Fleet Support was a new slot introduced alongside flotillas. It does exactly what the name suggests: allows even small, combat-weak ships to meaningfully support the fleet. In practice, this slot became the defining identity of flotillas, giving them purpose beyond being cheap activations.
Bomber Command Center
This card is basically an admission that Bomber squadrons are underpowered on their own. Otherwise, you wouldn’t need an 18 or 23 point “ship” carrying a massive area-of-effect buff to make them viable. It’s another example of upgrades being used to patch a core design flaw.
In execution, though, it works. BCC does its job well, though at a relatively high cost. Thematically, it’s bizarre — how exactly is an old transport magically boosting bombing runs? Realistically, this should have been a Weapons Team or Offensive Retrofit, maybe even a dual-slot card, with appropriate cost and effect.
Clone Wars factions get around the “flotilla tax” by putting it on Peltas, Hardcells, or the Command Munificent. But realistically, the GAR has less use for it (but it's seen from time to time), so it's usually reserved for Hyena-heavy fleets.
Speaking of Hyenas prings me to my next point: Point Defense Ion Cannons. PDICs can turn BCC-boosted bombers into a punchline, especially if you’re rolling red dice, but black dice are almost as bad... You finally rolled a double and... nope, it's at best a HIT.
Verdict: It functions, but as a patch for an underlying flaw.
Comms Net
Once a staple, now less common after Munitions and Parts Resupply entered the scene. Still flexible and useful, but probably undercosted at 2 points.
Verdict: Should be 3 points. Otherwise fine.
Jamming Field
I've probably used this one more than most, so I might be biased... but it's a pretty great card for extending the life of your squadron screen. Layer with Gallant and Biggs, or use it to extend the life of your Sato squadrons, for example. Used correctly, you can time your squadrons to lessen the impact on your attacks and maximize inconvenience for the enemy (harder after the Intel nerf, tho). Toryn, FC, and other squad-boosting tech used in conjunction with flak helps swing the fight in your favor.
Unfortunately, this card is at 2 points the same as Comm's Net, and only 1 less than Munitions/Parts. So your two (on average) ships with this slot are equipping something else, leaving this as a could-have-been.
Verdict: Niche, but decent.
Munitions ResupplyMunitions Resupply
A great card. Arguably the most efficient way to spread Concentrate Fire tokens.
Verdict: Should be 4 points. Otherwise fine.
Parts Resupply
Same as Munitions — excellent design, a real workhorse in token-hungry fleets.
Verdict: Should be 4 points. Otherwise fine.
Repair Crews
The timing makes it tricky to use, which is deliberate — if it were easier, it would just fuel endless tanking. At 3 points it’s fine, and if Comms/Resupply go up a point, Repair Crews ends up looking even more fair.
Verdict: Fine. Definitely not make it better.
Slicer Tools
Do we really need a mechanic that lets you swap enemy command dials at will? Honestly, I think Slicers were a mistake from the start. Still, here we are, on the third version of the card.
This one is the least abusive, and the best designed. But I’d rather see it hand out Raid tokens at a lower cost than outright change commands. That’s unlikely to change, so for now we live with it.
Verdict: Potentially NPE (as always) but fine, I guess.
Verdict:
The existing cards are mostly solid, with Comms/Resupply edging into auto-include territory and BCC propping up bombers. Slicers remain controversial, but at least better balanced than their earlier iterations.
This is definitely a category that could use more cards. Fuel Resupply (for Nav tokens) and Snubfighter Replacement (for Squadron tokens) would be easy additions, but there’s room for more creative designs too. The slot is healthy enough, but nowhere near its potential.
Next Up:
Fleet Command — the big fleet-wide buffs. Expensive, powerful, and often game-defining, these upgrades put massive pressure on list design and activation order.
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