Han (crew) sleeper hit of the Transport expansion?

By Pa Weasley, in X-Wing

I know Han doesn't come with Resistance Transport, bear with me. Solo's Resistance crew card has always felt like it wants to play with the blank extra die from Finn the Gunner and now Finn the Pilot. Providing Rey with a guaranteed evade die without touching her force pool seems great. Chewie wouldn't mind the extra defense either. Of course I could never justify giving Rey yet another source of stress that she has a hard time losing or using my rare action on one of the more aggressive options. That's all out with window with the Resistance Transport and Pod. Korr Sella in the second crew slot is a God send for Rey in any circumstance and goes a long way toward getting rid of my first reservation about Han. The number of options for a coordinating support ship takes care of the second.

I have to figure that the RAW for Finn's ability to add an eyeball for a strain token in the Pod is going to be tweaked so it will actually have some negatives on defense. When that day comes, Han will play well as Finn's copilot too. Provided there's a coordination couch somewhere out there. I've tossed on two lists below just as examples of making Han work. I'm playing around with Chewie in place of Rey because you have to put Han and Chewie together.

Heroes Old and New

Rey (73)
Han Solo (6)
Korr Sella (6)
Finn (10)
Shield Upgrade (4)
Rey’s Millennium Falcon (5)

Rose Tico (26)
Heroic (1)
C-3PO (6)

Nien Nunb (55)
Heroic (1)
Integrated S-Foils (0)
Pattern Analyzer (5)
Total: 198

I swear I'm a Big Deal

Finn (29)
Heroic (1)
Han Solo (6)
Shield Upgrade (6)

L’ulo L’ampar (43)
Heroic (1)
Trick Shot (4)
Advanced Optics (4)

Tallissan Lintra (36)
Heroic (1)
Trick Shot (4)
Advanced Optics (4)

Nodin Chavdri (36)
Ion Cannon (5)
Tactical Officer (6)
C-3PO (6)
R4 Astromech (2)
Shield Upgrade (4)
Total: 198

You pay 6 points and your action to use Han. But actually you pay 12 + action + a locked dial.

I'm not sure that's how I would want to play my yt1300

As I see it, very possibly incorrectly, Han is helping to keep Rey alive just a bit longer while saving force tokens. Korr is helping with stress mitigation which is a common complaint for the Salvaged YT-1300 in my group at least. If my opponent wants to spend time chasing down Rose to shut down the extra action that's more time not spent attacking Rey.

Outside of running a skinny Rey Finn is pretty much an auto-include. At which point it becomes a question of how best to use that extra blank die. Just counting on Rey's ability, using Rose's locks, or Han's red evades all have their pros and cons. Anyone of those options absolutely benefit from Korr's ability too. I think Han opens up new possibilities for keeping Rey flying and saving her force for offensive mods.

For me it's all theoretical until the 11th but these two will be some of the first lists I run once I get my grubby hands on wave 4.

I've been playing around with the new resistance stuff this last week since I was able to grab it before it was pulled from shelves here in Aus.

I do agree that Han is more usable with Korr Sella, but as @GreenDragoon said, its effectively 12pts for an evade action. It's definitely worth a test, but we finally have the ship down at a playable price. A lot of people will mostly likely avoid putting a stack of upgrades on the Falcon as it will quickly climb back up to that 100pt mark, and that's exactly what you need to do in order to really get Han crew to work well.

I think if you are going to load up Rey in this manner, including the now-cheaper Contraband Cybernetics seems like a good idea. The main weakness of this Fat Rey build is the need to always lock in blue maneuvers after using Han and making your moves predictable. When you pop Cybernetics you can instead take whatever maneuver and actions you want, including red ones, and STILL clear all your stress the next round. Without Cybernetics I think the build might cost too much for the return it gives you, but with them I think it had potential.

6 hours ago, Covered in Weasels said:

including the now-cheaper Contraband Cybernetics seems like a good idea

This is an incredibly potent point. It seems the Resistance is moving toward an identity of "Stress/Strain shenanigans" where they have to manage the downsides carefully or they'll just end up screwed. How much stress can you endure? Can you push that just a little bit more? Contraband Cybernetics is just one more awesome cog in the machine that gives you one extra turn before you have to Korr a blue. How much stress can you pile up? Let's see:

• Stress-free, you do a red evade

• Next turn, you sloop and white boost for 2 stress tokens

• Pop CC, Sloop and red rotate or evade again for 4 stress tokens

• Clear it all with Korr and do another red evade or rotate

Honestly, you might not even need Engine Upgrade. CC opens up the second turn hail-mary option but only once per game. Hmm. Choosing the timing is super interesting, like it is on Dengar (a factor I really enjoy).

If you want to pay a little extra and not rely on blues, there's always Han Holdo

There's an exploit with Holdo on powerful ships somewhere

19 minutes ago, ficklegreendice said:

If you want to pay a little extra and not rely on blues, there's always Han Holdo

There's an exploit with Holdo on powerful ships somewhere

Really situational but equip Rey with Han and Holdo in a squad with Nien Nunb. If Nien had an enemy in arc at range one and Rey is range two or closer Holdo can ship Han's stress to Niew which makes the token go poof. Alternatively there's an awful lot of blue on the dial of a Logistics Division Pilot with R4 and a Korr Sella added for fun and profit. Heck, all three of those ships can fit in the same squad.

Rey needs Finn and Rose.

I'll have it printed on my gravestone.

56 minutes ago, The Penguin UK said:

Rey needs Finn and Rose.

I'll have it printed on my gravestone.

I'll shove the latest Points Change PDF in your flower holder as required. ;)