My group has flown the SSD only a handful of times (5), so it may just be inexperience with the thing, but it’s been largely unsuccessful. I’ve captained it twice, had it crippled in both games, and lost them both. I’ve also flown Rebel fleets against it three times, and destroyed it pretty easily with Ackbar fleets in two of those outings (once on turn four, with help from some devastating face-ups from asteroid collisions). My opponent finally got a win with it by getting some lucky dice and one-shotting a Pelta and a Neb-B in back-to-back turns... but even then, I was one card away from a crippling on it, which might have meant the win.
Did FFG go too far with the “crippling” rule? Or did they not give the thing enough shields/hull? Or is my group’s experience atypical? It just seems entirely too fragile.
We’ve also noticed that getting into even a *little* bit of obstacle trouble can lead to horrendous problems, which makes it an extremely unforgiving ship to pilot (in one of my losses, an errant dust field prevented me from taking almost any shots until about turn five; in one of my opponent’s losses, he miscalculated and nicked an asteroid on turn one, which gave him the “you cannot have command tokens” card... and he’d built his entire strategy around command tokens, so—it being a casual game—I let him draw a different card, which ended up being something equally awful, like “you cannot fire at long range,” or “you cannot use accuracies.” By the end of the game, he had both of these, and many more besides).
Thoughts?
Edited by Cpt ObVusError correction
