Wednesday, June 21, 2017

Rebel Officers!

Eric's listed the Imperial officers and gotten them all together in some sort of lineup to be inspected by Lord Vader and assumedly choked for failure.  Better get the Rebel Officers together too!
Ahsoka Tano, Lando Calrissian, Wicket the Ewok, Mace Windu, and Chewbacca

Let's start it off big with the OG from 1998:
Straight Outta Rebellion
Adar Tallon has been around since wave I and he is a great addition... if you use him well.  I need to emphasize that, as he is 10 points and the most costly of any Rebellion officer.  He allows you to "untap/unexhaust/turn back on" a squadron you activate with him.  So when you put him on ship A, and that ship commands squadrons, you can exhaust Adar to change ONE squadron to unactivated, allowing that squadron to attack again later in the turn.

This combines amazingly with Yavaris, as they can then attack 3 times in one activation (once from the Adar activation, two more times from Yavaris itself).  The reason you want Adar on a different ship is so that he can have the squadron move and shoot, and then get the Yavaris double shot when it doesn't move.  Adar combines great with the Rebellion's slew of aces, as some of those attacks (Luke, Wedge, Keyan, Ten Numb, Nym, Dutch, Norra....) get STUPID crazy when you can get 3 of them a turn.  Have 3 shots from Luke that ignore all the shields of your opponent! Shut down 3 different squadrons from your opponent with Dutch! Wipe shields like CRAZY with Norra! You're building a squadron heavy approach with this, but that's not bad.  However, if you use him to re-activate a regular Y-wing or generic X-wing, he's not being used to his full potential.

Think of him as almost an extra squadron you get to bring and activate.  If you use him to get an extra Y-wing attack, you get another 10 points of squadron attacks for 10 points.  A generic X-wing is another 13 points of attack for 10 points, a profit of 3 points.  And if you use him to get another Keyan or Luke attack, you get another 20 points of attack for a purchased cost of 10 points.  See why I'm telling you to have him activate your best squadrons? You end up using 410 points (in a fashion) that turn instead of 400, which is great.

As I said, he usually ends up on another ship to have that one push other squadrons first, so you also usually end up going HARD on squadrons.  Especially with Aces, so you'll usually end up seeing him under Rieekan and a mess of Aces, but he goes great with Dodonna (and maybe Sato, I say questioningly?).  Again, as you're using Yavaris (you want 3 Luke attacks? I want 3 Luke attacks!), you go hard squadrons to get the best use out of him.

The officer so good they turned him into a 38 point Commander in Wave 6.
Raymus Antilles is great.  Reveal a command, get a free token with it at the same time.  He pairs great with a Pelta (that wants tokens often!), carrier ships (for extra squadrons commanded!), ships under Madine (turn farther and faster than you ever thought possible!), and if you want an imitation super-powered Comms Net GR75, you can combine him with the Tantive IV title on a CR90.

Fun combination with Ahsoka Tano (below): when you reveal the dial, take the token.  You can then change that token by exhausting Ahsoka and changing it to another token.  You can then take the dial revealed as a token, resulting in one turn and 2 tokens.  Goes great on the Phoenix Home, haha.

He's great pretty much everywhere you're using token manipulation to accentuate your abilities, either through squadrons, navigating, concentrating fire, or engineering.  The only downside to him is that he's 7 points and takes up the all-important officer slot, and he wants to spread out his commands.  If you're using him to push an extra squadron EVERY turn, why not Expanded Hangar Bays instead? One of my favorite uses is an LMC80 with Madine, which needs navigating help often, and when it needs to repair, it NEEDS TO REPAIR (or else its gonna DIE!).  I've tried him on a Pelta, and he's not bad there, especially for the All Fighters Follow Me! one, but I'm not sure you need the squadron tokens every turn.... H1MC80s love him too, navigating (usually put Engine Techs on there to use the tokens when you want to on another turn), commanding squadrons, and engineering for significant health repair.
Last seen on Hoth.  No seriously, she's in Empire on Hoth behind one of these glass boards
Toryn Farr lets you reroll blue dice from ships or SQUADRONS.  I put the important word in all caps there; getting to reroll the crits your dice roll or the accuracies you don't need/roll FOR the accuracies you DO need for fighting scatter aces is great.  Letting your ships reroll blue dice isn't unhelpful, as you can attempt to reroll a blue dice for an accuracy to shoot that scatter token on the flotilla.  Counterpoint: why don't you have a better way of guaranteeing accuracies, as H9 turbolasers exists?  Her ability is great for helping squadrons, and you can use it on other ships besides hers (read that ANOTHER in there...), but you NEED to stay within distance 3 of that squadron or ship.  This usually ends up with her on a flotilla that's going to explode soon right in the middle of the action, but if you can use her to generate enough rerolls to have your squadrons kill the other guy's faster and get to hitting his ships, her death may be worth it.
Who are 3 people who have never been in my kitchen?
Major Derlin is a newer addition, and while he hasn't shown up as much in lists, he's got a very good ability for the price.  Allowing you to reduce one damage per turn SEEMS like it's not that powerful, but combine him with a commander or ship that likes staying alive and you've got a great damage prevention system.  He's not an immediate throw in, but combine him with Mon Mothma and the Foresight title and you have an MC30 that can reduce SO much damage that it's crazy.  I've reduced 4 damage down to 1 once (and at Medium range too!) and you can potentially get even more.  He's great with Mothma (and potentially Cracken? Haven't tried him there, myself), but the rest of the commanders I'm not as sold on.  He takes the ability to reduce damage and makes it better, so maximize that ability.  As I've said before (when I was talking about the turbolasers, IIRC), maximize your good abilities, don't try to improve your weaker ones.

