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.
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. |
When you build with her, keep in mind that you're not going to get many of your other potential benefits from pushing squadrons, which is both good and bad. You don't get Flight Controllers, nor do you get All Fighters Follow Me!, but you also don't have to pay for ships that have those slots/abilities, as you've got Rogues. You don't need to stay in command range of your ships that would be pushing squadrons.... but don't overextend yourself, either.
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! |
For a few more scattered thoughts on them, feel free to read THIS.
How to Use Them
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. I'll keep referring you to the Strategic Article I wrote to get a sense of good objectives to pair with it and all. But because it's rolling a non-bomber blue dice against ships, use it more like a fighter to attack your opponent's squadrons first (especially as your VCX can eat a LOT of counter attack damage!) But their main use at this point remains related to Strategic, and that's what you should do with them as much as you can.
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. 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).
Dutch and Wedge, for example) and some bombers (Gold, Scurrgs, etc) where Hera can make the best one (for the moment) Rogue at the end of turn, AFTER all those ships have moved and all. If you need to activate one of them earlier, let Hera make the other one Rogue. And if you have the points somehow, Hera loves Adar Tallon. She also really loves Escorts so badly you guys don't even KNOW. 8 health and one brace token can die much faster than you'd believe. Keep a friend nearby to keep her alive (X-wing or YT-1300!)
If you listen carefully, right after Jan... sorry, JYN (I always mess them up ;) ) comes out of the rebel council, you may hear "General Syndulla" being called over the loudspeakers ;)
ReplyDeleteI've had reasonable success with Hera Syndulla plus 2 x Z95 and 2 x E wings (alongside 2 x Lancer and Dash Render). She allowed the rest of the fleet to focus on navigating and shooting whilst either tying up opposition fighters or (or subsequently) bombing.
ReplyDelete(Balance of fleet was 1 x LMC80 plus Nebulons)