With the reveal of the Mist Hunter cards, we have some new stuff to think about. I've been fiddling with some ideas, and the card that has captured my interest is Zuckuss (crew).
"When attacking, you may receive any number of stress tokens to choose an equal number of defense dice. The defender must reroll those dice."
The effect of the card is potentially powerful, as it can counteract naturally good evade rolls and just generally make it harder to dodge your attacks. However, it comes with a pretty stiff penalty if used heavily.
So who is best suited for this card? Well, anyone can take it if they have the spare crew slot, and at 1 point you don't need to use it all the time to make it worth it. But what if you really want to build around it? You would either need to be able to consistently burn off one or more stress per turn, or just go the Tycho Celchu/R2-A2 Y-wing route and just accept that you will never get rid of all your stress tokens.
With that in mind, I propose the following build:
The HWK has 3 red maneuvers: both 3 banks, and the 4 straight. Losing access to these limits your speed, but the HWK has no K-turns to lose. The TLT is accustomed to making some unmodified attacks, and forcing the opponent to reroll their evades is an attack modification in its own way. The glitterstim is optional but it can give you some dice modification on both offense and defense if you see a good opportunity, and might be enough to crack a harder target like soontir for a hit or two.
I would be curious to see the math on unmodified TLT attacks while rerolling all the target's natural evades, but it feels like a potentially solid build, and could add a little more variety to the standard TLT build options. At just 25 points I am more willing to at least experiment with it a little.
I would love to hear any other thoughts on this or other ship builds using the Zuckuss crew card.