Making Han Solo actually worth 26 points

By D503, in Star Wars: Armada

"Han Solo isn't worth 26 points....." /whinge.

Neb-B Support refit + Yvaris, Adar Tallon

Han Solo

(total ship/squadron cost = 66+26 = 92 points)

But what if Han Solo was completely and utterly guaranteed to attack 3 times every turn? Would he be worth 26 points then?

I think with 12 anti squadron dice per turn he might. I see why Han always shoots first.

PS: This Neb-B is the only ship I have found that I would consider running slaved turrets on, to make 4 red dice at the front.

PPS: If you use Tantive IV / Antilles to shunt squadron command tokens around your fleet, then you can issue focus fire commands to give Yvaris 5 front arc dice total after slaved turrets.

Edited by D503

The simple fact that you can use Han to mess with Tarkin Players, mess up Initiative, etc makes him useful.

FFG must of t found a reason during testing to value him at 26 points.

I desperately want him to be worth using ! I'm going to try him out tonight.

MC80 command cruiser, Akbar, Raymus, ECM, home one, engine tech's

AFII B, advanced projectors, gunnery team

Neb support refit, Tallon , Yavaris

Cr90b overload pulse, Tantive IV

Han Solo

400points

Tantive IV will feed manoeuvre tokens to the MC80, hopefully manoeuvre round behind a target and overload pulse targets. The MC80 will spam repair commands after turn 1 and repair 3 shields a turn. Han and the Neb will try and pull of the triple shot.

The trouble is, I'm pretty sure it's a much better deal to run another AFIIB instead of Han/Neb combo :( as I'm up against a player who may run 2 ISD's :(

Edited by Daft Blazer

...... use Han to mess with Tarkin Players

Sorry, can you explain more please?

Hm, I think the question regarding their worth is applying to a lot of the unique squadrons, not only Han. FFG had to somehow scale unique squadrons and their abilities in points cost to not make them an auto-include, yet most of them will struggle to earn those points back. Their efficiency per point just isnt that great, especially if you look at someone like Han who lacks bomber or any other serious anti-capital ability. Even backed up with yavaris and Adar you still would achieve better (more efficient) results with a different squadron most of the time.

Not released and already deemed not worth it's points. What a shame that no one should ever play Han Solo.

The thing Solo can be useful for is that last bit of damage before an engineering command, with some ships potentially able to repair 5 shields a turn, that's a lot of damage to go through, even if they were at 1 hull point.

Solo is really darn good vs any build that uses some squadrons. The amount of planning to get around solo locking 2 or 3 squads up is really hard.

I played Hounds, Boba, Rhymer, 2Bombers.

Put him with B-wings, those squadrons can get tied up anymore.

Not released and already deemed not worth it's points. What a shame that no one should ever play Han Solo.

Agreed. People should just send all their useless Falcon models to me... :D

I think it goes without saying that the number of not super-effective units will increase with the number of total units released. Han will definitely see some action in our gaming group, but more on a friendly basis than in competitive tournies. That is some way most TTGs go at some point, as with more units competing for the same battle role you will have may be one or a few units clearly winning the award for effectiveness, and those are the go-to units you will see in most competitive games. But again, thats not a trait unique to Han - most unique squadrons which are not buffing your fighter wing as a whole have seen much competitive love either.

How are you getting him to go 3 times? If he goes at the start of the round, that's it. His activation slider is pushed to the other color and he is done. He would not be available to activate with an Adar Tallon activation.

Unless you are ignoring his ability and simply activating him with Yavaris and then again in the squadron phase. You can already do that with any squadron and that combo...

Edited by rowdyoctopus

The ability to react to anything before a near dead ship raises its shields fixed or the target moves away is huge! Especially if you are the 2nd Player. Finishing off that crippled ship before it has a chance to do more damage and save itself makes Han Solo well wort the points for me. At about turn 4, I love to save him for last in the squadron phase, move in on an unshield zone, unload two dice and then first thing in the next turn unload another two dice and leave. Pretty powerful option as I see it.

Edited by Tom Mothma

In a meta not dominated by squadrons (I mean dominated, not just present) ALL of the anti-squadron aces will suffer unless they were given a really good anti-ship as well, but that's rare. He will be worth it when enough people are playing the proactive pinning squadron game (pin your fighters before they pin my bombers). Then he will be the trump card. But if people are t playing that game then he will be lackluster. The number of times you need his anti-ship to kill a ship before it runs away will be relatively small.

So we need the meta to shift. The vast majority of us don't have wave 2 yet (no events I was willing to drive to) means it can't really shift. Even for those who got the squadron pack, the Intel ships are useful as singletons, but it's going to take multiple Firesprays to shift some meta games.

He's already worth 26pts, and thats coming from somebody that thinks fighters are pretty weak. The ability to do double taps without any points in support, or attack then move away without retaliation (again without any points in support) is extremely good used correctly.

As Tom above says, just the ability to act as a finisher is fantastic. How many times have you had enemy ships survice on 1 hull, just to move away or hit you before you can finish them. Not any more.

He is though only going to be truly effective when enemy squadrons are on the table (which incidentally is one of the reasons i personally think squadrons are currently weak). You're unlikely to get 26pts of pure anti-ship from him, but you can EASILY get 26pts flown well as soon as some enemy squadrons appear.

In a meta not dominated by squadrons (I mean dominated, not just present) ALL of the anti-squadron aces will suffer unless they were given a really good anti-ship as well, but that's rare. He will be worth it when enough people are playing the proactive pinning squadron game (pin your fighters before they pin my bombers). Then he will be the trump card. But if people are t playing that game then he will be lackluster. The number of times you need his anti-ship to kill a ship before it runs away will be relatively small.

