On 11/23/2019 at 8:22 AM, Rossetti1828 said:I find I often loose my Strikers too quickly. After the first engagement I'm usually tempted to do airelons/2-sloop moves off to the side or behind the enemy ships, as this always looks like a really good position to be in. (As well as being difficult for the opponent to predict - with 3 turnaround and 3 airelon options, that's 9 potential positions to be in.) However - staying in a close dogfight does not favour Strikers in the long run. I think I should learn to be more patient and disengage/re-engage more frequently, unless I'm confident of getting the kills I need.
Black Squadrons with Elusive might be tolerably good for that flying style though. I'll wait for that inevitable points drop so I can fly five of them.
Duchess works well with Elusive, since she can have Fifth Brother and that means a rerolled result of a focus is still useful (rerolled green dice aren't that great if you're still trying for 'just' evade results).
On the Black Squadron Scouts, less so. You've got the rate-of-fire of that many red dice but you do lose a lot of punch with no tokens. Black Scouts with Predator are a threat on the flip-over if you can line up the bullseye, but that's hard to do reliably. The best trick is the most important thing I can advise with strikers:
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Try to engage at range 2.
- At range 3, primary weapons loose too much damage to that bonus green die
- At range 1, 4-dice and 5-dice attacks are much more of a thing, meaning it's far more likely you'll lose a TIE/sk before it can engage, and your high minimum speed means you may not have room to disengage (especially from large base ships).
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Try to engage out of the 'corner' of your firing arc when coming in at an angle.
- This is relatively hard to explain, but if you come in like this l l on a target above you, then continuing to engage next turn means a red move.
- If you come in like this / \ on the same target at 45' or more to the target's heading, then next turn a speed 1 bank/speed 1 turn will put you on their tail without making a red move.
- Straight/Turn and especially Bank/Turn are the striker's party pieces. Leave red moves to Duchess, who's got modifiers whether she gets actions or not.