|Jerjerrod is particularly unimpressed with you, Mutton Chops McGee!|
|...let me guess, the TIE pilots behind me aren't saluting, they're just bullshitting amongst themselves. *sigh*|
Admiral Chiraneau hasn't been seen much since Imperials got access to the Jumpmaster for Intel in wave two. The main problem is he's an extremely expensive officer at 10 points and his benefit is generally inferior to Intel, as Intel when used well allows for squadrons to move at their full speed and to also ignore Inteled enemy squadrons when they're trying to attack ships; all Chiraneau does is allows you to move at a slower speed while engaged and doesn't turn enemy squadrons Heavy to help you bomb ships. He also consumes your officer slot and is best used with high-Squadron value ships to apply his benefit to as many squadrons as possible - unfortunately for him, higher-Squadron value ships like ISDs and VSDs are usually used as mixed-role battleship/carriers and the officer slot is hotly contested; the ships themselves also won't usually be able to mash the squadron command button as consistently as Chiraneau might like without sacrificing some of their anti-ship potency.
With the Quasar coming out soon, I'm anticipating Chiraneau will find new life on a dedicated carrier where his benefit can be applied to a large number of squadrons more affordably. He is still competing with Intel, though, and so the inevitable question is "when should I use Chiraneau, then?" I don't recommend using Chiraneau and a source of Intel together as it's a lot of points dedicated to a similar ability. Chiraneau could definitely be a source of "fake Intel" backup for when/if the Jumpmaster is destroyed or your opponent is trying to overwhelm your ability to provide Intel, but it's a lot of points and I generally feel like your points could be better invested into protecting your source of Intel (with a TIE Advanced, for example) or bringing another Jumpmaster if you have the extra squadron points; if you're maxed out on squadron points and don't have a lot of Intel backup in your large fighter coverage group, then maybe Chiraneau. Maybe.
Overall, I feel like Chiraneau is a much better fit with medium fighter coverage groups or large fighter coverage groups that focus on mixed-role squadrons like TIE Defenders. In that case, he's used instead of Intel - those types of squadron configurations don't intend to get bomber damage into enemy ships in the early game (unless it's offered up early due to an opponent mistake) - they intend to win the squadron mini-game and then use surviving squadron assets to put bomber damage into enemy ships later on. With Chiraneau helping out there, you get a fighter benefit and a bomber benefit that better synergizes with that type of squadron play: your squadrons used as fighters appreciate being able to focus their attacks on the best targets and/or being able to attack and then pull out of trouble; your squadrons used as bombers appreciate being able to slip away from a situation other squadrons are handling in order to get some attacks into a ship whose fighter coverage is tied up elsewhere. With multi-role squadrons, you can circumstantially use your squadrons either way, but some specialists don't mind being added in to the mix to benefit from Chiraneau (of special note is Mauler Mithel who loves the easy "jumping around" that's not tied to a fragile Intel squadron).
In short, Intel is better with a more conventional large bomber wing that doesn't mind including a support apparatus for Intel (like Escort squadrons) and is trying to deliver bombers to enemy ships as soon as possible. Chiraneau on a dedicated carrier is superior when your squadron group doesn't have any desire to spend any points on a bomber support apparatus and intends to win the squadron mini-game directly by destroying enemy squadrons and then focusing on ships later.
|Montferrat trying out his best "you can't X if you don't Y" meme pose.|
- His effect only applies against ship attacks, not squadrons.
- It only applies when his ship is set to speed 3 or 4.
- Obstruction is binary - either you're obstructed or you're not. You can't be double- or triple-obstructed.
- Admiral Montferrat only gets discarded if the ship he is equipped to overlaps another ship during its movement. If another ship overlaps his ship, he's fine. He just gets really embarrassed when his crew can't steer very well.
Montferrat is a bit picky, though, so be sure to measure your desire to have his effect active (by being speed 3 or 4) versus your maneuvering needs versus your desire to avoid overlapping enemy ships to keep Montferrat from jumping out the airlock. It's a bit of a balancing act to be sure, but when used well, Montferrat can prolong his ship's life by a solid turn or two, and that can make a big difference.
|I'm gonna clench my fist like daddy when he gets angry! Grr!|
Because Titus doesn't have a persistent effect, he's often best placed on ships that don't really care about their officer slot. Gozantis in particular are a great place to put Titus for this reason.
|If I see anyone here with a name tag, they're getting a broadside from the old sideburns, all right!|
- His ability triggers against any unique squadron, even the Corellian Conflict unique squadrons that don't have defense tokens (like Rogue Squadron or Gold Squadron or the like) .
