1 hour ago, ficklegreendice said:I remember the whole "Swarm counters fat han" from wave 5
didn't work then, and if anything Han is much better suited to surviving swarms
between this and his ability, he gets 3 chances to score an evade, effectively granting him reinforce (and potentially far more at range 3 and/or obstructed)
and ofc this would be perfectly fine normally, everyone needs to stand some chance against the oncoming swarm, but combined with 1.0 PWT mechanics it's just a recipe for disaster. we've already been here, folks. we know how it ends
there is zero justification for a pre-combat, action independent rotate, especially when 1.0 Autothrusters no longer exist. all it will do is screw over ships like the Interceptor and Striker which require good positioning to use effectively, objectively going against the designers explicitly stated objective for this edition of the game
the only actual solution is Luke gunner not actually rotating at the beginning of engagement. That is the ONLY thing worth waiting to see
Han's ability not counting as a reroll seems so foolish and troublesome. I know cards are exceptions to rules all the time, but "you cannot reroll the same die more than once" was a really easy one, and Han just forks that up.
Luke... I'm less sure about either way. In theory, I don't mind if there are a few "training wheels" lists out there. But that ease of use should come out of somewhere in the list. Certainly, if it was a rotate at a different time than the start of the engagement phase, it'd be fine. Devices phase would be my favorite trigger. Start of Engagement might even have been workable if the opportunity cost was high enough. Say, a card granting a red rotate action like Maketh Tua grants a red Reinforce at the start of the Engagement phase. Taking stress might have been high enough of an impact. But Luke looks relatively low opportunity cost. So I think being worried is appropriate.
But I'm not at all willing to pronounce judgment that Luke's ruined 2E already. Partly because if arc dodging is wholly unstoppable, that could also ruin the game. It's a bad feeling to have the hard work of arc dodging completely ignored by a turret. It's also a bad feeling to slowly have a squad picked apart by a ship you can never get arc on, and for there not to be some degree of counter in list-building.

