7 minutes ago, N'Kata said:As this seems to be the tread for striker/reaper-builds
Indeed. Welcome to the Ailerons Clubhouse....
1 minute ago, N'Kata said:Furthermore, what do you think of Major Vermail vs. Captain Feroph? Feroph will save me a few points, and provide a lot better defense. For a ship wanting to be of range 1 or 2 of the opponent (Jam, O-O-O, Darth Vader) a better defense could be worthwhile. However Vermail hit like a truck, and I think this build frees up his dial a lot. He could do red maneuvers and still have modifications both on offence and defense. So, what do you say?
I guess both can work. In this build, Feroph loses a lot of punch compared to Vermeil, which is fine for a Palpatine truck, but when you've only got 4 ships I kind of feel like killing power shouldn't be underestimated. Elusive should do a fair amount of work, though - if you've only got 1 green dice, then a reroll and a calculate or force token is as near to an automatic pass as you can get without ferophs ability, so you're not losing that much durability unless multiple ships are combining fire on you.
Fifth Brother on Duchess.....I don't see why not. Yes, BT-1 would be cheaper if you catch someone stressed, but the force token is the key thing; fifth brother's actual ability is pretty irrelevant most of the time.
A couple of generics with seismics is a good call. I wouldn't want to go to town on them - after all there's only so many rocks to blow up - but as noted it's a refreshing antidote to Dash Bloody Rendar, Millenium Falcon, Han Solo and soon Scum TIE Fighter swarms. The first rule of jungle warfare; eliminate the jungle .