So an MC30 under Mon Mothma can remove several dice, but putting this on a ship with Dodonna just acts as a slight deterrent to shooting it.  Slight, but not completely unhelpful.  It's only more likely to make me attack it twice.  You need him on a ship that only wants/gets to be attacked once a turn, as that's the best way to use his ability.  A ship that's finishing off what's left of your opponent's fleet, not usually your initial attacker on the way in.  As the MC30 titles (and to be fair, the Bright Hope) are the only really defensive ones, I like him on one of those to ensure they get to reduce damage HARD.  As Admonition is usually my first attacker, putting him on the Foresight is the only other option.  Try him out with Mothma (because very few other commanders use the Foresight), watch your opponent fail to damage your ship significantly.

I've heard of people trying him on an LMC80, too, but like I said, you want it on a ship that's not going to be attacked REPEATEDLY.
Walex Blissex is pretty useful.  The ability to recover a defense token (Brace, usually) allows you to double use a token on defense, and then you can reuse it AGAIN later.  Like I said, it's usually the Brace, as that reduces the most damage for you.  He's great on your bigger ships (like the H1MC80 he comes packaged with) that have one token they desperately need to stay alive with.  He does what he says on the tin, not that hard to understand.  And he'll keep your MC80 alive through a lot of attacks if you build it well.
The potential "Get out of death" free card
Lando Calrissian is a shot at life.  You discard him/shove him out the airlock, and he lets you pick and choose whatever dice your opponent is attacking you with.  Best used against a super strong shot from that ISD you're up against, pick and choose whatever dice you can to try to stay alive.  Blue dice are generally not going to roll into less damage (6/8 stay the same, just maybe adds/removes the crit), but red dice have 5/8 sides with damage on them, and black dice have 6/8.  You're not really going to get a whole bunch of blanks (barring luck that's on the scale of Lando himself), but you have a decent shot of reducing black hit+crits into hits or blanks, and red doubles into blanks or less damage at the least.  Blue dice you can reroll if you want, but don't expect a miracle there.
Colt 45 might, but Lando might NOT.  Keep that in mind.  And of course I was going to put this in, come on.
Based on the attack step resolution, any accuracies they roll into with Lando can't be spent, so those are effectively blank for you.  Unless of course their ship has SW7s on it, then you're in trouble.  Again, you've got a decent chance of reducing the damage, but don't expect it all to disappear.  If enough of it is gone, though, you can survive.

If you REALLY want to be a pain, Mon Mothma loves Lando on the Admonition and Major Derlin on the Foresight.  You can stay alive for so long.....
Some day you're gonna be wrong, I just hope I'm there to see it
Leia Organa (I'm gonna need a way to distinguish between her and the commander soon...) is great as a friend to your bigger ships.  I've used Leia to fix commands on bigger ships with higher command stacks (like my store championship MC80....) and she pairs well with a Comms Net GR75 to let you 1) fix commands/command timing with her ability, 2) give you a token for the stronger version of that ability, and 3) gives you an extra activation.  She's a great way to fix your command stack to be the right one at the right time, albeit needing to activate her in order to get that command at the right time.  If you need the right command NEXT turn, activate the other ship first, and then activate Leia's ship to change its dial for next turn.  Watch out for Slicer Tools, though.  You can put her on a CR90, or any other Command 1 ship (as you're choosing commands each turn for a command 1, that's the best place for her), but if you put her on a CR90 that gets close to the action, you might lose her ship and thus her ability.  Hence, put her on a GR in the back and use her ability as needed.
Signs I've used her a lot: I can spell her name without checking now.  Sigh.
Ahsoka Tano is like a slightly different Princess Leia.  She doesn't change dials for you, but she changes tokens.  She goes great with Garm bel Iblis, the Pelta, or the actual Liberty LMC80.  As mentioned above, she goes great with Raymus Antilles and his ability, and she'll go great with Hondo when he comes out.  She can also work in general to change whatever token you have to be whatever you need (likely a Nav token to get out of danger; that's my common use with her).  She's not an auto include, but she's a very good help when you need her to be.  When the Hammerheads come out, she'll be quite helpful at changing the token you have on them (likely a Nav to get outta trouble) into the Squadrons token to trigger the boarding engineers you're about to trigger.  Because the start of the ship's activation can occur as you saying "I'm activating this ship," you can trigger her to change the token right before you reveal the dial, which then allows you to NOT need to spend a full squadrons dial to discard the boarding team to get it going.

Keep in mind you NEED a token on the ship, and you need her within 5 to trigger it, and you need to do it in that order in order to not screw yourself out of it, but if you make sure you do that all right, you can have a different dial than squadrons, which is much stronger for you and the ability to use the boarding teams.  I can't wait for the Hammerheads to come out so I can use her to manipulate them like that.

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