Well, the new imperial hotness was fully previewed, so let's take a minute to see what we can make of it!
WARNING!: Long posts with lots of theory coming your way.
At first glance, I'm not terribly impressed with the cannon options. The XG title is cheap and cute, but the tractor beam, flechette and jamming beam just don't pack enough wallop to really tickle my fancy. Pairing those with a Linked battery sounds awful; investing basically a whole ship to get rerolls on attacks that do 0 damage. I could see taking just one of those with a larger cannon like a mangler or HLC, and only using your light cannon when you're disabled. Most likely when you had to SLAM to catch up to your target. Taking linked battery and a heavy cannon could be alright. You're taking the title purely for the extra cannon slot at that point and avoiding disabled tokens, AND it's a 10 point investment to get XG, Linked Battery and HLC. It's a steep bill, but you'll always hit hard with a guaranteed reroll and hopefully a focus. I think this works better with the generics more so than the named pilots.
The OS title makes a lot more sense to me, and that's where I see the majority of the lists with alpha's leaning. LT's pilot ability is kind of counterproductive, but might make good use of Wired to act as a soft focus. If you can shoot with your disabled token, why bother remove it and stress yourself? Major's ability fits fantastically, and I think you're going to get some serious mileage out of it. PS7 means you won't win the first shot probably ever, even with VI boosting you up to 9. There's just too many 10's and 11's flying around right now, so you might as well embrace it and grab an EPT to fix the main problem you'll have.
The big boogey monster for this guy will be getting that target lock to use that ordnance. You'll likely move early or even first, so Deadeye eases a lot of those headaches and allows you the freedom of shooting at whatever is in your way. Most shuttles or crew carriers move early and won't help on the first salvo, but you certainly need something to manipulate his action economy to make ordnance work. Ideally getting double mods or using ordnance with built in soft mods (i.e. Proton Torps and Conc Missiles) should be your goal, but how viable is a shuttle? Upsilons and Lambdas are awfully expensive once you've tossed on a few upgrades and a shuttle bomber is one of the softest ships you'll see fielded lately. I think there is an answer somewhere in the /sf's or /fo's, but I'll get to that later.
So, how do you build this thing? If you're looking for a cannon, you're probably not going to SLAM too often as you've probably elected to grab one that pokes more holes than a flechette cannon. 2 agility dice would be fixed by LWF if it had the TIE suffix on its ship. Since it doesn't, I think you'll be best served with the cheaper mods. Long range scanners means you won't go into the first charge without double mods. Guidance chips might be okay if you pack at least one missile or torp and don't mind reloading, but that's why you put on a light cannon right? Engine upgrade or vectored thrusters give you that extra little adjustment to block ships or try to make your arc harder to dodge, but I think the low PS will make these moot. I think most people will eventually come to a build something like...
Nu Squadron Pilot (18)
- LRS (0), XG-1 (1), Tractor Beam (1), HLC (7)
That's 27 points (30 for the PS4 Rho Pilot) for 7 hull and shield with double modded HLC shots and a tractor beam to make sure Nym stays away. You also wouldn't be amiss with a cheap missile or torp (since you're already in the 3ish ships range), but I think if you want them you'd be better served with the Major or LT. Speaking of them, let's look at their ordnance set up.
Lt. Karsabi (24)
- Adv SLAM (2), OS-1 (2), Wired (1), Plasma Torps (3), Conc Missiles (4)
He's a bit heavier at 36 points, and might need some assistance with a target when you're reloading. With Wired, you don't really need a focus and the missiles have a soft fix for a single blank. Proton Torps also would be okay, although I'm not sure if I'd reroll all of the focus results since it already fixes one of those. Not only that, but wired works defensively too adding some reroll potential. He's priced about where the other Aces are, and might see some action if you can stomach the PS5. Onto the Major!
Maj. Vynder (26)
- Adv SLAM (2), OS-1 (2), Saturation Salvo (1) or Deadeye (1), Proton Torps (4), Cluster Missiles (4)
The Major comes in around 39 points. You probably don't need more ordnance, since you'll want to slam or reload each turn to keep up your extra defense die, but you certainly could to expand your options. I think you'll likely skip out on VI or adaptability since PS 10 and 11 is a popular thing right now, so why not embrace the suck and pick something to make your opponent take you seriously?
Saturation Salvo works interestingly well with cluster missiles, and I'm excited to try it out. If you miss, each ship at range 1 of the defender (which includes the defender I believe) with agility less than the cost of your spent ordnance (how many ships have 4+ agility?) rolls an attack die and suffers any hits and crits rolled. Cluster gives you 2 chances with 3 attack dice, mods optional, to either poke them in the face or whiff and potentially hit everything nearby. It's almost like its own single-round, double barrel, self triggering harpoon missile.
