Blues Brothers Solo

By BonusJoe, in X-Wing

I've had a lot of recent success with a list (including winning a tournament) but as a relatively new player I was wondering what the Jedi/Sith Council thought. I would love any advice on changes, use, matchups, etc... Well anyway, here it goes:

Blues Brothers Solo (100 points)

Han

Marksmanship

Gunner

Blue Sqd B-Wing

FCS

Blue Sqd B-wing

I basically took the standard Han Shoots First list and dropped Chewie Crew and the two HP he gives the Falcon and upgraded the X-wings with the 3 more shields each B-wing has and the offensive bonus of FCS.

Thanks in advance!

I'd cut marksmanship for Recon Spec. It cuts some crits, but also offers an extra focus for dodges if you don't need to use both.

And given phantoms I can see adding Vet Instincts to Han. Just to be safe. I'd drop the FCS on the B-Wing to get it. I hate having assymetrical generics. But that might just be me. Either that or cut the gunner, add 3P0, and put FCS on both.

Thanks for the advice. I will be sure to try that out!

I beat a e wing, wedge and luke squad with this list. It did help that luke landed on an asteroid.

I beat a e wing, wedge and luke squad with this list. It did help that luke landed on an asteroid.

Which one? The original or Aminar's suggestions? So far I've had success against tie swarms, a rebel swarm, Biggs Walks the Dogs, and Ten and Ibi with Biggs. I haven't had a chance to play against dual firesprays or a Chewie list and feel they may cause the most problems.

I'm still unconvinced that three ships can consistently win over four + ships. My two cents.

Is gunner worth it on Han? Given that he already has the ability to re-roll dice which is in effect the gunner crew card.

That's 5 points that could be used to upgrade the FCS to AS on both B-Wings with a point left over for initiative.

Personally i'd drop marksman for the recon specialist as it give you a buff for offense and defense and the point cost is the same, then you could use the last point for either determination or VI (that way Han will truly shoot first).

Edited by Muz

Is gunner worth it on Han? Given that he already has the ability to re-roll dice which is in effect the gunner crew card.

That's 5 points that could be used to upgrade the FCS to AS on both B-Wings with a point left over for initiative.

Personally i'd drop marksman for the recon specialist as it give you a buff for offense and defense and the point cost is the same, then you could use the last point for either determination or VI (that way Han will truly shoot first).

YES! Gunner was made for Han. Personally, I think Marksmanship is the one that could be dropped.. The fact that it uses an action is what kills it's worth for me.

My HSF list is usually Han, Falcon (for the Evade), and Gunner (or Luke). I evade every round with the Falcon, just in case I run into something like a Wedge build that lowers the Falcon's agility to 0. That evade can be a lifesaver.

Think of it this way. Roll to attack with Han - don't like what you see, re-roll. Defender rolls, and evades, hopefully using an evade or focus token in the process. Then you get to re-roll another attack with Gunner. If you had Marksmanship in there, you could technically re-roll both Han's and the Gunner's attack (or Luke if you used him instead). Chances are you're taking out one ship a turn, or severly beating them up.

Edited by Papamambo

Think of it this way. Roll to attack with Han - don't like what you see, re-roll. Defender rolls, and evades, hopefully using an evade or focus token in the process. Then you get to re-roll another attack with Gunner. If you had Marksmanship in there, you could technically re-roll both Han's and the Gunner's attack (or Luke if you used him instead). Chances are you're taking out one ship a turn, or severly beating them up.

*THIS* Gunner is what has allowed me to tear up those high agility/ evade ships. Burn the tokens and shoot again. Marksmanship is pretty ineffective (until endgame) against rebels but really helps chew through ties and interceptors. That being said Recon Spec sounds like a pretty good compromise. Plus then I do get to toss on Vet Instincts because Han must ALWAYS shoot first! :)

I have a rules question about Han.

I have sensor jammers.

Han rolls all blanks and focuses. Then he rerolls and gets 1 hit. Can I sensor Jammer that hit, or have I already forgone my ability to mod his dice?

This came up today.

I have a rules question about Han.

I have sensor jammers.

Han rolls all blanks and focuses. Then he rerolls and gets 1 hit. Can I sensor Jammer that hit, or have I already forgone my ability to mod his dice?

This came up today.

