Someone asked about Leebs + Rebel Han Gunner + Roark on the wiki (timing issues), and it turned out to be a really cool idea. I made a list and tried it out and it's really mean.
| “Leebo” — YT-2400 | 98 |
| Han Solo | 12 |
| C-3PO | 12 |
| Shield Upgrade | 6 |
| Outrider | 14 |
| Deadman’s Switch | 2 |
| Ship Total: 144 | |
| Roark Garnet — HWK-290 | 38 |
| Squad Leader | 4 |
| Tactical Officer | 2 |
| Moldy Crow | 12 |
| Ship Total: 56 | |
Basic idea: Roark lets Leeb shoot at Init 7, then Han lets Leeb shoot again at init 7, double-tapping a foe with 3 or 4 attack dice before it can fire. Leebo has lots of calculate tokens thanks to his ability and the extra token from 3PO, helping both his attack and his defense. C-3PO works so, so well with his ability too. I shed an amazing amount of damage that way.
Originally Roark had Sabine Crew + Proton Bombs instead of coordinate, and Leeb had Hull Upgrade and no Deadman's Switch. The bombs were not terribly effective, so I'm going to try out this new Coordinate-based iteration to help Leebo lock or rotate on turns where he needs to do so. Unfortunately Roark can't coordinate a calculate which is what Leebo frequently needs on a bumped round.
Worth noting, the weakpoint is Roark. If he dies, Leebo's power drops by half (because he'll usually only attack once per round after that), in addition to losing Roark's attacks.
I like the fleet so far. It's probably reasonably casual -- I'd hesitate to take it to a serious tournament. But it's fun and I love nuclear attacks. If only I could also field Jan Ors. >:D
Thoughts? Is Squad Leader perhaps a bad choice?