With point now available, I find myself plotting how to field excessive numbers of Nantex fighters. They're cheap, acceptably tough, fly in a weird fashion and have a good mix of competent generics and named unique pilots available. I accept that picking just Nantex - rather than a mix of other separatist designs - is limiting, but I want to see how I can do with just them.
Plus, you're working for someone called 'Poggle The Lesser' . Which is awesome.
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My first thought is that getting a pure Nantex squad to work is going to require getting my head around manoeuvring by self-tractoring with Pinpoint Tractor Array. The ships look like they should fall somewhere between an A-wing and TIE interceptor.
- They have 4 hits, but no shields so take any criticals they suffer
- They have primary 2, but a 3-dice centreline if they can line it up
- Unlike most clone wars era and scum ships, they have all three speeds of hard turn. In fact, the only basic manoeuvre they lack is the speed 1 straight, which is a really, really good dial even disregarding tractor-jitsu shenanigans.
- I'm tempted to disregard Ensnare for the moment (because learning to fly my ships takes precedence over learning to fly my opponent's ships at the same time!)
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Pinpoint Tractor Array can be considered another 'free boost' mechanic like Autothrusters or Fine-Tuned Controls.
- Unlike Autothrusters it doesn't cause stress so it doesn't mess up your manoeuvrability in future turns
- Fine-Tuned Controls eats a force charge you could have used to modify an offensive roll or a defensive roll - whilst Pinpoint Tractor Array compromises your defence but leaves your weapons still at full effectiveness.
- Unlike Fine-Tuned Controls (and for that matter Snap Wexley, Afterburners and most other rules of that kind), Pinpoint Tractor Array can be used even after an incomplete maneuver. This means you can react to colliding with someone by rolling to the side and slewing your turret back to face them. Blocking a Nantex is a very risky proposition!
I've got a squad designed to be as simple as possible to get my head around the chassis to start with.
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Stalgasin Hive Guard x 4
- Gravetic Deflection
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Gorgol
- Gravetic Deflection
I'm tempted to just try 5 Hive Guard so there's no fixed movement order, but Gorgol being able to tractor someone before they move in a sort of pseudo-coordinate and generate a tractor token without having to rotate might be really useful (since one token can 'arm' gravetic deflection for the entire squad), and fixing a ship critical might be worth it too (though it's not the only reason to use the squad!).
Hmm... Theoretically you could give Gorgol Squad Leader and make him quite a nice support piece for a Nantex squad, come to think of it. At only initiative 2, he only pays 6 points for the talent, and he's got a pretty decent blue dial
And a simplistic 'ace' squad to try when I feel happier with it
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Sun Fac
- Ensnare
- Gravetic Deflection
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Berwer Kret
- Ensnare
- Gravetic Deflection
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Chertek
- Ensnare
- Gravetic Deflection
I'm aware Berwer Kret is the weak point here; compared to a generic Petranaki Ace, he's paying 8 points to go from I4 to I5. I'm not going to get any use out of his pilot ability in a pure Nantex squad. On the other hand, it's far from the first time a pilot has been bought purely for their initiative score, and if I took a cheaper Nantex pilot, it's not like they could take much else given their lack of upgrade slots.
Thoughts and advice are welcomed.