Recusant - What we know/thoughts & possible builds
Recusant Destroyers
Below is all the information we have so far. Pretty much everything you need to actually run and play with both of these ships, except for the squadron value of the Recusant Light Destroyer. Otherwise, we simply don't have titles or any of the other interesting options that the new cards will present these large clone blasting spindles.
General Overview
So Atomic Mass Games on their first Star Wars Stream on 3 Feb revealed the full ship card for the Recusant Support Destroyer and that fills in almost all the gaps from the preview image we got from the Asmodee Preorder page. First off, the Recusant is a large base ship and comes with the trademarks of most large base ships.
Survivability
It has 4 defense tokens like all large bases (except the Liberty) prior to it and there are no redundant tokens, so accuracies can make this ships hurt. However, they are all really useful tokens. It has an Evade, Brace, Redirect, and Salvo. Three are the best tokens in the game to keep ships alive (especially since 1.5) and Salvo can let you hurt other ships while they hurt you. For both variants, Salvo is only 2 dice and only 1 is red so you won't always get the biggest bang for your buck with a Salvo token but it can still hurt your opponent.
The ship also has 8 hull which is the same as a Victory Star Destroyer or Rebel MC80s. This compared with it's distribution of shields (3 Front/3 Side/2 Rear) mean's that it's not as tanky as the MC80 and no where close to an Imperial Star Destroyer. BUT they are also at least 20 points cheaper than an ISD so you have to buy that discount somewhere.
What these values generally means to me is that you should keep this ship lean on upgrades as otherwise it will bleed points to the enemy as they appear to lack the staying power of the Galactic Civil War larges. Treat this ship the way it was costed, as a Medium that happens to live on a large base.
Next, we come to the Navigation chart. It's speed 3 so can zip around the battle and can disengage and jump over enemy ships when it needs to get out of the front arc of an ISD. Speed 1 and 2 are not unagile, and with with a Nav Dial or the Take Evasive Action Fleet Command have a double click somewehere. But speed 3 has a native double click in the middle which will offer some interesting possibilities combined with it's unique arc layout.
Example of speed 3 but still a double arc |
Which brings us to another common feature, the arc layout. It has a wide (like 160 degrees) front arc so you can be broadside to someone and STILL have a double arc. That is crazy and presents some interesting options throughout a game. I'm sure this will take a while to get used to but will be lots of fun. That being said it also means damage is almost always going to be able to target the front arc, so that redirect is going to get a burned out quickly.
Long Range broadside double arc |
Command & Engineering
Another trademark of large ships, Command 3. This ship won't be as responsive as your Command 2 Munificent Frigates BUT it can hold 3 command tokens which the Separatists have several officers that can take advantage of that.
And finally we have a low (for a large ship) engineering value of 3. This will let you Regen a shield and move one too or get rid of a single damage card. With a recusant you probbaly aren't going to be repairing your way out of problems. Your choices are run or die with as many clones as you can.
Support Destroyer
What do we get with a Recusant Support Destroyer? We get a lot for only 90 points. But let's break it down.
Squadron Value of 3. Combined with TWO Offensive Retorift slots means that this ship is true to it's name and can make a cheap carrier that can stay out of the battle but still contribute capital ship grade firepower.
A Red Flak dice means that it can throw it's squadrons into the fray and still provide some flak support barring any ships are in range. It also opens up some interesting build/fleet options.
It's upgrade bar has an officer, Weapons Team, the before mentioned two offensive retorfits, and a turbolaser. I can easily see filling each and every one of these to make something that costs mose than an ISD but squishes like a Victory Star Destroyer. So you're more than welcome to try it, but I think I'll be steering away from that tactic and just giving ships what they need to do thier primary job.
Possible Builds
Pure Carrier
Recusant Support Destroyer (90)
This comes out to 105 points (the same as any naked Providence variant) but can throw 4 (5 with a token) squadrons at long range and give them their AI dice as well as an extra blue dice. 5 dice Tri-fighters and 4 dice vultures are Interceptors/TIE fighters with Howlrunner, and either will mulch squadrons quickly. This will probbaly be the priemere Flight Controller Carrier for the Separatists. Granted with AI on most of their dogfighting squadrons, they might not really need it. It's primary job is to push squadrons and whatever happens with the anti-ship attacks happens.
Grievous Ruthless Carrier
Recusant Support Destroyer (90)
Christmas Tree Support Ship
Recusant Support Destroyer (90)
Expanded Hanger Bay (5), Boosted Comms (4), Flight Controllers (6), Linked Turbolser Towers (7), Shu Mai (4), *Unknown Title* (4+??) = 120+
Boarders Away
Recusant Support Destroyer (90)
Boarding Troopers (3), Hondo Onaka (2)/Rune Hako (4) = 95 (97) points
Cheap and simple. 95 (or 97) points will exhaust or discard three tokens and Hondo (or Rune) will ensure you have your squadron token when you need it for the boarding troopers. Keep it cheap to get the drop on your primary target with activations, scoot into range 3 at the end of a turn with a double arc and top fo the next round POFF no more tokens for them. Then you can dart away and finish pounding away at them from long range. Add Shu Mai for 4 points to fix your dice and time her rounds with your Boarding Trooper turn, still keeping it below 100 points. Expanded Hanger Bays for 5 more points lets you exhaust 4 tokens but the cost is starting to climb for your 'cheap' Boarding Trooper gimmick.
Recusant Light Destroyer
The Light Destroyer still has the ability to take a boarding team and one of those cards certainly looks like a Super Battle Droid boarding and breaching something. I would be surpirsed if we didn't get a unique or Separtist only boarding team much like Shriv or Darth Vader that doesn't really care what your squadron or engineering value is. It simply needs the slots available and then it does something terrible to the enemy. Then you follow up with a brutal double arc and scoot out of dodge to let the rest of your fleet take advantage of the weakened enemy. This would probbaly work best in a Kraken fleet (not sure on other admirals yet) as this ships wants to get close anyway and Kraken will let him fix his dice (assuming another friend is close enough to the enemy). Also, Hondo doesn't have to ride the ship either if you want to use that seat for another officer (like Shu Mai for rerolls).
Droid Gunline
Conclusion
There you have it or at least my initial ideas. Most of the details about the Recusant and some possible builds to start tinkering with or seeing how they fit into a fleet. I am 100% sure the Recusant will have a roll in any fleet and for only 100 points (after upgrades) you can get a mean ship that can either dominate the squadron game or be the hammer to your anvil with brutal close range attacks. Just don't expect it to live for a very long time without some dedicated back up or if the enemy boxes it in. Circle and stay out of range or blast in and out fast. I look forward to flying at least 1 Recusant in my Separatist fleet and can easily see good fleets with 2 in them.
I'm sure there will be titles as well that give each variant the ability to specialize or cover a weakness as well.
Next up should be the Pelta, as these two are the ones we know the most about and the ones that are the easiest to wrap my head around some builds/possibilities. Thanks for reading!