The imp. hulls aren't the be-all and end-all of the game, they're just a nice perk. They are probably worth picking up for me just to keep them out of the hands of others, but I can only really use em on my cruisers anyway...so they're of limited use for the time being.
If picking up artifact key means that Twelve doesn't have a gazillion more resources, it might be worth giving up the Imp hulls. With those high-init dreads and double plasma cannons, GP doesn't necessarily need them. That's what happened in his round vs. Gnaw anyway...he hit damn near every shot for 2 damage!
Or even going balls-out and grabbing antimatter cannons. Even with improved hulls, Twelve would have a hard time configuring stuff to counter that.....come to think of it, any of us would.
EDIT
GP isn't going to face competition for AM cannons this round either, and it's the hard counter to high-hull ships. This frees him to grab artifact key and bump up, say, cruiser production.
I think it still means we need a CCW rotation so Khell can make his pin maneuver.
This post has been edited by Galactic Council: 05 July 2013 - 07:11 PM