What sort of roles could a Hammerhead Corvette be good for? I had a thought that they could a good anti-squadron platform. I own two at the moment(one expansion) and trying to figure out how I want to use them. Any thoughts? This could help some new players too.
Hammerhead Corvette roles
Torp Hammerheads with External Racks and a title (Task Force Organa being the current fan favorite) are mean little damage spikes floating in space. They're a little tricky to use, kind of like cheap Rebel Raider knock-offs, but being able to contribute at long range with the front red dice, a redirect token, and having 5 hull certainly helps them do some things Raiders can't.
I ran a Mothma list using 3 hammerhead scouts, all with task force Organa. They make for an excellent gun-line with nothing else equipped, and have the ability to stretch out the battlefield effectively.
I also ran Admo and Foresight with this list, so the ability to spread out my gunships helped my mc30s flank.
I am trying to decide if you need Ordnance Experts AND Task Force Organa to reliable trigger ACM's at long range (against ships without evades)
They can also do something else the rebels lack, flechettes or ruthless strategist builds!
And finally I love the idea of Cham Syndulla, and this is the best platform for him/her.
1 hour ago, Ginkapo said:And finally I love the idea of Cham Syndulla, and this is the best platform for him/her.
Pointless trivia to answer the implicit question as to Cham's gender: He is Hera's father.
I've had fun using both a Scout and a Torp with Taskforce Organa. The Scout has gunnery teams and DTTs, the Torp has boarding engineers and external racks. The Scout uses the title at range, making its gunnery team red dice a little more dependable, whilst the Torp uses the title once it has closed to close range to do the same for it's black dice.
Individually, the scout with that big front arc and gunnery teams is essentially like a Cr90, but I find it a little easier to aim. The Torp is a tad trickier, but if you can get first player, hang back, accelerate to close range last thing in a turn, then unleash first thing the next turn, it can do a lot of damage for its points.
Boarding engineers are great. The ability to look at the cards before you flip them can be really painful.
Thanks for the suggestions everyone. I've used them once so far and I like them. Eventually I want to get another expansion.
Sato with Torpedo Hammerheads or the Empire with straight up Raider 1 with Ordnance Experts & External Racks. Add in a Concentrate Fire dial. Sato'd Hammerhead = 6 black dice, all re-rollable. Raider = 2 blue, 5 black, all the black re-rollable. My opponent used a Raider 1 to drop 11 damage in one attack on me at close range with a very nice roll/re-roll.