Board Thread:General Discussion/@comment-27029853-20170129150901/@comment-454133-20170413173558

I replayed my Nera-Jan-Biggs fleet last night and had some good fun.

Biggs + R4-D6 + IA

Jan + Squad Leader + TLT + Kanan + Moldy Crow

Nera + Deadeye + Extra Munitions + Proton Torps + FCS + Guidance Chips

I played two games and won both. The first fleet was against Jess Pava, a stressbot TLT Y-Wing with title, another TLT y-wing, and a couple z-95s. I went for Jess first; thanks to great defense rolls and IA it took two rounds to bring 'em down. Once Jess was out my opponent called the game, apparently having no faith in his TLT y-Wings and Zs. Biggs had absorbed all the shots and done good damage, and though hurt, wasn't dead yet. Strong victory there, though I feel like he should have stuck it out and seen whether he could TLT me to death.

Second fight was against a K-Wing with Conner Net, extra munitions, torps, but no turret upgrade; Ten Numb with Ion Cannon, Bistan + B-Wing/E2, A Score To Settle; and Jake with PTL + Vectored Thrusters, and VI.

I wasn't the least bit afraid of Jake, and even though he rolled amazing attacks (frequently a crit + hit), he was never dangerous in practice. I safely ignored him (the sad role of A-Wings ;_; ). The K-Wing's conner nets worried me a bit, but in practice I managed to steer clear. At first I assumed it had a TLT, but that turned out to not be the case. Right from the start, Ten Numb seemed like the biggest threat. He could ion me very consistently with no chance to dodge, and if he got behind someone he could keep them stuck piloting forward, so I had to watch my angle as we engaged. Not to mention, his regular attacks could hit like a truck on Jan, or always sneak a crit through onto Biggs. So I made him my primary target, and ended up wrecking him in one or two turns (I forget how fast it ended, but it was fast). One agility die meant he took a lot of proton torpedo damage, and I rolled well anyway (not even needing the focus->crit and guidance chips).

After Ten went down it was just a matter of cleanup. His K-Wing went down reasonably fast (again, I think it was a couple rounds), and though Jake chipped in a damage or two on Biggs, he wasn't dangerous and eventually my opponent called the game. Biggs hadn't died, and it was looking like I'd have an easy time finishing off Jake in a round or two even if he could get a hit off on Biggs. He fought bravely up to that point though, really fun player to talk to etc. (same guy who was my ally in the Epic game a few weeks back).

I'm thinking about how to make a more casual and silly version of this fleet that uses Advanced Proton Torpedoes, because it's so funny when those things land. I'd somehow need to free up 2 points though. Kanan is quite useful in this fleet... but after analyzing everything I have, I've realized he's the one card that's not entirely mandatory. I think I'll trade him out, either omitting the crew slot on Jan (and staying at 99 points for a mild initiative bid), or picking up an Inspiring Recruit or Intelligence Agent. Thoughts?

I also need to give my Quadjumper a test run. It and my rebel TIE still need some love (though I have flown the rebel tie once). So I'm thinking about fleets for them.