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How does repairing until the VSD gets close really help, unless the covette is getting shot at at long range?
I found the repair token to be all but useless on the corvette too. Yay, I get to move a shield at some point... Truth be told, the shield is probably going to be moved due to 'reinforce' anyhow. I'd probably rather store a navigate or a squadron on the CR-90 I think.
In any case, the thing to remember I've found is just simple.
If your ship gets shot at in the front arc, it's dead. - It's not necessarily true, in fact, my Nebulon B has lasted a good 3 turns in front of the star destroyers guns... But it's not ... recommended.
The way I see it, it might be worth taking a navigate action on the CR-90 on turn 1, yet starting it off at speed 3. - You deploy that first (180 points doesn't really work if the Impies have initiative, I've found...), then use it to swing out, at speed 3 on that first turn. That way you can deploy your nebulon B at a suitable flanking position.
Probably speed 2 on turn 1 for the Neb, with a navigate as your first action too, to keep as a token to spend in round 2. - I've always found the Round 2 Squadron token for the Neb B is the best.
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