Monday, March 5, 2018

Intensify Firepower Update!

Updated the fleet commands with Intensify Firepower! (text below, Pelta updates later....)
 
Upwards, not forwards! And always twirling, twirling towards freedom!
And our newest entrant, Intensify Firepower! (IF!) lets you turn any dice you roll to a side with ONE (and only one, no wishing for more wishes, as Robin Williams would say) hit on it.  It's a nice way to steady out some of the bad rolls that you may get throughout the game, especially with Red dice (where 3 of the 8 sides don't technically DO damage).  

Our newest, as mentioned, Intensify Firepower gets better the more attacks you can do.  It fixes Arquitens, it helps Cymoons, it makes CR90 swarms TERRIFYING.  The more attacks you can make, the better you can do.  THEORETICALLY.... you COULD run CR90A's naked.  No TRCs, no DTTs, nothing.  If you can cram in one extra CR90? That's gold.  The other thing I've thought about doing with it as a Rebel is Gunnery Team Hammerhead Scouts, casting dice all over the place.  They also help with the dice on Assault Frigates and Nebulons, too.  My one issue with repeated Nebulons with them is just that Nebulons can't take Gunnery TeamsAssault Frigates with them are very solid, though, as is theoretically the LMC80.  Generally, though, you SHOULD already be taking some sort of dice modification (Leading Shots, Caitken and Sholtan) on the LMC80 already.

7 comments:

  1. Where are the other fleet commands?

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    1. https://cannotgetyourshipout.blogspot.com/2017/09/fleet-command-actual-post.html

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  2. The main issue with IF and Assault Frigates is that Ackbar still does more for them than IF would. Sure, you might run both Ackbar AND IF, but that means putting a Pelta in an Ackbar list which is less than ideal, to put it mildly. Of course you might also try to fly AFs without Ackbar, using them like double-arcing brawlers rather than ships of the line, but I don't think they're built for that and there are other ships, from LMC80s to MC75s to MC30s that all seem to fit the role better. It's like that with many fleet commands actually. Whenever you build a list designed to make the best use out of a given fleet command you have to first deal with the issue of having to take a not very fast, not very durable, not very powerful and sadly not very cheap ship that usually doesn't really fit the kind of list you're trying to build. And then you realize that taking a Pelta just for that fleet command takes up so many points you could have spent far more efficiently on things that DO fit your list that it kinda defeats the purpose.

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    1. shmitty tells me that he really likes the Pelta as a finisher in an Ackbar list. You can also use it to prevent needing to reroll ONE dice there.

      As for the Pelta itself, I'm working on a few ideas with it. If/when I get anywhere, I'll update the ship bio.

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  3. I have a problem with fleet command in general for imperials:
    They really shine if you have several ships benefiting from them. Yet imperial must put it on an ISD, eating away most of the budget of the fleet (add a commander and 2 arkitens and you're almost at fleet capacity).

    Not sure they can be done effectively. It's cool we're getting fleet command. It's fluffy that it goes on an ISD but I'm not sure it's practicable.

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    1. I agree that the Pelta is the easier way to spam the benefits of a fleet command upgrade (being about half the cost of the ISD option), but the ISD has the benefit of being a much sturdier more combat-oriented ship in its own right, which means the fleet command is more reliably on the table for longer and you don't need to worry about "wasting" points on the ISD as some people do with the Pelta (which I think is unfair overall, especially for the Command Pelta).

      Or to put it another way: the Pelta fleet command needs a fleet built around it because it's largely a support ship. The ISD fleet command is a fleet with an ISD that happens to have a helpful but less-widely-applied fleet command. Nothing wrong with either approach.

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