What to do with Leebo (crew)

By Dagonet, in X-Wing Squad Lists

Leebo

2 points, Rebel only, unique.

Action: perform a free boost action. Then receive 1 ion token.

Cheaper than an Engine Upgrade, but with an extra cost.

Ships currently capable of carrying Leebo:

YT-1300

YT-2400

B-Wing with a cockpit modification

HWK-290

You could put him on a huge ship, but they can't perform free actions so that would be useless.

So, what to do with him, where to place him to his best effect?

On a small base ship, if you trigger him, he takes effect immediately on the next round. In case of Advanced Sensors you still maneuver the round you trigger Leebo, but skip your planning in the next round.

On a large ship you of course need two ion tokens to become ioned so you have some influence on when to trigger it.

The first build is of course on the YT-2400, the ship he comes with and he can actually pilot.

Dash Rendar (36)
Lone Wolf (2)
Heavy Laser Cannon (7)
"Leebo" (2)
Outrider (5)
Total: 52
This would basically be the quintessential thematic Outrider, with Leebo ensuring that people stay out of the donut hole created by the title.
Leebo could also be a fitting companion for Lando and Nien Nunb, Nien Nunb turning the ioned maneuver green, thereby allowing Lando to toss someone else a free action as well.
The other large based ships have, as far as I can see, no real extra interactions with Leebo, other than the usual ones and freeing up the modification slot.
A small based ship would be a gamble, but it might actually pay off. You move, then boost, then the next turn go 1 straight and boost again, ad infinitum.
I think B-Wings are a tricky gamble, they stress so easily and stress and ion are a dangerous situation to be in. Except for Keyan, of course, he eats stress for breakfast.
Keyan Farlander (29)
Push the Limit (3)
"Leebo" (2)
B-Wing/E2 (1)
Total: 35
Not to trigger Leebo all the time of course, but with a Barrel Roll, Keyan can reliably reposition himself even with a straight white 1 maneuver. But, as said, risky and you might be better off with an Engine Upgrade. You lose the modification slot anyway and given the choice between an ion token or 1 squad point more in cost?
But then there is the HWK.
Jan is a no-no, in order to use her ability she needs to be able to shed stress and being ioned will prevent that.
Kyle is better served with either Jan or a Recon Specialist as crew.
The Rebel Operative shouldn't be used, even as filler, much as I like the idea of the HWK.
But Roark, the favourite PS booster?
His ability isn't stress or movement dependent. Boosting could allow him to dodge some arcs or scrape into range.
A simple squad:
Roark Garnet (19)
Ion Cannon Turret (5)
"Leebo" (2)
Shield Upgrade (4)
Knave Squadron Pilot (27)
Fire-Control System (2)
R7 Astromech (2)
Hull Upgrade (3)
Knave Squadron Pilot (27)
Fire-Control System (2)
R7 Astromech (2)
Hull Upgrade (3)
Total: 98
I know Knaves are regarded as useless, but people are coming around on PS1 Delta Defenders at 30 points and that's what a Knave with a Hull Upgrade costs as well, for the same specs and an evade action. No white K-Turn and no cannon, but astromechs and a system slot.
I think this might end up a as a nasty little casual squadron, surprising a good many people.
Ideas?

The question is, how many ion wepeans will you face? None, one, more than one?

I read somewhere on this forum, that ioning a large based ship is also kind of a mind game. After the first hit, how do you position your ship such that the second ion hit has no negative impact?

Leebo is currently the only upgrade, which can ion the ship its on. So if your large based ship has one ion token assigned, you can decide prior to shooting whether you will be ioned the next round or not. By using the boost granted from leebo, you may position yourself in a position where the 1 straight the next round will not leave you on an obstacle.

Edited by MrkvChain