@Ravncat was a guest on the Mynock's show awhile back and spoke about virtual actions, it was honestly one of the best podcasts I've ever heard. While there are plenty of aspects of squadbuilding and playing, his theory was that if you have more actions than the other guy you dramatically increase your chances. He gave some examples of incredibly efficient lists such as Dengaroo and Paratani, and I think he cited as much as 13 virtual actions a turn with those lists.
If I remember correctly, a virtual action is basically when you activate something in the game other than a maneuver that affects that round. For example, when you SPEND a focus token that is a virtual action. When you turn a red die to a hit/crit with Guidance Chips, that is a virtual action. Every time you stop one damage with Reinforce, it is a virtual action (that could be two or three times in a round). However, putting a focus token on the board without spending it is NOT a virtual action. Also, REMOVING an action from your opponent will count as a virtual action for you (stress, jam, etc) or if you block your opponent you get a virtual action.
That's how I remember it, correct me if I'm wrong. I know it's impossible to perfectly quantify every thing in a list and the value of different actions, but this is a tool to help establish an idea of action efficiency, especially passive effects. So, I thought we'd open up a thread posting lists that stack up some virtual actions.
I'll start with what I flew over the weekend: Joustero .
So, starting out, 3 ships should equal 3 actions.
If I drop a bomblet, that's 4.
If I fire Harpoons, then I get 3 more actions from Guidance Chips and 3 more actions because I get to keep my target locks (or Focus), that's 10.
If Jostero gets a bonus attack that's at least 11 actions.
If someone tries to TL Jostero and the Camo sheds the TL, that is 12.
If Dalan took a focus and then at the beginning of combat has a bullseye for a TL, that is 13 actions.
EDIT: Also, if I activate the Harpoon condition on all three shots that is 3 more actions.
So, this SPIKES at 16ish actions, which is really good.
However, once the Harpoons are gone, we're getting:
3 actions for 3 ships.
1 bomblet.
Maybe a Jostero bonus shot or camo TL shed.
So, about 4-6 virtual actions a turn which is pretty pedestrian. That is why the list is great at first, but fizzles over the course of the game. This tells me that if you fly the list you had better get the approach right every time or you will have a difficult time beating lists that average 8-9 virtual actions a turn.
| Dalan Oberos (Kimogila) — M12-L Kimogila Fighter | 25 |
| Veteran Instincts | 1 |
| Extra Munitions | 2 |
| Harpoon Missiles | 4 |
| "Genius" | 0 |
| Guidance Chips | 0 |
| Ship Total: 32 | |
| Captain Nym (Scum) — Scurrg H-6 Bomber | 30 |
| Veteran Instincts | 1 |
| Extra Munitions | 2 |
| Harpoon Missiles | 4 |
| Bomblet Generator | 3 |
| Trajectory Simulator | 1 |
| Guidance Chips | 0 |
| Havoc | 0 |
| Ship Total: 41 | |
| Captain Jostero — Kihraxz Fighter | 24 |
| Deadeye | 1 |
| Harpoon Missiles | 4 |
| Contraband Cybernetics | 1 |
| Guidance Chips | 0 |
| Multi-spectral Camouflage | 1 |
| Munitions Failsafe | 1 |
| Vaksai | 0 |
| Ship Total: 27 | |
Edited by Boba Rick