My understanding is that the attacker controlling Han chooses to activate Han's ability before the defender modifies the dice. In other words, Han's ability does not count as 'modifying' the dice in of itself, so the procedure would go:

1) roll the attack dice

2) you as attacker decide to keep the roll you got or roll it over again because its Han

3) defender modifies the result (if applicable - such as using sensor jammer)

4) attacker (you) modify result if desired (i.e. spend target lock/focus, etc).

I'm still unconvinced that three ships can consistently win over four + ships. My two cents.

The 4 part most definitely a 3 ship build can win that fight. With the right build it can even be favored to win. The + part is where it gets hairy.

Edited by Osoroshii

I have a rules question about Han.

I have sensor jammers.

Han rolls all blanks and focuses. Then he rerolls and gets 1 hit. Can I sensor Jammer that hit, or have I already forgone my ability to mod his dice?

This came up today.

My understanding is that the attacker controlling Han chooses to activate Han's ability before the defender modifies the dice. In other words, Han's ability does not count as 'modifying' the dice in of itself, so the procedure would go:

1) roll the attack dice

2) you as attacker decide to keep the roll you got or roll it over again because its Han

3) defender modifies the result (if applicable - such as using sensor jammer)

4) attacker (you) modify result if desired (i.e. spend target lock/focus, etc).

There is nothing about his ability that changes the order in which things happen.

Roll

Defender modifies dice

Attacker modifies dice.

This means attack, choose to use Sensor Jammer or not, then choose to use Han reroll or not.

If there is nothing to use Sensor Jammer on, that sucks, but you don't get to use it after the reroll. On the upside, Han can't reroll a dice modified by Sensor Jammer.

I have a rules question about Han.

I have sensor jammers.

Han rolls all blanks and focuses. Then he rerolls and gets 1 hit. Can I sensor Jammer that hit, or have I already forgone my ability to mod his dice?

This came up today.

You modify his Attack Dice before he does. This means that you use Sensor Jammer BEFORE he gets a chance to reroll. Note that if you DO get to use it Han's ability does NOT get to reroll that die. If you choose not to use (or can't use it) you don't get to go back when he "modifies" the roll by rerolling everything he can.

I have a rules question about Han.

I have sensor jammers.

Han rolls all blanks and focuses. Then he rerolls and gets 1 hit. Can I sensor Jammer that hit, or have I already forgone my ability to mod his dice?

This came up today.

You modify his Attack Dice before he does. This means that you use Sensor Jammer BEFORE he gets a chance to reroll. Note that if you DO get to use it Han's ability does NOT get to reroll that die. If you choose not to use (or can't use it) you don't get to go back when he "modifies" the roll by rerolling everything he can.

It's hard to express how consistent Han with Marksmanship and Gunner is on brutal output till you've played it a few times, sure Recon Specialist is a tad cheaper and you could save a focus for defence but unless they are shooting at you with Opportunist it won't make much difference when you are only rolling one green die. Better defence is just stay out of their arc and casually fly around circling the melee firing in. That crit on pretty much every shot makes a huge difference shooting at TIEs.

It's hard to express how consistent Han with Marksmanship and Gunner is on brutal output till you've played it a few times, sure Recon Specialist is a tad cheaper and you could save a focus for defence but unless they are shooting at you with Opportunist it won't make much difference when you are only rolling one green die. Better defence is just stay out of their arc and casually fly around circling the melee firing in. That crit on pretty much every shot makes a huge difference shooting at TIEs.

Han with Gunner and vet instincts will be what keeps Phantoms from being THE list.

It's hard to express how consistent Han with Marksmanship and Gunner is on brutal output till you've played it a few times, sure Recon Specialist is a tad cheaper and you could save a focus for defence but unless they are shooting at you with Opportunist it won't make much difference when you are only rolling one green die. Better defence is just stay out of their arc and casually fly around circling the melee firing in. That crit on pretty much every shot makes a huge difference shooting at TIEs.

That is generally how I have been playing it. Just staying out of their arcs and using asteroids to screw up their chase. The Bs fly in tight formation with the falcon and usually fly out of arcs on the initial pass, then turn to counter while Han stays behind their force taking out a ship a turn.

Update:

I tried dropping the FCS off the blue and stuck tactician on Han. This proved to be very effective and also very scary to my opponents. I didn't play to get the enemy in my range two arc, but when it happened I was confident enough in Han and marksmanship to try to miss my first shot and double stress/ damage them with my gunner shot. Boy was it fun when that happened!

Edited by BonusJoe