Anyways, let's start by talking with the most important keywords from the new set, with the VCX!
|If I couldn't own the Millenium Falcon..... the Ghost would be it. So long as Chopper is there.|
|It is at this point, after pasting the picture, that I had to go back and look up how I did the PREVIOUS squadron articles|
- 8 health, 2 more than the Lambda
- Same point cost of 15
- Same Strategic as the Lambda
- a "better" 3 blue against squadrons as compared to the Lambda's 2 black
- Same speed 3, which is a Rebel standard usually.
To that end, I find Relay is most consistently useful when it's a tool in your squadron-commanding arsenal that helps "even out" the instances in which a ship would normally have trouble making full use of a squadron command rather than as your primary means of commanding squadrons (which makes the Lambda a top priority kill, which makes your games very feast-or-famine).The benefit of 8 health is much more useful there. Eric is fond of saying that Imperials have better use of Relay, but Rebels have better use of Strategic. Because a lot of Rebel squadrons are speed 3, you can usually keep a bubble alive as needed to follow you around and beat up on enemy squadrons harassing you. With the new FAQ and alteration of Relay, the VCX needs to be in commandable range to use Relay. No more Relay from across the board, it's got to stay close. Relaying a squadron through the VCX is slightly longer than using Boosted Comms, but it's up to you to determine if spending 15/30 points is better than 4 for Boosted Comms. Your call.
The OTHER benefit to bringing two of them is that with your GR75s, you can push two VCXs a turn if you want, leapfrogging objective tokens for you across the table!
|In this example, the red circle was where the objective token originally started, and the squadrons (after movement) have one HP lessened, just to show flight path.|
You can also attack an enemy squadron twice with 3 blue dice (with them leapfrogging, I mean), which isn't anything to sneeze at. Furthermore, they're great fighting against Shara Bey or any A-wing Ace. Oh, Shara has Counter 3 and all her crits count as hits? Great, I still have 5 health, take my attack. Attack you again next turn? Sure why not, break that Scatter token anyway I can, find a way to hit her with a 3rd squadron this turn and force her into difficulty.
The basic summary of the VCX is that you can substitute 2 of your other fighters in a LFC or MFC core and get a good squadron that will both contribute to the squadron game AND let you manipulate the objective tokens to your benefit in a way that causes difficulty for your opponent.
|Space Mom is fully half the reason I watch Rebels. Her superpower of "being actually competent" is AMAZING.|
|Yeah, you know she's worth it.|
For actually using Hera, I've had good luck using her along with other Rogues (and some non-Rogue friends!) or using her to supplement your fighter commanding. Basically, i'd view her as an extra-murderous flotilla that's always commanding 2 squadrons, but at the start of the squadron phase only. Don't JUST take 2 non-rogues with her, because then what if you want/need to command some squadrons with your flotilla this turn to stay alive? What if your opponent shoots those 2 X-wings out from under you, so you're only left with a bunch of Rogues? Her ability is kinda wasted at that point then (if you build the blob that way).
Alternately, take her and 2 X-wing or A-wing or E-wing interceptor buddies for a stronger, rogue version of a SFC. Pair them with Jan Ors or Rogue Squadron and you have a fighter core that hits like a brick and is mostly/all Rogue, too! I can see her being the backbone of a MFC that's mostly all Rogue too (so add in 2 YT2400s, haha)!
|When pressed, I need all of you to HONESTLY tell my girlfriend that I DO NOT UNDER ANY CIRCUMSTANCES have an outfit for her to wear that looks like Hera's. And it DOES NOT have headtails, either. Remember to be HONEST, wink.|
Thanks to the recent flotilla nerf (maximum 2 per fleet, kids!) Hera is essentially a third flotilla that is both commanding 2 squadrons and sending a third one (hers) in as well. That's a solid plan, just make sure you have a use for it! The best versions I've seen with builds of Hera involve having some interceptors (Dutch and Wedge, for example) and some bombers (Gold, Scurrgs, etc) where Hera can make the best one Rogue at the end of turn, AFTER all those ships have moved and all.
The OTHER thing I'll caution you with doing is that while it's super cool to make 2 of any squadron you want Rogue, they still have their same speed. So those Rogue YT-1300s that guarantee Hera is gonna live forever? Still speed 2. Unless you take a Pelta with All Fighters Follow Me! on it, which.... seems kinda a waste to bring Hera with. You CAN, but I wouldn't. Same with why I wouldn't use B-wings with her. You CAN still get the benefit of Fighter Coordination Team, but that's 3 points that can probably be used better elsewhere.
|"He put us in a list with 4 A-wings. Does he know what he's doing?"|
|Look, it's the Ghost in Rogue One! That VCX in the final battle could have been ANY VCX, and the Ghost will not be going out like punks, I can tell you that (or else I will cry big weepy tears at the end of season 4).|