My Build:
Dengar JM5K- Expertise, K4 Security droid, Punishing One
Boba Firespray- adaptability, 4-Lom, gliterstim, harpoons, extra munitions, Slave one, guidance chips,
So this is how I think I want to play this
Turn Zero - Rock placement - I only have 2 ships so I don’t need to start in formation which means I don’t want straight asteroid lanes 20-30^ from each other.
I want my rocks to be just under range 3 so people can’t place rocks at range 2 from the edge this allows my big based ships to fly nicely around the outside of the map.
Another point is that I want my ships to engage at the same time to the opponent can not focus one.
My Strategy
Jousting... kinda?
Because Boba and Dengar both have back arcs if I have a a higher attack (including Dengars ability)I can go and attack at range 1 so Dengar can get a double attack and boba to reroll then go past them an shoot behind me. If we can have a engagement head on then do a 3/4 speed manoeuvre to get past there ships the fire again with actions as they either won’t attack or have a stress from a k turn. After the first + second engagement I want to back out and make sure I am out of range before I turn around.
End game
As I can’t overly predict the mid game for the end game I want Dengar preferably to be having the 1v1 however as Dengar is the better ship he will most likely be targeted. I need to use Dengars ability to try and scare my opponent to attack Boba this will help Dengar to survive longer.
So my Rounds are like this:
- slow start
- Attack at range 3 with harpoons
- Attack at range 1
- Pass them and attack at range 2 with harpoons with back arcs
- Turn around out of range if any attacks
- Try to put the higher health ship at range 1 and the lower health ship at range 2
what do you think how should I change up my strat for this squad? What would you do?