ships to begin trading fire, with round 4 being the first Volleys. His Liberty ate a ton of fire before finally going down, and Derlin was worth three damage for seven points at the end of the game. Which I think was fine. If he had come in harder he might have been worth more.

I think hes pretty decent, based on that, but I don't see myself spending 7 points on him instead of Toryn, or Raymus, or even Intel Officer all that often. But I like him more on a larger ship or the "chin" of the fleet more than a skirmisher, because your skirmishers probably arent taking 3-4 rounds of fire without either going down or falling out of the fight.

The foresight call is pretty nice though. Thats a lot of reduction at red range.

Derlin probably will work best stacked with other damage mitigation or repair effects. He's cheaper than Redundant Shirlds and has better timing which is a plus.

He's also nice on ships with no brace like CR-90s and MC-30s. Gives them another way of reducing damage beyond the evades.

I've been trying to figure the best use for Shirlds to Maximum and think I can see him in a fleet using that.

If Derlin wasn't a exhaust I would like him better.

my only beef with him is you can only use him once per turn

For a lot of ships, once per turn is enough.

Derlin is a good substitute for Lando. Ironically what would need him most is an Interdictor.

Derlin is a good substitute for Lando. Ironically what would need him most is an Interdictor.

what about walex? Won't he also do well on a brace tank?