|Ahsoka Tano, Lando Calrissian, Wicket the Ewok, Mace Windu, and Chewbacca|
|Straight Outta Rebellion|
This combines amazingly with Yavaris, as they can then attack twice in one activation (once from the Adar activation, one more extra-strength time 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 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 2 of them a turn. Have 2 shots from Luke that ignore all the shields of your opponent! Shut down 2 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.
He also combines very well with Rogues (Corran and Hera especially), giving them a free move and attack, which they definitely appreciate, BEFORE they activate again in the squadron phase... when they can attack and move away like big jerks!
|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. Shmitty also uses her to power up a Pelta under Garm every turn, and it's SUPER helpful there. Basically, don't just slot her in if you have 2 points for her. Have a PLAN, and you can EASILY get more than 2 points worth of work out of her.
|Writing that over him just feels wonderful|
Bail Organa is banned, sacrificing himself in the past to kill Pryce and Strat Ad in the present. Go use the Commander version if you really love Jimmy Smits.
|I fought on Endor, you know|
|What, you think you some kinda Jedi or something?|
- Obstacle movement says you place one end of the middle of the range ruler on the edge of the obstacle you want to move. Then you move it up to the specified distance (here, 1-2). It can't end on anything or under anything (squads, ships, other obstacles, any tokens).
- "The obstacle can be rotated as long as no part of that obstacle is beyond the specified maximum distance of its move from that object's original position." So you can swing one end around, but the other end of the obstacle can't go more than the Distance 2 from it's start.
- "If an obstacle with a token placed on it due to an objective card or other effect is moved, that token remains on the obstacle." Mines and VIPs get to move with the obstacle.
- "If an obstacle that is overlapped by a ship or squadron is moved, that ship or squadron remains in its current position after the obstacle is moved." That X-wing does NOT get to move with it.
|I was definitely in a movie!|
Draven usually ends up riding a Combat GR-75 or Scout Hammerhead 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 haven't run Draven much, but he's a solid anti-squad option if you can fit the points and officer's chair. I've seen him do OK on a Scout Hammerhead, and that's.... the best I can say for him. He's OK? Yay? I got nothing against the card or the guy, just... it's kind of uninspiring and is really at the mercy of your opponent's fleet. The large plethora of CIS squad users choosing Tri-Fighters and GAR players running Plo Koon (or ARCs, or any Jedi really) means that you're increasingly likely to get use out of Draven. Just make that use count.
|During the Battle for KDY, thanks Dras!|
|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|
|Who are 3 people who have never been in my kitchen?|
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. 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.
|The officer so good they turned him into a 38 point Commander in Wave 6.|
Fun combination with Ahsoka Tano: 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 command tokens are generally a lot more accessible than they were in wave 1. He's still nice super-powering up a large base though.
|EXPLOSIONS!!!! - Mr. Torgue|
|Last seen on Hoth. No seriously, she's in Empire on Hoth behind one of these glass boards|
|Agate's best friend!|
|See, you shoot the Death Star in the big glowing part. Its like none of you ever played a video game before.|
The only limits are:
1) No Strategic squadrons, because giving VCXs the ability to move Fire Lanes tokens again is STUPID.
2) Non-uniques. Wedge is training up the scrubs right now, they can get transferred into fancy squadrons later.
I linked to it in the statement (and in this sentence), but giving cloak out is nuts. Nothing stops cloak beyond literally having nowhere to place the squad. And even then, a miniscule move on the station still counts for getting that health back. Wedge also combines GREAT with Yavaris to ensure that the squad that was out of range end of turn is suddenly in range and ready to hit something hard. The likeliest use for Wedge is with B-wings, just adding in more ways of speeding them up. All it costs is one little squadron token, whenever you want to. Wedge also isn't limited by ship squadron amount, so put him on a CR90 or whatever if you can afford the squadron token.