So we need the meta to shift. The vast majority of us don't have wave 2 yet (no events I was willing to drive to) means it can't really shift. Even for those who got the squadron pack, the Intel ships are useful as singletons, but it's going to take multiple Firesprays to shift some meta games.

I agree with the meta move. When someone takes a few high cost rogues as their only squadrons he will be able to jump from one to another with high damage and initiative, locking down whatever squadrons are most dangerous to you.

The combo of move first and grit and high hull makes him great at anti rogue and villains. This could cause people to put more points back into cheap multiple squadrons to lock down 'grit' rogues like him, and to avoid having your eggs in one basket being wrapped in Millennium Falcon.

Its a good thing really because with the abundance of rogue, I thought that fighter squadrons would become redundant for imperials. (people would still take Rhymer balls but why waste points on a mother ship for squadron commands on fighters when you could just have rogues instead.)

Edited by Rhinehard

He's already worth 26pts, and thats coming from somebody that thinks fighters are pretty weak. The ability to do double taps without any points in support, or attack then move away without retaliation (again without any points in support) is extremely good used correctly.

As Tom above says, just the ability to act as a finisher is fantastic. How many times have you had enemy ships survice on 1 hull, just to move away or hit you before you can finish them. Not any more.

He is though only going to be truly effective when enemy squadrons are on the table (which incidentally is one of the reasons i personally think squadrons are currently weak). You're unlikely to get 26pts of pure anti-ship from him, but you can EASILY get 26pts flown well as soon as some enemy squadrons appear.

How are you getting him to double tap without points support?

The end of one round, and the beginning of the next.

I'm curious. Would this work?

Yavaris with Tallon and a Squadron Command Token.

Reveals squadron command dial.

- Uses token first to activate Han

- Han moves and shoots

- Tallon activate, allowing Han to be used again.

- Use dial to activate Han again.

- Han shoots twice cause of Yavaris.

This is a three shot Han. Is this doable? Can almost guarantee a kill against an elite imperial squadron (Vader, Howlrunner, Mauler, Fel).

Would this work? If so, I'm impressed all of a sudden with Han.

I'm curious. Would this work?

Yavaris with Tallon and a Squadron Command Token.

Reveals squadron command dial.

- Uses token first to activate Han

- Han moves and shoots

- Tallon activate, allowing Han to be used again.

- Use dial to activate Han again.

- Han shoots twice cause of Yavaris.

This is a three shot Han. Is this doable? Can almost guarantee a kill against an elite imperial squadron (Vader, Howlrunner, Mauler, Fel).

Would this work? If so, I'm impressed all of a sudden with Han.

Afraid not, you have to spend the token and dial at the same time to give you +1 squad activations. You can't carry out the same order twice a turn on a single ship.

I'm curious. Would this work?

Yavaris with Tallon and a Squadron Command Token.

Reveals squadron command dial.

- Uses token first to activate Han

- Han moves and shoots

- Tallon activate, allowing Han to be used again.

- Use dial to activate Han again.

- Han shoots twice cause of Yavaris.

This is a three shot Han. Is this doable? Can almost guarantee a kill against an elite imperial squadron (Vader, Howlrunner, Mauler, Fel).

Would this work? If so, I'm impressed all of a sudden with Han.

Afraid not, you have to spend the token and dial at the same time to give you +1 squad activations. You can't carry out the same order twice a turn on a single ship.

That's a shame. hehe. Oh well. Can still make him a three shot Han, just gotta get him into position first.

I'm curious. Would this work?

Yavaris with Tallon and a Squadron Command Token.

Reveals squadron command dial.

- Uses token first to activate Han

- Han moves and shoots

- Tallon activate, allowing Han to be used again.

- Use dial to activate Han again.

- Han shoots twice cause of Yavaris.

This is a three shot Han. Is this doable? Can almost guarantee a kill against an elite imperial squadron (Vader, Howlrunner, Mauler, Fel).

Would this work? If so, I'm impressed all of a sudden with Han.

No. Adar Tallon works only with squadrons activated by commands from the capital ship he is on (afaik). If you play squadron command and the vessel has a squadron token which you wish to use, you have to do it simultaneously - the squadron value is then increased by one.

Activating Han first on his own and then do the Adar ability also will not work.

Activating han with a ship is a waste of his points. Because any fighter can do great things when activated.his big thing is he shoots first. Before anything or anyone. If you need that ability in your fleet then han is your man. If not get someone else

...... use Han to mess with Tarkin Players

Sorry, can you explain more please?

Tarkin's effect occurs at the start of the Ship Phase. If you are first player you can stack which effect goes first, so you can activate and attack with Han BEFORE Tarkin passes out tokens. It is a small thing but it can effect the choice of which token they wanted mere moments before.

If Han is already in position at the time Yavdartalonaris is activated...

-Activate Han for the double tap

-move slider back to non-activated with Talon

-Activate Han during the Squadron phase

-Activate Han before next turn

That's the way we do the 5 average, 8 max dmg quadruple-tap! (But for 92 points I think I'd rather have a ship.)

To do the traditional Talon + Yav tripple tap, you need to be devoting two separate ships to squadron commanding (or have banked a token), so I personally think putting Talon on the Yav is not that bad of an idea- yeah, you don't get the flexibility of move/shoot shoot/shoot, in terms of positioning freedom, BUT you do still get a shoot/shoot + shoot (squad phase). And I'd MUCH rather have the activation order flexibility to not broadcast which ships will go in what order with Talon on a support craft.