The revealed new Turbolaser upgrade may be one less reason to bring squadrons at all, especially for the Rebel Alliance.
Linked Turbolaser Turrets - You may reroll 1 red die in your attack pool. While attacking the first squadron during your activation, you may add 2 dice of any color to your attack pool. If you do, you cannot declare additional squadron targets for this attack. (Turbolaser, 7 pts.)
Let's take an SSD:
SSD Assault Prototype (250)
• Agent Kallus (3)
• Ordnance Experts (4)
• H9 Turbolasers (8)
• Linked Turbolaser Turrets (7)
• Ravager (4)
= 279 Points
1 red at long range plus 1 die of any color because of Kallus (against uniques) plus 2 dice of any color because of Linked Turbolaser Turrets, plus another 2 dice of a color already in the attack pool because of a concentrate fire command and Ravager's additional token effect.
1 rerollable red and 5 rerollable blacks at long range.
Or let's add Director Krennic to the mix:
SSD Assault Prototype (250)
• Agent Kallus (3)
• Director Krennic (8)
• Gunnery Team (7)
• Linked Turbolaser Turrets (7)
• Quad Turbolaser Cannons (10)
• Ravager (4)
= 289 Points
That's 5 red dice at long range, all of them rerollable, one of them rerollable twice. Roll one accuracy and both defense tokens of the defender are locked. Bye bye Rebel Aces as soon as they enter long range of the SSD.
In the stream, they said that one of the campaign Commander ability paths strengthens squadron. I hope, there will be an upgrade card or two that can be used in regular play in "Rebellion in the Rim" that strenghen squadrons too, especially Rebel ones.
Edited by JadinED