Hi All,
Last night I was able to get to Init 5 in my Flight Group Alpha campaign. For those that don't know, it's like Heroes of the Atruri Cluster, but Imperial. It's based on the Tie Fighter video game from the 90's. It is Co-Operative and you can get numerous Talents and upgrades.
We are almost done with the Hoth portion, but we crushed it the past 2 missions and everyone walked away with 16 and 17 experience. So....as an Imperial Ace, I got to Init 5. So far, I have:
- Night Beast's ability
- 18 pts of Upgrades & Modifications
I have found Night Beast's ability to be incredible and I have been very pleased. We are playing that if someone takes another pilot's ability, no other player can. So, what has been taken so far is:
- Pure Sabaac: If 1 damage or less, you get extra attack die
- Captain Feroph (sp): If they have no tokens, you get to turn a green die to Evade
I've got two that I'm looking at:
- Turr Phenir: After you attack, you get a free Boost or Barrel Roll, even if not on your action bar
- Whisper: If you hit, you get a free Evade.
I'm not sure which to take. I'll be Init 5, so going late in the round and firing first. Both are good, but I'm not sure which. Turr Phenir works even if I miss and can get me out of a sticky situation. It can also help me reposition and prepare for the next round. It won't work if I"m boxed in and I'm not sure if I can do a move if I have already done a move. It would be great for ships like the Assault Gunboat and still be good with Tie Fighters and Interceptors.
One Evade when you hit can keep me alive. It works whenever I hit something. Combined with the free Focus, I can really be aggressive and get in people's grill more often. I might be able to spend the Focus more often and need it less for defense if I can also then Evade.
Thoughts? I'm leaning on Whisper for pure survival, but I believe Turr Phennirr would give me great reposition ability.