So.....the resistance has arrived.
The T-70 is a brute of a medium-weight fighter - one hit point short of a B-wing but with agility 2 and a pretty decent dial (especially with integrated S-Foils offering focus/barrel roll under the right circumstances).
4 x Blue Squadron Novice, R2 (later Flight Assist) Astromech, Integrated Astromech was a pretty decent squad for improving your play style and learning the game.
I was wondering about an updated version. Now, there are a couple of options going; since a T-70 has picked up a 4th hull, you no longer 'need' an astromech to work, meaning you can buy whatever upgrade suits your plans best.
There are a shed-load of named pilots and unique astromechs which I've no doubt I'll experiment with eventually, but to start with I want to get my eye in with basic ships.
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4 x Blue Squadron Rookie
- 4 points to spend
- R3 Astromech lets you multi-lock with a target lock action. The action economy is nice, but since you're not splitting fire, it's arguably not that useful compared to the offensive/defensive flexibility of the focus token.
- R4 Astromech AND Jamming Beam - see below. Neither is that amazing on their own but the combination of the two might add up to something more impressive
- Tractor Beam - again, multiple tractor beams are far from amazing but being able to lob tractor beam shots from any ship on spec is nice. Plus, the option of a massed volley of 4 tractor beams might just be sufficient to let you reposition a large based ship - which could be devastating if something unmanouvrable ends up lined up with the board edge.
- Heavy Laser Cannon - bore-sighting opponents at range 2-3 isn't easy, but a firing line or pinwheel of 4 T-70s provides a pretty nasty 'web' of bullseye arcs to avoid, and one or two cannons firing can dramatically up the firepower of the squad. It's a lot easier when hunting medium or large ships; squads with "...and Redline" can expect to receive a couple of heavy laser bolts if flown well.
- Ion Missiles - Doesn't actually provide any more firepower than the primary weapons (although ignoring range 3 bonuses is nice), but giving a heavyweight swarm analogue the ability to ionize an opponent is often good; if your move is predictable, then I can line 3-4 T-70s up on you, including a couple of range 1 shots, and that's going to hurt a lot no matter who you are. This is likely to get even more annoying once the CIS faction comes out - droids (appropriately enough) hate ion weapons, because without a native focus action it functionally takes away their perform action step as well as leaving them adrift.
- Homing Missiles - Hmm...at range 3, getting a target lock with an initiative 2 pilot isn't easy, but if you can, it gives you a respectable chance of hitting an agility 3 target at range 3. Yes, they can just choose to take a hit instead, but frankly expecting more than 1 damage was optimistic anyway. It's a lot less impressive on a 3-dice primary ship than on something like an A-wing, but it's still a nice option to have.
- Advanced Optics - pretty pointless on a 3-dice primary ship; you're asking for the dice to deliver a blank and no focus results, otherwise you've gained nothing. That doesn't come up that often - especially since turning 3 blanks into 2 blanks and a hit is unlikely to gain you much in real terms. The chance of rolling Hit/Hit/Blank is not trivial, though, and it'll really up your performance if you do against stuff like TIE phantoms or X-wing aces, who have defence modifiers out the wazoo but only 2 green dice to apply them to.
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4 x Red Squadron Expert
- 2 points to spend.
- R4 Astromech gives you something not a million miles away from the old Baby Blues, but now at a respectable Initiative 3. Yes, you don't need the astromech for durability, but being able to exit a talon roll or a linked barrel roll into a speed 2 hard turn is a nice option, giving you manoeuvrability (if not agility) roughly on par with a TIE interceptor.
- Jamming Beam - I never gave this much thought in 1.0 because it was a pile of turd. Now jam tokens are harder to apply, and the jamming beam can by comparison strip off multiple tokens at once. It's okay.....you'd never want to fire 4 jamming beams at the same target but being able to fire a jamming beam from whichever ship you like is nice. Note - importantly - that Reinforce is a green token; firing a jamming beam to peel off a defender's reinforce token before smacking them around with three primary weapon attacks is probably going to do you more good than firing 4 primaries.
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Heroic actually leaves you 4 points shy. Theoretically, it won't do very much, because most of the time someone blanks out, they
actually
mean "I rolled a mix of focuses and blanks and have no token". The odds of genuinely 'blanking out' are only 14% on defence rolls and barely more than a tenth of that on attack rolls.
- And you know what? Bugger statistics. Because everyone knows the dice are guaranteed to blank out on the one roll where it really, really matters and for 1 point and no prerequisites whatsoever regarding stress, actions, tokens, anything, Heroic might save your neck.
- Predator does....what predator normally does. It's a free reroll on a bullseye target; but I find myself thinking "the advantage of this over a heavy laser cannon rookie is?" - I guess the ability to use it at range 1 (where bullseye shots are easier to get, too) probably qualifies.
- Crack Shot - Cheaper than predator, but T-70s are tough as old boots; you should be getting several turns of fire out of each one or you're going to lose by attrition far too fast. Leave the one-use EPTs on TIE fighters.
- Debris Gambit - Evade is nice. Red evade....less so. Even if obstacles make it white, is it really that much better than a focus token given that you don't know which of your four ships will be shot at?
- Trick Shot - nice if you're facing someone dancing around the rocks. Pairing this up with the Integrated S-Foils linked barrel roll/focus could help offset the penalty if you can't like up a bullseye whilst moving around debris.
- Composure - if you somehow have 4 copies! Stops you wasting actions on barrel rolls or boosts that won't fit, I guess. Nice but it's a safety net if you assume you're going to screw up. Let's try to not do that in the first place, shall we?
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4 x Black Squadron Ace
- Can't take any upgrades.
- You are initiative 4, which is pretty respectable for generics (it's not bad for limited pilots!), but that's your only advantage. Against initiative 1 swarms, or initiative 5 & 6 aces, you might as well be Rookies.
Thoughts? Preferences? Opinions?