|Ahsoka Tano, Lando Calrissian, Wicket the Ewok, Mace Windu, and Chewbacca|
|Straight Outta Rebellion|
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.|
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.
|Matt Santos, leading Rebellions all over the place.|
Bail, much like Pryce, is optional FOR CHOOSING THE ROUND, so you don't need to choose the ability if you don't want to (I don't know why you WOULDN'T, but....). If you end up going first (thanks to your opponent outbidding you and him choosing you to go first), you can choose whatever round you want to gain the tokens, BUT it doesn't have to be the first ship you activate that turn. Very worst case, 2 free tokens round 1 isn't bad. I personally feel that panicking and choosing to Bail round 1 because you don't like the list across from you only works in very limited circumstances (your opponent selected your Fleet Ambush AND deployed badly somehow. Don't... don't do this). Try not to panic that way.
|Do it this way, instead!|
If you do choose to use Bail, he's bailing you out of trouble anyways, (a yuk yuk yuk), whether you like it or not. Make sure whatever ship you're on is either in range to concentrate fire HARD (navigate the turn before to end in a double arc of your opponent's ship) or run out of trouble from whatever ISD you're near (so, navigate THAT turn that you're Bail-ing?). There's also the worry that whatever ship you activate first with him is going to wander into trouble (Avenger waiting to trigger its Boarding Troopers, several small ships with a bunch of black dice that want to fire on you) that ended their previous turn out of range of your large ship (this is especially a potential worry with Pryce and choosing the turns. Be careful, and you're potentially going to need to wander INTO trouble early to punch your way OUT OF IT the turn you use Bail.
If you somehow BOTH have Bail, the triggers seem to work out pretty simply. Whoever is first player gets the tokens on the round they choose, and whoever is (normally) second gets to go first that round instead. As for whether Bail or Strategic Adviser? Bail is a nice "Get Out of Scarif Free" card when you're not as concerned about needing one more activation that the Politeness Officer gives you. I've personally been running Bail a lot more than Strategic Adviser, but he's also helpful in that way I don't have to bid like 30 points to be competitive to go first these days (on the ONE turn I need it!). I'm also much less concerned with having a "set" number of activations that I "need," so YMMV.
General advice I've been using for mild success with him (so, you know, grain of salt): pick the turn you think you're going to need to Bail. Then add 1 to it and choose that turn. (And that's how I ended up choosing turn 7). I usually end up in trouble later than I figure with it, so that's my (again) mild success with it. Keep in mind, that if Bail is in hyperspace from Admiral Raddus or Hyperspace Assault, you don't get to use his ability. Bail occurs upon deployment, and if his ship isn't deployed.... womp womp.
|Last seen on Hoth. No seriously, she's in Empire on Hoth behind one of these glass boards|
|Who are 3 people who have never been in my kitchen?|
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.
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|
|Colt 45 might, but Lando might NOT. Keep that in mind. And of course I was going to put this in, come on.|
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|
|I was totally important in the movie!|
General Draven is the Rebel Agent Kallus. Adding an extra dice against squadrons with counter or Intel means that he naturally hates on Jan/HWKs and Dengar/Jumpmasters, along with A-wings, Interceptors, YT-1300s, Aggressors/IG-88, Black Squadron, and Decimators. The OTHER fun fact is that because of the way Dengar works, Draven targets EVERYTHING he's helping out by giving Counter to. So, if there's a chance he's going to die, target Dengar last so you can wail on everyone else with more dice.
Draven usually ends up riding a Combat GR-75 or something with 2 dice of flak. The Combat GR for the cheap option that helps extend range, and the 2 dice of flak because a potential 3 dice of flak is REALLY GOOD, surprising no one. Once again, of course, Draven occupies that officer's chair, the eternal problem. I've debated trying him on a Gunnery Teams Assault Frigate.... but that also means that I'm not putting Caitken and Sholtan on there. Advanced Gunnery is always an option there, too.... hmmmm, decisions, decisions. I haven't run Draven much, but he's a solid anti-squad option if you can fit the points and officer's chair.
|Signs I've used her a lot: I can spell her name without checking now. Sigh.|
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.