Random thoughts - probably awful, but just wondering about people's thoughts.
- Cardinal's ability is nice supporting a swarm.
- First Order swarmers just got cheaper
- ????
- I like Bacon (not strictly relevant, but hey, I get distracted)
- ????
- Profit
Idea #1
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Captain Cardinal (68)
- Tractor Beam (2)
- Epsilon Squadron Cadet (26) x 5
This is the maximum number of warm bodies you can fit in with Cardinal. They don't really benefit from his ability per se unless they have no action - if they are forced to spend focus defensively, though, it's a nice touch, especially if shot at by multiple opponents, and it makes them a touch better if forced to segnor which in my experience TIE/fo do a lot .
Yes, all right, the tractor beam is probably a waste of the 4-dice, initiative 4 big guns. But unlike an ion cannon, I only need 1 hit to tractor you, and reducing agility and repositioning you is scary when I have a swarm at my back. 4 dice thanks to Linked Battery is enough to provide a threat even to high agility targets at long range, and I'd far rather boost a ship from range 3 into range 2, tractor it, and then hit it with 5 TIE fighters than cause 1 damage with primary weapons.
Idea #2
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Captain Cardinal (68)
- Perceptive Copilot (8)
- Advanced Optics (4)
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Epsilon Squadron Cadet (26) x 4
- Advanced Optics (4)
One less warm body, but in theory much more utility out of CD-0922's ability - if you get blank/focus, spend focus on a blank with advance optics, reroll the focus result. That's about an 88% chance of 2 hits.
You also get the Copilot/Optics combination which makes the Upsilon's guns truly terrifying, with about a 75% chance of 4 straight hits on whatever target presents itself.
Idea #3
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Captain Cardinal (68)
- Perceptive Copilot (8)
- Advanced Optics (4)
- Pattern Analyser (5)
- General Hux (6)
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Zeta Squadron Survivor (32) x 3
- Advanced Optics (4)
Only three minions but much more capable TIE/sf. Pattern Analyser lets you swing a hard turn and still fire at full effect, and in extreme cases you can use Hux instead to give the TIE/sf two actions each.
Edited by Magnus Grendel