I do like the visual of the Slingpaint "Baby Blues" squad
http://slingpaint.com/list-review-bertos-baby-blue-squad-4-t70-xwings-x-wing-miniatures/
The T-70 is an okay fighter, but it's definitely the right side of okay when you consider having four of the buggers in a single squad. With R2 Astromechs, each one has a TIE Interceptor-esque dial and TIE defender-esque hit points (if with still just an X-wing's agility and action economy!)
I was wondering, though, if some of the new options from Heros Of The Resistance might make a nice upgrade to the squad's capabilities.
'Classic' Baby Blues
- Blue Squadron Novice - R2 Astromech, Integrated Astromech
- Blue Squadron Novice - R2 Astromech, Integrated Astromech
- Blue Squadron Novice - R2 Astromech, Integrated Astromech
- Blue Squadron Novice - R2 Astromech, Integrated Astromech
Baby Blues, Too
- Jess Pava
- Blue Squadron Novice - R2 Astromech, Integrated Astromech
- Blue Squadron Novice - R2 Astromech, Integrated Astromech
- Blue Squadron Novice - R2 Astromech, Integrated Astromech
This is the first upgrade I was thinking about and the most obvious one. Jess is the T-70's version of the now apparently default "pilot with PS3 and a decent pilot ability for the price of the better generic" - but unlike the 26 points of the Red Squadron Veteran, Jess is only 25 - meaning she can sub out for a Blue Novice.
Plus her ability gives her a one-die reroll for each friendly ship at range 1....which means she gets better the more squadmates she has. A 4-ship heavy fighter flight is pretty rare, and with 3 squadmates on the board, keeping at least 2 guys on her wing shouldn't be too hard.....and getting a permenant, action-free, stress-ignoring 2-dice reroll is bloody awesome.
Yes, lacking her R2, she has one less hit point, and no green turns. But a reroll on green dice is probably worth a point of damage, and being able to get rerolls on the turn she talon rolls means she's probably not losing out too much. Plus, it means that the one 'obvious target' (the unique pilot with one hit point less than the rest of the squad) is actually the one you want opponents to shoot at early on - anyone who's tried to take down Boba Fett with a swarm knows how annoyingly tough 2 rerolled green dice are.
The other option I can see is swapping out R2 Astromechs (and Integrated Astromech) for
Primed Thrusters:
- Blue Squadron Novice - Primed Thrusters
- Blue Squadron Novice - Primed Thrusters
- Blue Squadron Novice - Primed Thrusters
- Blue Squadron Novice - Primed Thrusters
On the face of it, it's a bad call. R2 Astromech gives you green hard turns, and the 'extra hit', but the few times I've flown the Baby Blues, I find you Talon Roll a lot. Which means that being able to boost after a Talon Roll is a pretty valuable thing. Whether it's worth the hit point....I dunno.
Opinions?
Options I've missed?
If you want to fit in 4 T-70s, there are relatively limited options, because you only have 1 point per ship and Integrated Astromech is such a **** good card.
R5-X3 - A 'discard' astromech, which does not complement the Integrated Astromech modificaton and has a.....potentially potent but highly situational ability. It's not a bad card but is better on other ships.
R4-D6 - Great on Biggs (since he draws heavy gunfire at himself) less good one anyone else. A Baby Blues squad will almost always present a better torpedo target, and massively stressing a T-70 isn't the best plan in the world.
R5 Astromech - No. Only 2 damage out of 7 are affected by this card. It may save you, but the thing is that your extra flexibility from the R2 is more likely to be of use.
Edited by Magnus Grendel