|I was actually in the movie and this is the joke you open with? Ugh, I'm disappointed.|
As in all times, let's throw up the card and break it down, y'all!
|He really looks like he's telling me and some punk kids to get off his lawn.|
Why Play Him
Well, he acts a lot like Mon Mothma in a way. She wants ships with Evade tokens, which are Small and Medium ships anyways, and he ALSO wants them. His benefit is better at Long and Medium range, while hers actually takes effect at Short and Medium. Breaking that sentence down, at Long range, his ability can still apply (if you're speed 3), while Mothma's works like normal. The OTHER benefit of using him at Long Range is that when you remove a die because you're obstructed, you can also spend an Evade token to remove a SECOND die (or a third even, if you Foresight it!)
At Medium Range, Mon Mothma starts to apply, and Cracken can still apply. Removing a dice of your choice after rolling (Mothma) seems a little stronger in my mind than removing it before it happens (Cracken), but that's often because I don't see very many ships rolling multiple Blue dice in my meta. Mothma removes a die with an Evade token here, while Cracken removes one with his obstruction rule and rerolls one with any Evade tokens. The obstruction is nice, as it prevents attacks (if they have only one Blue dice somehow), but you can't get double obstructed if you're behind an obstacle at Medium range.
|We all knew I was going to be making the joke eventually, might as well get it out of the way now.|
Cracken can double up on obstruction and Evade tokens to negate a lot of damage, but he needs to be careful with what ends where. Getting too close to an ISD-II still may not save you, even if you ARE obstructed there. You're going to want to be punctuating Long Range Red dice damage (Hello TRCR90s) with quick strikes at other ranges (Medium, some short. Usually short). Run in, hit a ship, and then leave. You can also keep it all Long Range Red Dice too, but we'll cover that in the Builds Section below.
Common Ships/Builds/Ways to Run Him
There's a few schools of thought to Cracken. The first major ship to use with him is the one that doesn't come with him.
|Mighty fine blockade you have there, Imperials. Be a shame if someone.... ran it....|
|Construct more pylons? Rarrgh, he's got too many stupid units coming at me!|
The last ship I've seen him use and do well with is the MC30. Just use those Evade tokens at long range, and keep out of trouble until you go on your cruise missile attack run. End the turn with an MC30 moving into position, and then start the turn by shooting that ship you ended near. You can use the Scout version, but as the damage at Long range isn't much different from the CR90, you'll likely want the Torpedo version. If you DO use the MC30, you'll want a GOOD bid for first.
So he wants like 3 ships. The OTHER thing he likes to use is Squadrons. He's great with Rogues, as the CR90 and MC30 have Squadrons 1. That's not a great ability to command them, so you either need flotillas/Relay with them, or you need Rogues. The usual component (pre wave 5) is 8 YT-2400s. It's almost like I've written about them before! Now, with the existence of Wave 5, you can run Lancers, YT-2400s, Hera and friends, etc. There's a lot of ways of getting decent squadron coverage in there now, and a lot of interesting Aces and attack possibilities. If you bring Lancers and other bombers, bring at least one flotilla with Bomber Command Center, just to guarantee that you'll get damage when you need it (YT-2400s don't benefit from BCC, but they DO benefit from Toryn Farr, if you can find a way to keep her safe and at Range 1-3).
|As I said before, purchasing 8 of these stinks, but they're so deadly! eBay is your best friend...|
MC80s, both the Home One and the Liberty: They're Large based, you don't want them as they don't benefit. Furthermore, they have so many hit points and shields that being obstructed doesn't even help them that much.
Nebulons and Assault Frigates: My problem with both of these is that while both CAN get to speed 3, they often SHOULDN'T be at Speed 3. The Assault Frigate going at speed 3 BADLY needs to be navigating to get where it needs to and not get shot. This makes it hard to do a lot of other things that it could want to do, be it Engineering or pushing Squadrons. Combine that with the fact that its movement profile is really not that great (it's a baby Large ship! He's doing his best!)
|An Assault Frigate painting a Star Destroyer with damage, a yuk yuk yuk.|
Similarly, the Nebulon at speed 3 goes from having its front arc and strong shields in a place where it's happy to be to a place where it's suddenly a lot closer to trouble. You can't really use Yavaris with the Nebulon, as your speed 3 turning is as good as a GR-75. That's not a great turning plan, with a basic Nebulon, but if you put Nav teams on the Nebulon it might work? Might? I'm willing to listen on the idea, but I can't say I had great success with it. Furthermore, even using Navigation on a Salvation style can result in problems. See below:
|Good and bad ways that things can happen for Nebulons|
|Foorst yoo took the dood Noobulon...|
With both of these ships, also, to get the benefit, they also HAVE to be at Maximum Speed, which puts you at a pretty predictable place you're going to end up. If you're at speed 3, your opponent has a pretty good idea of where you'll be with your ship at the end of this turn. They can predict moderately well, and that to me doesn't seem super smart.
A second ago, though, I said that flotillas work with him and their max speed is 3, too; what gives? The 2 and 3 stack Commands of the Nebulon and Frigate, respectively, make it a bit harder to get your way out of issues and Navigate if badly needed. Combine that with the fact that flotillas generally stay on the outskirts more and more AND ARE FINE NOT ATTACKING (and are fine staying at speed 1-2 in the back until they need to go fast), and you have a much bigger chance of the Frigate and Nebulon getting in closer where they don't necessarily want to be. You can use these, and I welcome stories of your efforts with them all.
Peltas: Speed 2 max. It does things, but you're not going to be able to use Cracken with it, no matter what it's doing for you. There's other ways of pushing squadrons if you need them pushed.
How Do I Fight Him?
Why yes I WILL quote Hamilton again, because I DON'T have an unhealthy obsession with that musical, no.
|How do I say "No" to this?|
We will fight up close, seize the moment and stay in itSo what does that all mean?
It’s either that or meet the business end of a bayonet
"We will fight up close"
You want to get close to Cracken's ships. If you're in close, he can't use the Evade tokens he's using to supplement his ability.
"Seize the moment and stay in it"
Start hitting his ships and overwhelming them with damage BACK. Stay targeting the same ship as much as you can to get rid of their Evade tokens, even IF they're obstructed.
"It's either that or meet the business end of a bayonet."
I mean, the joke answer here is that do this or die, but you can show THEM a perfectly good bayonet too:
|I stabbed him in the face with my lasers!|
Lastly, don't take the bullets out of your gun or throw away your shot, a yuk yuk yuk. John's helpful advice is helpful.
|Even his Lego looks angry!|