|There was a time the Bears Defense actually struck fear into the hearts of men. I miss 2005.|
|That's a lot of lasers coming in for recovering one shield to make up for....|
Redundant Shields SEEMS good, but the problem I have with it (and that most people have with it) comes down to cost and opportunity. Your ships are likely going to get shot on turns 2-5, maybe 2-6. But this only brings shields back if you need to bring shields back; if you aren't attacked until turn 3 or 4, that's several turns of it not doing anything. And for 8 points, you want it to be useful every turn. Compare this to Shields to Maximum! on the Pelta, which gives EVERY ship a shield back when it activates. For Redundant Shields, you need to survive the turn, which may or may not even happen. Plus you have the fact that if you're not dead on turn 6, extra shields after everything has attacked don't make you more alive (and also don't help for Opening Salvo points!). So it's really mostly useful turns 2 through 5, and only if you've been shot turn 2. 2 points a turn isn't bad for a free shield, but you have to ensure you were both damaged and then survive for it to really have been worth it, I feel.
It's an intriguing card, and it's not horrible; it's just all the other defensive retrofits do much more for the ships they can go on. One well timed Engineering command can move shields around as needed, too, which doesn't cost me 8 points of usage. As a Rebel player, with our current ship capabilities, and most of everything in wave 6 spoiled, I can't recommend it. If you're determined to, MC30s or CR90s, the ships that desperately need shields to stay anywhere near alive. But that's 8 points....
As an Imperial, however, Jerjerrod is a thing. A very good thing who technically can take use of this turn 1 if so desired. And with all the hard turning Jerry wants, it's a good upgrade for your Star Destroyer of Choice (be it Imperial or Minister Tua-driven Victory). You can also put it on an Arquitens, who also really want shields to stay alive. Really, really, really want.
|That burn was so good, I need to Brace myself against the response!|
Don't put this on MC30s or CR90s, their defense token suite is meant to keep them out of trouble as much as you can. MC30s have redundant tokens, and CR90s are meant to be redirecting onto their shields and staying alive that way more than anything. I wouldn't put this on an Arquitens, you have 2 redirects to push damage around your shields anyways.
Keep in mind, though, that Demolisher side arcs 90 percent of the time are just 4 black dice (someone runs Glad-IIs, I swear!) and that ECM doesn't help you here, nor does Intel Officer. But against ISDs with H9s? Yup, stay gold, Pony Boy. You can spend red/activated tokens with this, they're just gone forever after that. You'll need to evaluate your game state and location of your ship as to whether that's worth it or not. You'll also need to know how bad the attacks against you are going to be in order to use this. For example, the front arc of a generic MC30 is a blue dice and 2 black dice. If your opponent rolls hit+crit on both black dice and an accuracy on the blue, bracing can take you down to only 2 damage. But he still has that side arc of the MC30 (2 blue, 3 black dice) to roll. That has a much bigger potential of hurting, so I might save the ECM use for that attack.
|In this slide, class, you can see Rebel hero Arvel Crynyd blowing up the shield generators on the Executor!|
AP is great, however, against long range red dice attacks and/or fighters that try to take out one side's shields and start firing into that side with more damage. It also skates around Norra's crit; if the defending hull zone that they're attacking has no shields, it can't lose any! You're still getting attacked, though, and potentially in trouble, so, uhh, be careful with that. They may just start resolving the regular crit, or hitting other hull zones while still remaining at distance 1 of Norra, letting them use her ability.
|It's about this intelligent, too. And be afraid, I now have a Meme Generator account!|
|That's right, I'm in here too! The Pete Best of this section|
|Can you believe I cost the same as Cluster Bombs? What a clusterf-|
When to choose the blast doors over the other ones? When you want health. Lots, and lots, and lots of health (third lots is only for Motti players. Again, SEVENTEEN HEALTH for 5 points). As right now the Assault MC80 is the only ship that can take 2 defensive retrofits, pairing Reinforced Blast Doors with either ECM or AP is great times and makes sure that your Doom Hoagie stays alive. It's a LOT of points, but in the end, if you live, that's a lot of points you didn't give your opponent. Stay alive.