Just wanted to share a ship I think is a monster for the cost: A Smashmouth Smuggler.
At very least, it's incredibly fun.
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Syndicate Smugglers
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Boba Fett - This little guy is what makes the ship work. Deploy at Range 3, zoom in with a 3-straight, and light them up. Worried about a CR-90 with Turbolasers? Just get in their face.
- Note: it'll probably be handy to fit Tobias Beckett into the list on some other ship, to ensure you've got a good deployment spot.
- Point Defense Battery - Dakka Dakka. This is a short-range ship, so it needs a short-range hardpoint.
- Tibanna eserves - The ship is incredibly energy hungry, so it will need something to help with that Tibanna seems better than .
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IG-88 D - With this many attacks, it's handy to have multiple green tokens to spend.
- The only useful IG-2000 synergy is IG-88 A, which isn't bad, but isn't essential.
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Damage Control Team - This bugger really needs to Reinforce, since it really gets into an opposing list's grill.
- With just these upgrades, this is an 80 point ship. Sure, tossing it out there is a bit of a risk, but this sucker is so cheap.
- Optional: Deadman's Switch (+2 points) - If you're in their face and dying, taking them with you is nice. But this isn't really essential, and if you need the 2 points elsewhere in your list, this is totally cut-able.
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Optional Title Package: Horn Captain (+10 to +12 points)
- Stalwart Captain - With a large-ish investment like a Huge ship, losing a round of attacking seems bad. It'd only be 10 points to add the package, and it's probably worth it, but engaging at Init 1, you'll never get killed by another huge ship before you can attack.
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Broken Horn - mostly for the extra crew slot, but with as energy-hungry as this ship is, reducing the difficulty of the faster red moves is also nice.
- If you've got a 2nd Illicit slot, having Contraband Cybernetics could be handy. Pop it before you think you'll crash through some ships to prevent stress fro shutting down your actions. Not vital, but it's cheap.
- *edit* Given how easy it is for one of these to get stressed due to crits, Contraband would be really handy for a mid-fight Reinforce/Calc/Calc + Tibanna.
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Alternate Title Package: Merchant Turret (+13 points)
- Merchant One - It's expensive, but gaining an extra attack that works without energy is pretty nice.
- Dorsal Turret or Ion Cannon Turret - it's one more attack for more Dakka, and it can also be pointed to the side/rear, so can help out if you somehow survive the initial combat, but can't get stuff in front arc.
- IG-RM Thug Droids - With this much Dakka, the number of crits can add up fast, and put a lot of hurt into a Huge ship. However, getting the extra tokens from the DCT/IG-D combo seems too important, so this is only the second choice of team.
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Dubious Package? (+15 points)
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Jamming Beam - If you're at Range 1 of another huge ship and about to lay a 4-dice primary and four 3-dice PDB attacks into it, getting rid of that Reinforce token seems pretty useful. Downside? You've got to spend 15 points to get a Jamming Beam.
- Don't get me wrong: Jamming Beam is an AMAZING upgrade when attacking a huge ship. But still... 15 points? This is mostly designed to be a disposable ship.
- Corsair Refit - Only here for the Cannon slot. The extra energy only covers you'll have to spend energy on the bonus attack, so it doesn't really add anything other than the bonus Jamming Beam attack.
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Jamming Beam - If you're at Range 1 of another huge ship and about to lay a 4-dice primary and four 3-dice PDB attacks into it, getting rid of that Reinforce token seems pretty useful. Downside? You've got to spend 15 points to get a Jamming Beam.
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Boba Fett - This little guy is what makes the ship work. Deploy at Range 3, zoom in with a 3-straight, and light them up. Worried about a CR-90 with Turbolasers? Just get in their face.