I was starting to do some preliminary list building to prepare for the FFG Roseville Regionals in February today, and thus I was looking through the Jabba's Realm previews for what the power units would be. Like many others, I instantly took a look at Terro, Dewbacks Riders, and Jabba. Like many others, I took one look at the Elite Weequay Pirates and instantly decided they weren't worth the time vs the OBVIOUSLY better Regular HK Assassin Droid. Then I looked again. And crunched some numbers. I think we may be overlooking the stealth power unit of Jabba's Realm.
To start with, let's look at the cards in question:
Elite Weequay Pirates
7 points, 4 Reinforce, 2 figures
Smuggler - Hunter
+2 Accuracy, ~:+2 Damage, ~:Pierce 1, ~:+2 Accuracy
->Prowl: You become Hidden.
Raider: When attacking, you may choose one die. The player who rolled that die must reroll it.
Health: 6
Speed: 4
Defense: B
Attack: Ranged GG
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HK Assassin Droid
8 points, 4 Reinforce, 2 figures
Droid - Hunter
~:+1 Damage, ~:Pierce 1, ~:Weaken
Targeting Computer: When attacking, you may reroll an attack die.
Versatile Weaponry: When attacking, you may choose a defense die. The defending player must reroll that die.
Health: 5
Speed: 4
Defense: B
Attack: Ranged BBY
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Now, a point by point analysis:
Cost: The Weequay are a point cheaper
Advantage: Weequay
Traits: The Smuggler trait has many, MANY more associated Command Cards, and those cards of indisputably higher quality, than the Droid trait and it's associated cards. Both units share the powerful Hunter trait.
Advantage: Weequay
Surges: Both have a Pierce 1, which is of middling quality. The Weequay have access to an accuracy surge and an all important +2 damage surge. Compare that to the HK's +1 Damage and Weaken surges.
Advantage: Weequay
Abilities: The Weequay has access to the Hidden condition at the cost of an action. It pays for this relative to the HK by only being able to reroll one die of any type in each attack, while the HK gets to reroll both an attack and a defense in each combat. I'd call this slightly in favor of the HK in overall power of abilities, but the hiding comes back when we start looking at numbers. See below.
Advantage: HKs
Speed: The units are equal in the speed stat. Additionally, the fragility of the HKs and the cost of an action to hide the Weequay encourage both units to hang back in the first round and engage in the second round.
Advantage: Equal
Defense: This is where the Weequay truly shine when compared to the HKs. While it may not seem like much, the 1 additional health on the Weequay protect them from getting Stampeded and then Crushed by Bantha. Additionally, it was my experience piloting HKs to a Top 16 finish at Worlds that many times, an HK will be killed by going to exactly 5 damage, whereas that unit would stay on the board and necessitate further attacks if they had 6 health. Finally, the Weequay have obnoxiously easy access to the Hidden condition, which makes them harder to hit from range. This can come in handy, as the Weequay generally need to stand a bit closer to hit their targets than the HKs do. If hiding helps them avoid even one attack, a Weequay has already outlasted a notoriously fragile HK by a significant margin.
Advantage: Weequay
Offense: Here is where I had to seriously crunch the numbers. For my analysis, I'm comparing a Hidden Weequay vs an unmodified HK, which is the condition you would expect in round 2 as the 2 teams begin to collide into each other.
Before I go further, here are the numbers, as calculated by adding the average, minimum, and maximum results for each symbol on each die in the attack pools:
Hidden Weequay:
Average (Min-Max)
GG + ~ + 2 Acc
Dmg: 3.5 (0-4)
Surges: 2.33 (1-3)
Range: 5.67 (4-10)
HK:
BBY
DMG: 3.16 (0-6)
Surges: 1.16 (0-4)
Range: 7.33 (4-12)
I have not implemented any surge abilities into these averages, nor have I the math-fu to implement rerolls. However, even the raw stats can be illuminative.
Before surges are added (of which the Weequay roll DOUBLE what the HKs do), the weequay do slightly more damage on average, while the HKs have a higher maximum. After surge abilities, though, the Weequay have a MINIMUM of 2 damage, and that's if they roll only 2 surges, in which case they get to use all their abilities when the hiding surge is added in.
The HKs have a higher average range, but again the Weequay's surplus of surges come to the rescue, allowing you to add accuracy to your results, while if, after a reroll you've still missed a shot with HKs you are poodoo outta luck.
Advantage: Weequay when Hidden, HKs when Weequay is not hidden.
Conclusion: I believe that while at first glance the Weequay pirate does not look like much, its lower cost, superior surges, access to Hidden, higher HP, and similar damage profile makes the humble Skiff Guard a match for the venerable, much played, and incredibly powerful HK Assassin Droid. I intend to play the crap out of Weequay to find out if this is the indeed the case.
Do you like my analysis? Do you think I'm kriffin' insane? Tell me about it in the comments below!
Edited by ThatJakeGuy