Hey all,
With some Wave 1 games under our belts, I've seen a few pretty great synergies. Unlike many X-Wing combinations, these are pretty strong and generally NOT situational and do not occupy a majority of your list, which I find really nice
(despite liking X-Wing, etc)
Anyway. Here's the actual 'good' synergies I've seen. Even though more exist, I feel these are 'extra good'.
- Salvation + X17s - Obvious combo, you've increased the value of the 3 forward attack which are already edging on being worth about as much as 4 red dice. X17s remove the arguably strongest defense token, the redirect from being able to absorb huge amounts of damage.
- Paragon + X17s - Same as above. The extra black die benefits from X17, where it would not from Enhanced Armaments. Cheaper too.
- Demolisher + Engine Techs + Wulf - Noticed this earlier. But Wulf's prevention of using up your Nav Token means you can afterburn every turn! Demolisher's ACMs are going to be all over the place now. Hell, even when you don't want to go full speed 3+1, it's better to use Engine Techs as that allows you to make a 45 degree turn as part of your bonus maneuver!
- Tie/A + Soontir Fel - Who wants to give effectively Counter-2 to a bunch of Tie/As, while also being a monster in fighter-on-fighter combat? Soontir does!
- Chiranu + Mithel - Every squadron command turns Mithel into a bomb, hitting each enemy in combat with him with statistically the same results as 2 blue dice (1 guarenteed damage). That's kinda great, in addition to the general advantages of repositioning in a dogfight.
- Chiranu + Corruptor + Rhymer - Your bombers will never be tied up again, if you can attack a ship at a rough equivilent of the full range ruler, even when engaged!
- Tarkin + Defense Liason - Every VSD should have Defense Liason in a Tarkin fleet IMO. The ability to turn your free tarken Token into a Repair or Maneuver when you need it (instead of being utterly boned when the enemy rushes past you and you need to turn, or when you're in frantic damage control mode) is the difference between the good guys winning and another defeat at the hands of treacherous insurgents.
- Dodonna and XX9s - Crits are horrifying in this game, many of them result in a totally screwed ship. Why not double-down when you actually get through the hull with your pick of 2 from 8 potential crits? I once had a pair of ruptured engines destroy a VSD, since it had no engineering or navigation commands available for another 2 turns to slow down and just ate damage each turn.
- Adar + Yavaris + Farlander - Only ever pulled it off once, but if you can deliver Farlander in this configuration, he's the most terrifying thing possible. 6 black dice on a target ship, with rerolls if any miss? Blew away most of a gladiator in one activation.