Hera and Anakin added to the articles, and copy-pasted below! AND I updated the Rebel squads article (pretty sure I just typed the name "Hera" in there, maybe once?) and GAR squads grouping one (massive re-do and changes, go read as I'm not reposting it), too! Along with the individual GAR squad articles (minor changes, but always worth re-reading as I just learned smarter play that I wrote 6 months ago) themselves!
Space Mom! |
Should you use Hera and YT-1300s for counter and Adept? Eh. It's FINE but if you're bringing them you want the tankiness of the YT-1300s more than the inherent dice they roll. Toryn (and obvious Jan) nearby is fine and most likely all you need with them; leave Hera at home in that case.
Always bring your lightsaber in case you need to make a Hot Landing |
Anakin (or Splashikin as Truth has started calling him) is your basic Jedi ace. Dude hits like a TRUCK and is worth bringing for sure; I'd almost count him as your first ace a lot of the time! His ability only works on his activation, so a second shot from Ahsoka (above) doesn't let him use his ability, but the dice he throws and the damage he can do are significant. 3 damage and 1 accuracy (not impossible from 4 dice and Adept-2) or 2 damage and 2 accuracies, combined with his own ability can instantly kill any 3-hull scatter ace. Imperials and CIS pilots fear this Jedi Master Knight. His black die anti-ship with Adept should be 1 damage almost every time, and it is well worth throwing him against ships when you've mopped up the squads. For added fun, pair him with Flight Controllers. He's also the only ace with both Dodge AND defense tokens. Make sure to apply THAT first before you do anything else. He is a 4 hull scatter ace, though, and remains quite squishy. Make sure you have V19s, probably Axe especially, protecting him to keep him alive and only in the engagements that matter. If you over extend him, or ANY of these Deltas, for that matter, they will die.
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