In this ‘built’ series of articles I will take a specific ship and build out every pilot. I will try to take into account the ship itself, any pilot abilities and the lists they would form a part of.
The articles I do in this series are picked by my Patrons! I put a poll up with a list of ships to choose from and I’ll run with whatever the winner is. This time the LAAT/i Gunship won out.
As always this is just my opinion, if you have other suggestions feel free to leave them in the comments below. Some pilots will be just fine on their own, I won’t add upgrades just for the sake of it. I’ll go through the pilots in ascending initiative order.
If you’d like to read the other ‘built’ articles I’ve written you can find them here.
212th Battalion Pilot
60 points for a high HP support ship with a bow tie turret and two separate ways of buffing friendly attacks? Yes please!
This build could sit nicely in a few different squads; I could see it with lots generic ships to buff whichever friendly ship nearby has the best shot and I could see it with a group of Jedi. Seventh Fleet Gunner should be relatively easy to get use out of as you only have to get the enemy ship in arc, it doesn’t matter where the friendly ship that is firing at it is. This means it fits in well with how I think you should fly the LAAT; kiting around the outside of the board with your turret facing the sides firing into the middle of the board.
Hound’s ability is designed to keep strain and deplete tokens away from the more expensive ships in your squad, letting them do their jobs unhindered. Adding Wolfpack leans into this more by giving those ships a chance to get a lock on the enemy that’s just fired at them by taking a strain. The friendly can then pass off that strain to “Hound” and depending on it’s initiative and where you are in the round can either use the lock this round or have it for the next for potentially a nice double modded shot.
At this point I’d like to point out that the ship ability alone makes the LAAT worth bringing. You can bring one with no upgrades and it will still do a great job and add a lot of consistency to your attacks. It also looks fantastic on the table (whether that’s in person or virtually).
Now, I don’t fly Republic (that may change now I’m finally using TTS) but if I did I’d be looking at “Warthog” for every list. His ability is super strong; the opportunity to get those extra shots you otherwise wouldn’t have had due to being ‘PS killed’ is amazing as they could be what swings the game in your favour.
I think the obvious choice is to pair him with a squad of Torrents as they are very cheap and due to their small bases can easily swarm around the LAAT. You could however pair him with a couple of ARCs too if you were looking for more punch. Either way, keeping those guns on the table longer is big deal.
Regarding upgrades, Cody and Ghost Company make a great combo. Ghost Company gives you the opportunity to fire at two enemy ships a turn (as long as you’re focused) and Cody gives those enemy ships a strain if they neutralise a hit or crit result whilst defending. So not only do you have the chance to get some damage into two enemy ships, you also have the potential to reduce the defensiveness of those ships for the rest of your sqaud to take advantage of.
I’ve found “Hawk” really difficult to build. I don’t think his ability is good, in fact I’d call it crap. It’s wordy (which is never a good start) and it seems very difficult to get a lot of use out of. The types of ships that would get good use out of this, Jedi Starfighters, would have to stick very close to a much slower ship to make use of it which defeats the object of taking the Jedi in the first place. I can’t even use the trusted ‘his main ability is his high initiative’ because it’s I4.
But, then I spoke with Phil GC. He explained to me that “Hawk” is expensive at 55 points so doesn’t really need any upgrades. What you do get with him is that one turn where your squad (probably Aethersprites) can zoom in and then break formation in a lot of different ways making it extremely difficult for the opponent to counter it. He also pointed out his ability can be used on himself too. When the ETA-2 is released they may well fit in very nicely with him as they could use their ship ability to change position twice (once in the end phase and then again in the system phase) before activating.
With all that in mind, keep him naked or stick some missiles on him such as Barrage Rockets for the zoom in so he can still fire but has his arcs facing sideways to cover friendly ships.
That’s every LAAT/i Gunship built. Let me know if you agree or not and share your builds in the comments.
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Until next time!