Ah! Rules reference....
- No duplicate upgrades (so no triple-stealth khiraxz, good!)
- Whilst Jam tokens go away at the end of the round, you can now jam a jammed ship, which might make paired reapers more tempting. On the other hand, multiple tokens is less of a thing so this ability is less needed, I guess. Worth remembering against defenders, though.
13 hours ago, theBitterFig said:I wonder how the lack of white hard turns will feel on the table. While aileron into bank approximates something like a 3-hard, or it would if this was a small and not medium base ship, I kinda worry that in a swarm situation, trying to keep one of these with the pack.
Agreed. It's going to be easier to keep a Reaper with the swarm than a Lambda, though. Plus the 2 points difference is enough to buy a tactical officer, meaning you get the same white co-ordinate as a lambda. I agree that multiple reapers are probably not so hot, though. 2 of them without tactical officers is probably worse than 1 with, because stress kills ailerons and stops you doing a turn move.
If you're taking strikers with bombs, a mix of proximity mines and seismics might be good. You can 'force' an opponent towards the rocks with prox mines, then blow the rocks up with seismics. Proximity mines causing one automatic damage makes them a much scarier proposition than they used to be, so people should probably want to keep clear.
I'm not sure a squadron of 5 entirely armed with prox mines is a good idea (we don't want to create a minefield then wreck the squad on it, after all!) - 2 or 3 is probably sufficient - if you field 5 sentinals, you can give 2 proximity mines and three hull upgrades, and give one of those three seismics. Might have some legs - my brain just rebels at too varied a loadout within a swarm.
Black Squadron Scouts can afford to pack one set of mines and one set of seismics, too, but without buying them talents, I'm not sure the upgrade to I3 justifies their cost increase.