Been thinking about the math behind the squadron Lando(what? Lando gambles, what math you talking about?) And here's some thoughts on him
The attacking part of his ability is pretty straightforward. Always change that red to a 2 if it is not unless you need an accuracy. Lando tosses his cheat sabacc card(defense token)(it is a red token right?) and you get a guaranteed boost to damage
The defense part I'm a little iffy about, hence this post. Mathematically a brace halves the incoming damage of an attack. Blue dice are 50% chance to hit when used for AA, so Lando's defensive ability when he rerolls enemy blue dice(most common AA colour) is mathematically the same expectation as spending the brace for it's normal use. Against black AA dice(slightly less common) his ability is weaker than the normal brace use as the blacks have 75% chance to reroll back to a hit. Against red AA dice (rare) his ability is stronger since reds are very swingy(3faces of hits) in AA.
Ofc this has to be noted in the context of the squadron combat. In my experience most incoming damage to squads varies from 1-4 damage with the occasional 5+ when facing a FC anti-squad ball. Due to the round up ruling of normal brace use, the brace does not have a perfect expectation of halving incoming damage
1dmg > 1dmg (0% reduced)
2dmg > 1dmg (50% reduced)
3dmg > 2dmg (33% reduced)
4dmg > 2dmg (50% reduced)
Uncommon: 5dmg > 3dmg (40% reduced)
So it would seem, assuming an all blue dice attack on Lando, that he should use his defensive ability on odd numbers of incoming damage, as his ability would have better expectation than the normal brace. Ofc you could still use him to gamble your way out of 4dmg if you so choose.
Lastly, if using Lando pray you don't face Sloane ball else Sloane will just zap off his c̶a̶r̶d̶s̶tokens and make his ability useless haha
Edited by Muelmuel