New han

By spamdex, in X-Wing

Has anybody found a reason why new han is worth taking over old han. I mean the old new han or the new old han ????

I think you know what I mean .

To me after the deployment new/old han brings nothing to the table which old/new han can't do himself . And old/new ham is pretty bloody good .

TFA Han is really best for breaking missions, ANH han actually is good in both

He for the most part is not, but he also isn't much worse, so if you like his trick, go ahead and play him!

Eh, play him a bunch and you'll start to see some fun strategies. You can use him to mess up enemy formations, and because you place him anywhere you can do some fun stuff to your opponent with asteroids. Hard to explain. But yeah, Old Han is still better.

So decided to throw toether a build, this is what I came up with...

Han Solo (TFA) (46)
Lone Wolf (2)
Gunner (5)
C-3PO (3)
Glitterstim (2)
Smuggling Compartment (0)
Countermeasures (3)
Millennium Falcon (1)

Horton Salm (25)
Twin Laser Turret (6)
R2-D6 (1)
Expertise (4)
Vectored Thrusters (2)

Total: 100

View in Yet Another Squad Builder

Han's schtick is that he's on his own for the first few turns, so survival seems like it would be paramount, especially Lone Wolf. Countermeasures/glitterstim worked for dengar when he gets focused early, and TFA han seems like he'd be too close in for EU arcdodging.

Supporting him, TLT is a weapon that can lay down supporting fire from outside Lone Wolf range. There isnt enough points for 2 TLT HWKS, but Expertise Horton simply does not miss.

I wouldn't say new Han is completely useless. He is very good (even overpowered) in certain XWing missions.

But for normal matches, or epic play, old Han is SOOOO MUUUUCH BEEEETTEEER.

I don't even know why they have published new Han, if he is so much worse. Doesn't make any sense.

Same for old / new Chewbacca by the way.

His problem is that he offers minimal benefit after setup, and is less effective than Young Han once the fight is actually underway.

If he had a secondary benefit once combat started, or if his ability allowed you to hold him in reserve and place him during the End Phase after the game was underway instead of during setup, then he'd see a lot more play.

Resistance Han with Sabine can actually cluster bomb a ship in the first turn due to positioning, Burnout SLAM and Advanced SLAM.

You know how disheartening it is losing Fenn/Old Teroch/Whisper/Carnor/Soontir/Inquisitor in the very first turn?

Also, if you position Resistance Han in this way, your opponent is 99.99% going to turn towards Han, i mean, why wouldn't you? This means a nice Miranda can three SLAM her way across the board save and sound and be in your back line, TLT you whilst you struggle to chase Han around the board with his silly turret and C3PO/evade combo going nuts.

Its not game breaking of course, but it is fun.

There was HOR Han and Miranda squad at a weekly store tournament that I attended last night. Han had Expertise, C-3P0, Hull Upgrade and HOR Falcon title. The player would rush at the opponent, bumping into them to reduce return fire or taking a TL if he didn't. The plan was to take the initiative (so to speak - not the literal X-Wing game term initiative) on the first engagement and disrupt any plan by the opponent while Miranda SLAM'd ASAP to get involved and do her thing. It was pretty effective; I think the player went 2-1. Not a very powerful list, nor one likely to set the world on fire, but HOR Han appears infrequently enough that he can catch people off guard.

I've been wondering how effective a round 1 EMP hit from HOR Han could be at disrupting an opponent's early game plan.

7 minutes ago, Joe Censored said:

I've been wondering how effective a round 1 EMP hit from HOR Han could be at disrupting an opponent's early game plan.

That sounds brutally fun

Ion Pulse Missiles are another devious possibility

There are also some interesting options with turn one Cargo Shoot deployment.

26 minutes ago, Joe Censored said:

I've been wondering how effective a round 1 EMP hit from HOR Han could be at disrupting an opponent's early game plan.

It's an interesting idea, but runs into the issue of cost. Just Han with an EMP device is 48 points, and the EMP would affect him as well. The remaining 52 points would need to be able to punish anyone who gets into range.

Though the same upgrade on a YT-2400 with Ion Projectors or Anti-Pursuit Lasers could be annoying as hell.

11 minutes ago, PhantomFO said:

It's an interesting idea, but runs into the issue of cost. Just Han with an EMP device is 48 points, and the EMP would affect him as well. The remaining 52 points would need to be able to punish anyone who gets into range.

Though the same upgrade on a YT-2400 with Ion Projectors or Anti-Pursuit Lasers could be annoying as hell.

All true, but the YT-2400 won't get to start on the opponent's side of the board :P

If there ever was a crew car to make use of his ability something similar to Lieutenant Dormitz pilot ability. Then you could see some more use of him. Deploying 2 ships anywhere could be advantageous but only deploying a single ship not so much.

Edited by Marinealver