|Hooray, John finally got to Wave 3!|
Basics and How they Differ from Gozantis
|"When the mother MC80 releases her young into the wild, they start out nearly unable to defend themselves..."|
Using the basic one, you aren't going to get anti-ship dice. Sorry. Don't expect to be contributing to the battle with those, but you CAN use the squadrons you push to hit ships as needed. You may not have ship dice to fire at their ship, but the 2 B-wings you push sure can throw damage out!
The other thing that is more of a "Rebels fighting Imperials" thing that Eric didn't mention in his review is that GR-75s are GREAT as Demolisher Insurance. When you see the other guy has Demolisher across from you, GR-75 bodyguards on the outside love activating and denying Demo the chance to get into the side arcs of ships you don't want them in. The traditional Gladiator-I only can roll accuracies out of its front, with the Red dice, and unless they start in short range, they won't get their black dice with them. Using the GR bodyguards is a GREAT use of 18 points, especially if the next ship that activates can destroy the Demolisher! Like so, below!
|What's Whitney Houston's favorite coordination? Hannnnnnnnnnnnnd Eyyyyyyyyyyyyyye!|
The main difference (beyond attacking power) that the GR-75s have over the Gozantis is that their speed charts are much better at faster speeds. GR-75s can turn better naturally and get into other spots than expected much better than their Gozanti counterparts. Whereas a Gozanti may NEED to turn to end up in a better arc of a ship (and not die), preventing it from commanding squadrons this turn, the GR-75 can throw squadrons and turn away just fine! Both of them can end up potentially dead if they're in the front arc of a ship, so keep that in mind if you need to Navigate to not die, but both ships' NATURAL (Re: no additional clicks) max Left Turn is shown below. The Gozanti can stay in closer, but the GR-75 can turn MORE in one motion. It's not a HUGE difference, but it is worth noting. With 2 game rounds, the GR-75 can stay more in the fight and closer to the squadrons it wants to push.
|Turn around, every now and then I push a little more squadrons now....|
There's two, and I actually like both of them, so take that naysayers.
|The two sweetest words in the English language, Dee Fault!|
|Titles I swear exist. And he's a bigggggg jerk too!|
There's also a member of our local meta who uses the QS title as part of his Intel Sweep flotilla, and it's annoying and great. It's a great spot for a Toryn/Bomber Command Center, too, just staying into the range when you need it. Basically, I know everyone defaults to the Bright Hope, but the QS is definitely worth it too, especially if you only have 1 point.
Most of the builds Eric talked about work here too. BCC/Boosted Comms or Comms Net work just like on Gozantis. I can understand not taking Boosted Comms to try to get points in, just be aware that you're getting close to the action... where GR-75s DON'T fully want to be. They want to be on the outskirts, but still able to affect the battlefield from where they're at (Through Comms Net or Boosted Comms/Bomber Command Center).
The Combat GR-75 has dice in the front (why not in the sides? Because Ackbar exists and some joker would make a list with Ackbar and 20 of the stupid things, ruining Armada forever. Even I admit that would be kinda busted.)
|I promise, FFG cares about Fish People|
The Rebel version of Trollface is similarly built. With the Bright Hope Title and Major Derlin, you're canceling out 2 damage a turn, and if you want to add in Slicer Tools? Go for it, it's great. Put Cracken on another ship there and keep removing dice and damage as fast as you can. You can also put Bright Hope and Lando on a ship to keep it alive, but you're still kinda asking for some trouble should you get stuck in a place you don't want to be (and you're paying several points to keep a flotilla alive for some reason, instead of a better ship for Lando). It's still a valid tactic, though, if you're skirting the outside of the battlefield. Which brings me to a small "How to Use" section....
There's been a lot of discussion recently about just skirting the battlefield with them, waiting in the back or the wings and commanding squadrons through Relay. It's certainly something you CAN do, but as soon as those Relay squads die (and they will get targeted...) you're asking for issues. Your GR75s on the outskirts are waiting out there doing nothing. I find a lot more use with them wandering into the middle of the fight and denying movement/forcing attacks. Move in closer to the Star Destroyers and force their attacks.
|"That's right, I said move CLOSER to those Star Destroyers!"|
"Why are you wearing Han's vest?"
GR75s are also great at throwing AA dice out. Even the basic Black dice have 6/8 sides with a damage to a squadron. Much like you don't want to waste your Scatter token on 1 damage from your opponent's attack, enemy ace squadrons don't want to do that either! But if their only option is using the Scatter on 1 damage or taking 2 total from a double-arcing GR75....
As Eric did, I'll highlight some specific interactions here. In reality, every Rebel list wants at least 1. Heck, FFG advertised it in their materials as such! (Technically the line is that "You will almost certainly benefit from one to three.") But as for specific synergies:
Dodonna: Bomber Command Center, meet Luke Skywalker. You guys are gonna do great work together!
Mon Mothma: Make that Evade token work at Medium Range and keep cancelling dice out!
Rieekan: That flotilla may be dead, but it can certainly block enemy ships from moving where you don't want them to!
Madine: Wiggle wiggle wiggle wiggle wiggle Slicer Tools. Which is the dumber way of saying that you can Navigate them to almost ANYWHERE and Slicer Tools orders away.
Cracken: Major Derlin, Bright Hope. Shrug off damage like there's no tomorrow!
Flotillas were a super great addition to Armada when Wave 3 dropped. FFG basically assumed we'd all have at least 1 in all of our Rebel fleets, and they are great ways to get Activation Advantage turn 1 and 2, while still pushing tokens over or getting squadrons moving or hacking your opponent's ship and making the Yavaris do an Engineering order next turn. I'm glad they're part of the game, as they improved the number of ships each side brought to the table, and they made Large Ships viable again.
"John, are you going to address any of the controversy about activation delay, the difficulty of attacking the scatter token, the cheapness of their cost, whether they're fair or not, the right way to "play" them, or anything like that beyond a basic breakdown of how flotillas work?"
Not on your life.
|15th President James Buchanan, because responsibility is for others.|