How are people welcoming our new Initiative 5-6 15-pt bid overlords?
Specifically, what, other than joining them, is beating them?
What looks unfruitful:
- Blocking. The prevalence of Advanced Sensors, cloaking, coordinate, and Supernatural Reflexes makes blocking much harder in 2e -- possibly harder even if you know their dial than it was in 1e without that knowledge.
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Stress control. Because it no longer exists. - Ion control. Because the solution to being unable to push damage through won't be found in a weapon that needs to push two damage through.
- Bombs/Mines. These are harder to land with the new timing unless you're the last ship and getting chased -- and dropping a mine in 2e requires giving your opponent an extra round to kill you.
- Missiles/Torpedoes. If they're dodging your primaries, they're dodging these too.
What may have potential:
- Turrets/rear arcs -- to an extent. Only five ships can make a strength 3 attack backward (six, if you count Kavil), though, and they're spread across four factions. A single 2 die rear attack won't scratch a Defender, and aces have too much range control to let you ever get a Range 1 shot on them.
- 5+ ship lists.
- Ships that can cover a contiguous 180° arc.
- Jamming -- but only versus tokening up, which is only half the battle.
- Tractoring -- but it's hard to leverage. You'll do more scaring than tractoring, and if you can't capitalize on that, you won't win with it.
- Rigged Cargo Chute.