There is not doubt in my mind that Avenger and Boarding Troopers have together the most synergy in any upgrade cards. This extreme amount of synergy is pushing this combination into overpowered territory.
Obviously the best way to counter this strategy is to stay out of close range. Most ships flying with a certain degree of paranoia can do this. However what about the big, slow ships? What about Home One, Victory, Interdictor, and possibly Profundity? Engine Techs may help, but I'd expect a well flow speed 3 ISD to catch up by the end of turn 6 and dump its payload.
Example problem is the common Akbar Defiance, your 200pts tank will cop a 1 round damage burst of 8 damage without defence tokens. If double arced it may be KO'ed from full. With bombers it may need to discard all defence tokens just to limp through the round (Akbar lists generally don't carry may fighters).
A potential counter I have thought up (and I'm sure I'm not the 1st, but have not seen it mentioned anywhere) works around denying squad tokens.
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Step 1: Ion Cannon Batteries: Your big ship with at least 3 blue dice runs the Ion Cannons and hopefully have 2 or more chances to burn the stored squad token/s. You get to choose which token too.
- Further options; Defiance, Quad Battery Turrets or Torryn for more blue dice rolls, DTT for red dice insurance as no leading shots, Disposable Capacitors for extra chance at long range, Screed for crit insurance.
- Step 2: Slicer Tools/Cham Syndulla. Then Slicer tools or Cham swoops in to deny a squad dial. Cham needs to swoop in the turn before, generally needing player 1 to follow-up with 1st activation, but shuts it down for 3 turns/the game- thus could do this a turn in advance. Slicers can work the turn prior, provided the ISD has moved, thus the dial you change is the one for the next turn. Flotillas also do well as black dice ISD lack accuracy results.
Additional thoughts; All three upgrades are useful against any list. The loss of leading shots is big though. Even the removal of 1 squad token will hamper many plans, as dials are pre-stacked. May result in loss of other commands like Nav or Repair.
Example build; Akbar Defiance Mk 2.0; Command Cruiser (instead of assault), Raymus [or alternative], Engine Techs, Ion Cannon Batteries, ECM, Tractor Beams. A GR-75 with Slicer tools, another with Torryn/Comms. 166pts left over.
- With C.F dial and Defiance, that is 5 blue dice with 2 re-rolls.
- Ion Cannon Batteries and Tractor beams adds another level of protection, does the ISD get slowed out of range, or forgo squad dials for Nav dials, meanwhile not getting in repairs?
- Ideally you could bait their biggest ship in close, deny their combo, slow their speed and deny their repair.
Counters to this counter: Thrawn and Hondo.
Anyone have any other ideas to counter Avenger's Boarding Troopers. Anyone tried something like this?
Edited; realised I was quoting Concentrate Fire commands to activate boarding troopers not Squadron commands. Fixed
Edited by Divad