Wullffwarro (30)
Marksmanship (3)
Finn (5)
Maul (3)
Vectored Thrusters (2)
Lowhhrick (28)
Draw Their Fire (1)
Rey (2)
C-3PO (3)
Ezra Bridger (Sheathipede) (17)
Elusiveness (2)
Inspiring Recruit (1)
M9-G8 (3)
Total: 100
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Ive had a love/hate relationship with Wullf. An ability that gives him Whisper and Ghost primary dice in 180 arc, but why the **** would your opponent attack him and not just leave him at a 3 dice primary until necessary?
So, we need to make him a reason to be attacked, but not easily killable. Enter Finn crew. Some people have dabbled here with LW/Rey/Finn. The problem is Wullf is by himself, and rey is shutdown now with HSCP and rebel Fenn.
So, I present one of the worse cards in the game that tears through rebel Fenn/Sensor Jammer/and absolutely loves ships with 10 hull - Marksmanship. Triggered by Ezra (thanks buddy). If Wullf isnt getting shot at, he can Marksmanship himself. If he is getting shot at, he reinforces and Ezra marksmanships. Easy peasy.
Wullf is firing 4/5 dice every round modded by m9 and maul (up to two dice thanks to inspiring recruit). Shooting him first slowly drains his HP and triggers his ability. Or go after Low/Ezra and continue to get pounded by Wullf.
1 game in so far and 100-0 a double gunboat,Backdraft, Omega Ace. Nothing to get too excited about, but the potential was there. They made the mistake of going after Ezra first. Ezra loss 1 shield from double Harpoons, lol. And Wullf loss a total of two shields. Imperials were exploding like every other round. Contemplating adaptability Fenn over Ezra to give Wullf a PS10 barrel roll.
Critics: "Just take Miranda"