Another vote for Bright Hope.
2 points that has kept a crucial support flotilla alive far longer than it should have done and makes it almost immune to single dice bombers.
Another vote for Bright Hope.
2 points that has kept a crucial support flotilla alive far longer than it should have done and makes it almost immune to single dice bombers.
39 minutes ago, ForceSensitive said:That's pretty much what I got except you can't count on Pro misalign that let workout Luke. But yeah pretty much.
None of it can be counted on; that’s the “perfect” part of the storm. ? You’d have to hit Aspiration’s unshielded sides twice; as a single dice bomber Luke isn’t able to reach the record.
Point for point?
Yavaris, Demolisher, Bright Hope, Comms Net.
Yavaris effectively adds 40-60 points of additional squadrons to the board each time its ability procs, which is a massive deal since it can be applied to whichever units are most needed for the current engagement.
Demolisher needs no introduction, effectively guaranteeing somewhere around 15-20 rolled damage over two turns and often outright eliminating defense tokens in the process to push more damage through. This is a tremendous damage output for a sub-100 point ship.
Bright Hope: 2 points for inexhaustible -1 damage from all sources (as long as it doesn't hit from the rear). This is the be-all end all of defense options and should be stapled to at least one GR75 in any Rebel fleet.
Comms Net: The definition of the undercosted effect that takes a unit from decent to ubiquitous. It's impossible to decouple the power of Comms Net from the cost-benefit of the flotilla platform it attaches to. A low- cost multirole support platform that can spend the early turns feeding valuable command tokens to bigger combat ships waiting to move into optimum position may not always be thematic but it is absurdly effective for the low cost of 20-25 points depending on faction.
Disagree with bright hope. I'd wager ECM and EWS both get more milage by far. While the math for your argument is sound since it's one per attack, it rarely ever has to trigger. Especially now that they don't count for tabling, I find my flottilas are rarely shot at.
You're right that flotillas don't get shot at as much, but they can still be a target, especially if you're running say BCC and Toryn Farr. An extra 2 points to protect that investment is not a lot to pay and can even act as an extra deterrent. Whether or not you think there is value in it or how much value there is is probably a matter of personal preference, but I know I don't let my flotillas out of the house without Bright Hope.
While EWS and ECM might save you more damage in the end, they still cost 3 and a half times as much as Bright Hope.
I feel BH still comes out on top, but you make an excellent point.
5 hours ago, CptAwesomer said:While EWS and ECM might save you more damage in the end, they still cost 3 and a half times as much as Bright Hope.
If ECM saves 5 points of damage over a game by letting you use a bracevwhere you normally Wouldn’t, it’s probably saved three-and-a-half times as much damage as the average bright hope ?
3 hours ago, Drasnighta said:If ECM saves 5 points of damage over a game by letting you use a bracevwhere you normally Wouldn’t, it’s probably saved three-and-a-half times as much damage as the average bright hope ?
How do you dare throw such reasonable math at me like this, good sir? I am talking feelings here! Feelings. ?
You're right that my argument mathematically makes no sense (on the surface! ?). I was blinded by how cheap Bright Hope is. It's essentially free at 2 points (it IS, okay!?!) while ECM isn't. I never groan when adding Bright Hope to my fleet, but I do groan when adding ECM. My list-building is a feast for the ears, I'll have you know.
But if we're going to abide by boring math, rather than the feelings in our hearts, I will concede ECM is likely better value.
Now, back to my Q7 Tractor Beams plans...
Turbolaser Reroute Circuits, X-17s and Ordinance Specialists tie for first in my opinion. TRCs for red-die based combat, X-17s for Red+Blue, and OSs for Black-based ships.
Engine Techs gets my vote for funnest upgrade.
::twitch::
XI-7
?
On 8/23/2018 at 1:51 AM, Astech said:Ordinance Specialists
So... lawyers?
Jaina's Light is stapled to the first CR-90 I build.
4 hours ago, Npmartian said:So... lawyers?
Let's place this besides the canon cannons of Star Wars
On 8/22/2018 at 12:16 AM, Drasnighta said:If ECM saves 5 points of damage over a game by letting you use a bracevwhere you normally Wouldn’t, it’s probably saved three-and-a-half times as much damage as the average bright hope ?
we certainly can look at that math, but Bright Hope is the perfect flotilla to turn into a functionally powerful support ship.
Bright Hope makes a flotilla functionally immune to small attacks such as enemy bombers, light corvettes, and even long range red die attacks such as from Cymoons or an Ackbar mc80. It frequently keeps on ticking even with damage slowly seeping through and requires a full dice pool to seriously threaten with being one-shot. When combined with the existing Scatter and Evade tokens, Bright Hope becomes nearly impossible to kill without dedicated firepower - an extraordinary boon for a 2 point upgrade
48 minutes ago, thecactusman17 said:we certainly can look at that math, but Bright Hope is the perfect flotilla to turn into a functionally powerful support ship.
Bright Hope makes a flotilla functionally immune to small attacks such as enemy bombers, light corvettes, and even long range red die attacks such as from Cymoons or an Ackbar mc80. It frequently keeps on ticking even with damage slowly seeping through and requires a full dice pool to seriously threaten with being one-shot. When combined with the existing Scatter and Evade tokens, Bright Hope becomes nearly impossible to kill without dedicated firepower - an extraordinary boon for a 2 point upgrade
But at the end.... it’s... a flotilla.
Sure, bright hope is s Huge Force multiplier - but the initial value to be multiplied is never game breaking for me...
A major force multiplier for the cost of 2-3 kitted out squadrons that makes the rest of your list substantially better is a high value target regardless of point cost. Flotillas are meant to stay with their fleet supporting it in combat and Bright Hope lets the flotillas do that longer and more consistently unless the opposing team puts nearly all of their firepower into killing it. Bright Hope is a powerful defensive retrofit that fits into the title slot instead of demanding an opportunity cost elsewhere.
ECM
Leading Shots
Strategic Advisor
Avenger
You know, all those upgrades that have shown up consistently across a variety of fleets for most of the lifetime of this game. SA gets special dispensation as it is going to be stapled to the first large ship in nearly every fleet that has a large ship until 2e removes that card
Edited by Church14I ran 2 tractor beams on vic 1s in a SC in Cary yesterday. The first game I slowed down my foe's Demo and Interdictor to speed 1. The second was a rebel with produndity who tried to drop a torpedo hammerhead with garels honor infront if my vic going speed 2. Before he could do anything I slowed him down to speed one, then the next turn I 1 shot it with 3r, 3k, and ACMs. It felt nice.