If that doesn't grease your wheels,
Deadeye
is a safe fall back for the same cost. SLAM for your disabled defense token, don't hit a rock and get your focus, laugh as you fire all the proton torps. Straightforward, although maybe using Extra Munitions so you're reloading less often would fit better than a missile. We'll figure that out during playtesting.
EDIT: For consistency between similar effects, it is safe to assume Saturation Salvo would only trigger after the second attack if both shots missed. That being said, a substitute could be Cruise missiles after not adding the optional dice equal to your maneuver speed, preferably on a reload turn as it won't spend your target lock.
So! Now that we have an idea of what they can do, how do we make sure they can do it each round? On SLAM turns, you can certainly get your target lock or focus if you don't park your ship like you live in Jersey. But what about when you reload? You'll be doing that probably every 2nd or 3rd round at the latest, so we need a way to get some action economy rolling. The article mentioned Gen. Hux and I had to try and not choke on my soda. Ain't nobody got time for him. I wish we did, but I don't think we'll ever see "strong list" and "contains Hux" describing the same squad. Not only does our mystery ship need to give out this target lock or focus, but it needs to be able to keep up with a ship that slams every other turn to maintain arc. That would require a very maneuverable ship and you're in effect sinking in double the points for a single ship to operate. A firespray has a crew slot, is likely going to be right in the enemy's face anyway, is cheap enough to outfit, and has comparable PS pilots. You've also sunk about 90 points by then and might as well round out those 2 ships because you aren't fitting anything else. Something like this...
Boba Fett (39)
- Shield Upgrade (4), Andrasta (0), VI (1), Mangler Cannon (4), Bomblet Generator (3), Fleet Officer (3)
Maj. Vynder (26)
- Adv SLAM (2), OS-1 (2), Deadeye (1), EM (2), Proton Torps (4), Cluster Missiles (4), Conc Missiles (4)
You could slim it down a bit certainly and have more than the 1 point bid this has already to make sure Fett shoots as early as possible. You won't need to babysit Vynder too much with 6 shots before needing to reload and having options for every range. Bomb's keep aces from creeping up your backside and Boba is only too happy to use his action for fleet officer once in awhile. EU could work as well, but I don't have the experience flying him to know how useful that is. Losing Fett before Vynder also hurts your ability to close fights as I'm pretty sure you don't reload munitions tokens.
What else works? Can we fly a support Decimator? What do we already run that we can tweak for only a few points to keep Vynder bringing the heat? I'd like to take a look at Quickdraw for this. A typical bare bones build is around 34 points and brings LWF, Spec Ops, VI, and FCS. Cruise missiles have been hot lately and a good number of players strap one to QD or at the very least Pattern Analyzer or Primed Thrusters. Why not drop those 3-5 points for a 3 point Targeting Sync? You'd still be sitting at 37 points without a missile, plus the 39 or so for a basic Vynder loadout. You can fit a good number of imperial ships in at 24 points without giving up much firepower. I personally like to fit in Omega Leader around that point total, but Duchess and others fit just as well. That list would look something like...
Quickdraw (29)
- LWF (2), Spec Ops (0), VI (1), FCS (2), TS (3)
Omega Leader (21)
- A Score to Settle (0), Comm Relay (3) or TS (3)
Maj. Vynder (26)
- Adv SLAM (2), OS-1 (2), Saturation Salvo (1), Proton Torps (4), Cluster Missiles (4)
QD and Omega Leader are definitely the scarier ships to bring to end game, so they will often draw some kind of aggression if you keep the Major a range band back for the first engagement or two. QD is a pain in the butt with her retaliation shot. OL is just frustrating to hit period once you're target locked, and leaving the ordnance boat up to shove missiles in your face sounds like your opponent only has bad options to choose from. Not only that, but both of your shipmates can supply your alpha with a target lock. QD can even set that up as the first shot of combat or from a retaliation shot. You sacrifice next to nothing to open up all your options with targets, and you're free to focus for a mod on turns you aren't reloading. Drop down to Plasma Torps, Ion Missiles or EM and swap SS for Deadeye and you've got a decent initiative bid, can't be denied a target and will often have a mod from either your focus or a friendly TL. Ask your friendly neighborhood TO how they handle Deadeye, as that would be much more useful than just the shared target lock.
That just about wraps up chapter one. I'd love to hear more thoughts and opinions about this ship, how you think it should fly or what upgrades you'd put on.
Edited by Jimbawa