- Because his ability is an add effect, it happens after you roll your initial attack roll. This allows you to see how your regular flak worked out and then add a die of any color afterwards. This comes into play particularly against scatter aces - if your original flak roll had an accuracy, it's probably best to add a black die for higher damage. If not, then it's probably best to add a blue to hope for an accuracy icon.
|"Vader said asteroids didn't concern him, but they very much concern me."|
In general, you'll find Captain Needa on ships where he can replace a contain token with an evade token (like an ISD, Arquitens, or Interdictor), given that while contain is an okay defense token to have, it is generally the worst defense token and evade is overall superior. This is especially true in metas where long ranged skirmishers like CR90As are keen on picking apart heavier more expensive ships from downtown; the evade can remove their best die, saving you some damage over time. With the Arquitens in particular, going from one to two evade tokens can also make Turbolaser Reroute Circuits a lot more appealing.
The only circumstance in which I've heard of Needa being used on a ship to not "upgrade" a contain to an evade is on VSDs, where Needa changes the defense token suite from brace + 2 redirects to brace + redirect + evade, making the VSD defensively more like an Assault Frigate. Given it's not uncommon for a VSD to spend most of its time at long range of ships who would really rather not get much closer, that's not a bad switch at all for only 2 points.
|Commandant Aresko knows how to make the intimidating clenched first pose. Take note, Titus.|
Nearly always, however, does not mean always always. Aresko can be superior to Wulff when he's used on an Interdictor cruiser with the Interdictor title; the title allows you to use Aresko twice in one turn when he's set up appropriately. I would still counsel skepticism in that regard as Aresko's still trickier to set up and less reliable overall but he can be quite effective when paired with the Interdictor title in the right circumstances.
|She directs you to better understand poliosis before making fun of her hair streak, thank you.|
Director Isard has a neat effect but unfortunately her utility is limited without a good combination card to really utilize the information you gain. Presently, you could make an argument for using her in a fleet with a Slicer Tools Gozanti so the Gozanti has a better idea as to whether a particular ship is a high- or low-priority hacking target, but it's a bit of a stretch. If and when the Imperials get access to some kind of effect that allows you to punish an enemy ship when you correctly guess its top command, Director Isard will finally have a home. Until then, I have a hard time recommending her.
|Cha cha real smooth!|
Minister Tua is pretty amazing, allowing you in most cases to add a defensive retrofit to a ship that normally doesn't have one for a 2 point fee in addition to consuming the officer slot. She's got obvious uses on VSDs and ISD-Is (all of which are heavier investments but without a defensive retrofit slot to help protect that investment), but she can also be extremely annoying on a Gozanti with Electronic Countermeasures to ignore your scatter getting locked down by an accuracy icon once per turn.
That's not to say Tua is an auto-include, though. Spending points on her in order to spend more points on her defensive retrofit can be unpalatable on cheaper ships where those extra points add up fast; conversely, having her sitting in the officer chair can be tough on more expensive ships that want a more conventional officer. If you can fit her in, however, the increased durability available to her ship can be pretty impressive compared to its usual capabilities.
|It's tough being an intelligence officer stuck very unintelligently on the first Death Star.|
Wulff is a great, if expensive, officer and he has a lot of potential uses. I primarily find him helpful as an officer for two basic setups:
- On a ship that has a command-triggered upgrade. Specifically what comes to mind is a Gladiator (or any ship, really) with Engine Techs, which can be triggered every turn by having Wulff constantly respawning your navigate token. This is also the case on an Interdictor with Projection Experts, where Wulff can keep boosting your repair commands every turn with an infinite repair token, or with an Engineering Team where Wulff can keep producing 4 engineering point repair commands every turn without any extra help.
- On a larger ship with an abundance of command tokens. Higher-Command value ships will want to get as much done in a single activation as possible and they can hold a large number of command tokens. With Wulff on board, you can selectively reuse your most important tokens turn to turn depending on the circumstance. I have found primarily navigate and secondarily repair tokens to be most important when used this way. Simply get the tokens you want to use all game onto your ship ASAP and Wulff can let you reuse the most important one every turn.