It's that good huh?
Hmm, well alright then. What about this:
Main Fleet (1480)
[380] Void Stalker
[400] Eclipse - Pirate Prince, 2 rerolls
[250] Eclipse
[140] Aurora
[140] Aurora
[130] Solaris
[40/50] Hemlock or 3rd reroll
Allied Fleet (240)
[240] 6 Nightshades
No Shadows takes away most of my WB, but putting in a Solaris gets some back. I figured a single Solaris with 4 HP is more sturdy than two Aconites with 2 HP, and considering the same cost, even with the two less WB it's better. How important will rerolls be? I guess with a lot of ordnance and such, I'll want at least two. What about three?
Now, using Nightshades as allies also means I'm losing out on potential special rules, which I'd gain if I toted along either Dark Eldar or Tau as allies, basically any other escort type. Only the ships in the allied fleet gain one of the bonus rules:
- Expert Gunners: Doesn't take column shift penalties for range or blast markers.
- Vet Fighter Aces: Your Fighter squadrons are now resilient. If they were already resilient, their first
resilient roll is passed on a 2+ and may make a second resilient roll as normal in the same phase
instead of being immediately removed. Bombers ignore 1 turret for number of attacks rolled.
- Upgraded Lance Firing Matrix: Lances hit on 3+ compared to standard (if on Lock on orders reroll hits
on standard 4+).
With that in mind, I'm going to want guns, lances, or launch bays in the allied fleet, not torpedoes. So what about these ideas for the allied part:
- 6 Hemlocks (lance matrix)
- 4 Aconites (expert gunners)
- Hero (Tolku) Starship + 2 Defenders (expert gunners)
- Torture Cruiser - mimic engines (expert gunners)