56 minutes ago, Da_Brown_Bomber said:great insight. thanks for sharing this. so if a scum player is flying 2 cloaked gunrunners in tight formation with palob, what do you do then? he knows u want to take out Palob so he is baiting you to come for him. Meanwhile Kavil is rolling 4 dice moded as soon as you slip into range.
I ve been flying several variations of this squad:
"Whisper" + Juke + Fire-Control System + Director Krennic
"Echo" + Juke + Collision Detector + Admiral Sloane
Major Vermeil + 0-0-0 + Darth Vader
Depending on the mood I put Gong on Echo or drop 0-0-0 to put 7th sister or Collision detector, all work just as well.
Positioning is half the game. Make a big cluster of asteroids on one side of the map and depending on how he places the gunrunners place in response.
If he places them across the relatively clear side of the map, put Whisper turned 45deg. at the corner facing them and Echo-Vermeil at the corner close to the asteroids.
Have Whisper run towards the other corner and stress Vermeil to prevent the ailerons and wait for him behind the rocks.
Echo and Vermeil have no problem decloack / aileron on a rock so practice how to use this to your advantage to either overshoot the Gunrunners or arc-dodge them, when they enter the asteroid field, and focus on Palob that will usually be behind them somewhere.
If he places at the narrow path near the rocks, place whisper parallel to the edge again at the corner facing them and Echo Vermeil at the clear side of the map.
Turn 1 hard with Whisper and decloack / wait behind the closest big rock near the edge till Echo and Vermeil move fast through the rocks and flank his squad.
Again depending on how he moves you need to adjust your movements, but make sure to use the superior speed and asteroid benefits of your squad to your advantage.