So, last night I recorded some thoughts from many sessions with Fly Casual Simulator- which, I know, does not have everything and is not perfect. But I don't really have access to V-19s yet- though I likely will soon. Even if Separatists are extremely tempting.
Here we go.
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I ran some simulations. The V-19 isn't an amazing fighter, but for five hull, an Initiative 3 V-19 is capable of carrying missiles for about 35 points. Maybe you can spend those points better elsewhere, but as far as I'm concerned, the proper way to use them is to have them barf Concussion Missiles at range 3. After they deploy their missiles, anything else they do is extra or about not dying. That or using their neat Devoted EPT to stay alive, but that rounds it to around 37 points. At that point you're considering putting stuff on other ships. You could only run five of those tops, too. Which is part of the problem. The V-19 might need a point decrease to be competitive.
An I2 V-19 and Z-95 (Rebel) cost the same set of points. The V-19 has a more flexible but stressful dial, the Z-95 has a less stressful but poor repositioning dial. It has 1 less HP, but has shields, unlike its clone wars counterpart. Both take missiles, but the Rebel Z-95 can take an EPT, which the I2 V-19 can't. Here's the tricky part. The Scum I3 Z-95 is easily the best of the bunch. 27 points gives access to a Z-95 with an EPT, illicit, missile and mod. 29 points gives you a V-19 with just an EPT added on. There's been a real point costing error here, because that Z-95 is far, far more valuable. FFG either intends to do something very unique with the clone Z-95, or something is fishy.
The V-19 isn't awful, but it is susceptible to crits. Out of this bunch however, it has the best action bar, and even one-ups the Scyk in that it can Barrel Roll into a Red Evade. But its blues are very restricted. But the Scyk can take a Missile, Torpedo, or cannon. I do not know what precisely the V-19 is meant to do. List-fill/Escort, perhaps. A Dedicated V-19 at I3 costs the same as a naked I3 Scyk, and will at the cost of strain, allow an ally in a side arc to reroll one of their blank dice. Which is a good defensive boon for any wingman, but costs that V-19 rather severely.
What an intriguing little ship. Stressful dial. Needs a way to clear stress. If it can clear stress reliably then it is a very very effective escort. But that it cannot is a severe weakness that holds it back to a considerable degree.
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So, what's it good at? Just concussion missiles? Escorting? How and why does it compete with other ships in its point bracket? How will it relate to the eventual clone Z-95? There's so much to consider here, so much to unpack... Because at the end of the day, this chassis is awful. A complete inability to hard turn at a low speed definitely holds it back, but the biggest issue is just
how much friggin' red there is,
on top of Strain being an issue if you're daring enough to use Dedicated. I don't know.
I have had a lot of success with Jedi Knights and have yet to access the full potential of the named Delta-7(B) pilots (if you ask me, the calibrated lasers are the better option by far, especially considering point costs..!), and I haven't touched the ARCs much because Fly Casual just
doesn't have the crew and gunners to make them interesting to explore on their own just yet,
(I have a similar gripe WRT the Scimitar...) so I just can't study these things in depth.
But this backbone list filler fighter of The Republic has got me most intrigued. Nothing else in this game so predestined for failure has ever had me
so
intrigued. I want to understand how it can best succeed, because right now, its primary competitor, the Vulture Droid, is superior in
every
way.