So I'm trying to get together a list with the Bantha Rider and figuring out what fits where and this is what I have so far. There are two iterations of it of trying out right now. Feel free to critique and let me know your thoughts.
- E Bantha Rider (because Banthas are awesome)
- Beast Tamer (see above point)
- E Tusken (strong unit for the point value and something to use with Jundland Terror if Bantha dies)
- Wampa (something to use Beast Tamer with if Bantha dies. Really loves the extra movement points)
- HK (8 points for two figure with 3 dice each? Yes please. The forced rerolls is great vs the dreaded X-Man)
- Hired Guns (pretty weak but the 5 movement is going to help with grabbing terminals and objectives. A necessary evil)
This is the core 34 points in my opinion. This sets you with 5 activations and 8 figures so far. A point to bring up here is why I'm doing so much planning for the Banthas death. We talked about this in another forum and came to the conclusion that the Bantha rider will probably not make it past round two assuming you run it up the first round into enemy troops.
The last 6 point I'm torn between either
Rebel Splash
- Gideon
- 3PO
- Temp Alliance
Wampa and Upgrade
- Devious Schemes (gives you initiative turn two which is great for the Bantha)
- Wampa (another beastie with high hit points)
Could also do E Nexu, DS and Tuskens, E Hired Guns(ewwww).
So what do you guys think would work best? Anything need to be swapped out?
