tl;dr - it's pretty fucking good and it's titles are pretty fucking good, and combined with Sloane the "staple" TIEs are going to be fantastic now. It's got the upgrade slots for some egregiously unnecessary levels of squadron firepower. The upgrades also help some other Imperial ships move up a notch, like the VSD-II and the Interdictor.
>I-Class >54 points >one weapons team, two offensive slots >3/2/1 blue dice >1 blue flack
>II-Class >61 points >two weapons team, one offensive slot >2R 1U / 1R 1U / 1U dice >1 red flack
>Titles >Pursuant: discard to automatically resolve a squadron dial (you still can use your normal dial), 2 points >Squall: when you activate, 3 unengaged friendly squadrons can move up to distance 2, but can't end that movement engaged, 3 points >(Yes, Rhymer can now nosepunch you from the next table over) >Stronghold: friendly squadrons with swarm at distance 1-2 count as obstructed while defending
>Upgrades >Disposable Capacitors: offensive slot, small or medium ships only, discard to make your blue dice work at long range this activation, 3 points >•The Grand Inquisitor: imperial officer, when enemy ship within 5 changes speed, you can change your speed by 1, 4 points >Quad Battery Turrets: text not revealed, also will come (two copies) in the Hammerhead box, 5 points >Sloane + Boarding Troopers from the wave announcement
Ian Cook
I'm glad these have good upgrade slots and titles, if they didn't they wouldn't be able to compete with 2 gozantis for less points on squad pushing duty.
I thought they'd be cheaper though, given how squishy they are.
Looks like the Empire is right back to ships without support teams or defensive retrofits.
Anthony Ortiz
>I'm glad these have good upgrade slots and titles, if they didn't they wouldn't be able to compete with 2 gozantis for less points on squad pushing duty.
Between the Quasar and the Hammerhead, I imagine we'll be seeing a lot fewer flotillas in Wave 6 games.
Elijah Jenkins
Oh, not to mention the new anti-flotilla hotness that is a VSD II with H9s, Gunnery Teams, and Disposable Capacitors.
Hunter Hernandez
I'm not entirely sold o that idea, but I'm willing to try it before bashing it. I'm just worried the the Vic lacks the speed and maneuverability to catch the flotilla in the first place.
Would it be worth putting Warlord on such a Vic for the damage boost?
Jacob Cooper
Maybe.
DCs give the Victory six innate dice at long range for one activation (or EIGHT with Dominator). That's enough that to compensate for it's shit maneuverability. With gunnery teams, that's one turn of massive firepower at a reasonable price. If you get off a fewer other red dice shots - or even just one medium range shot - in the rest of the game, it's been worthwhile.
Gavin Thomas
>DCs give the Victory six innate dice at long range for one activation (or EIGHT with Dominator).
You and everyone else apparently. Out of our local group of six, I'm the only Imperial player. Now that Worlds is over I've got 2 people netlisting the 1st place list, and it's killing everyone's desire to play because of how unfun that list is to lay against. But how dare I suggest they play something else when Rhymer and Demolisher OP plz nerf.