First list! Help filling the 30ish points I miss.

By oaicart, in Army Building

Hi there! I just finished my first list by adding some expansions to my Core Rebels and it look like that (list is 764 points) :

Luke Skywalker (Force Reflexes)
Leia Organa (Commanding Presence)
Rebel Troopers (Z-6 Trooper)
Rebel Troopers (Z-6 Trooper)
Rebel Veterans (CM-O93 Trooper)
Mark II Medium Blaster Trooper
AT-RT (AT-RT Rotary Blaster)
Tauntaun Riders (Tenacity)
Tauntaun Riders (Tenacity)

Commands:
Son of Skywalker (1), Coordinated Bombardment (1), My Ally Is the Force (2), No Time for Sorrows (2), Return of the Jedi (3), Somebody Has to Save Our Skins (3), Standing Orders (4)

I come to you because I'm not sure what cards to add to fill the points up to 800 or close. What do you think?

Any other improvement is appreciated!

Thank you so much!

Edited by oaicart

Simplest way to get 30 more points is to throw Force Push on Luke, and add the extra trooper to your Z-6 squads. You could also throw E-Stims on Luke and/or Leia to get a fair number of points in a semi-useful way, or add medics instead of extra troopers.

A Comms Tech with HQ Uplink on the Vets would be a good way to start, I'd say.

48 minutes ago, Alpha17 said:

Simplest way to get 30 more points is to throw Force Push on Luke, and add the extra trooper to your Z-6 squads. You could also throw E-Stims on Luke and/or Leia to get a fair number of points in a semi-useful way, or add medics instead of extra troopers.

Thanks! are grenades useful? never used one.

42 minutes ago, arnoldrew said:

A Comms Tech with HQ Uplink on the Vets would be a good way to start, I'd say.

I would like to use that, but I'd need the Specialists expansion... I guess it's well worth it for the flexibility to make lists with medics and such.

Reading the rules, that HQ Uplink would give me both the dodge from Defend and make the Vets always able to issue an order to the Mark II... seems synergistic. Thanks!

1 hour ago, oaicart said:

Thanks! are grenades useful? never used one.

I generally don't think so, as you really don't want to have to move into range 1 of somebody if shooting them at range 3 works almost as well. Only exception is on Fleet troopers, since they're already in range 2 to shoot, pushing up a bit more doesn't hurt as much.

1 hour ago, oaicart said:

Thanks! are grenades useful? never used one.

from my experience the frag grenades are extremely useful on a Z-6 squad so that all those white dice can get a surge. Already scary enough to be on the receiving end of a Z-6 but when it's got a surge to crit and a bunch of red dice added on...thats the stuff of nightmares

4 hours ago, bllaw said:

from my experience the frag grenades are extremely useful on a Z-6 squad so that all those white dice can get a surge. Already scary enough to be on the receiving end of a Z-6 but when it's got a surge to crit and a bunch of red dice added on...thats the stuff of nightmares

That's strong, but your squad needs to be at range 1! I've never had an opportunity in my short experience to reach that far with the poor guys.

I'll probably get the Rebel Specialist expansion too and add stuff to my troops, it seems easier, as I'm still a newbie. Thanks!