On 11/14/2017 at 10:44 PM, Biophysical said:I know that Harpoons are the sexy new toy right now, but I'm amassing a pretty sizable body of evidence that missiles are not the power build for Gunboats. You don't have the action economy to make use of the abilities. You either take Long Range Scanners to get the TL, but then you often can't spend it. You take Chips to modify shots better, but then you have no TL set up after you SLAM, or you take Advanced SLAM to get the action, but you're firing shots that are more lightly modified.
Then you run into the issue of getting the lock against ships that move after you.
What doesn't have this problem? HLC gunboat. You can have it between 26 points (Nu, Assault Title, HLC, LRS) and 32 (Rho, Crack Shot, Linked Batteries, HLC, LRS). It's easier to use, slightly more expensive, doesn't need to be reloaded, and doesn't run into those annoying action requirements that missiles do.
2 Rho Squadron Pilots + an Ace is a thing. It's going to be a big thing, I think. It's not a secret, or won't be for long, because holy crap, it burns **** down.
So 2 HLC CrackRhos with LRS and LBs come to 32 points each. Leaving 36 for the ace. So, which ace? Does Vessery with only Tie/d and Tractor Beam have legs? Vess loves the LRS targetlocks and the Rhos love the -1 agi from TB. Putting someone on a rock is a bonus. Maybe give Vess Adaptability cause it's free. Any reasons not to use Vess? The 2 that come to my mind are not having room for VI on Vess and not having any points for initiative, which might be important if everyone starts running Rhos. I don't know, what do you think?
Btw, this thread is awesome and has convinced me to buy 2 GUNBOATS. HAIL GUNBOAT!