You've heard of Oceans Eleven , well this is Leia's Eleven
Leia Organa (90 + 13 = 103)
--Esteemed Leader (5),
Commanding Presence (5),
Environmental Gear (3)
Mark II Medium Blaster Trooper (38 + 5 = 43)
--Linked Targeting Array (5)
Rebel Veterans (48 + 25 = 73)
--Rebel Comms Technician (9),
Offensive Push (4),
Recon Intel (2),
HQ Uplink (10)
Rebel Veterans (48 + 25 = 73)
--Rebel Comms Technician (9),
Offensive Push (4),
Recon Intel (2),
HQ Uplink (10)
Rebel Veterans (48 + 25 = 73)
--Rebel Comms Technician (9),
Offensive Push (4),
Recon Intel (2),
HQ Uplink (10)
Mark II Medium Blaster Trooper (38 + 5 = 43)
--Linked Targeting Array (5)
Mark II Medium Blaster Trooper (38 + 5 = 43)
--Linked Targeting Array (5)
Rebel Pathfinders (68 + 38 = 106)
--Bistan (32),
Offensive Push (4),
Recon Intel (2),
A-300 Long Range Config (0)
1.4 FD Laser Cannon Team (70 + 12 = 82)
--Linked Targeting Array (5),
Barrage Generator (7)
AT-RT (55 + 25 = 80)
--Linked Targeting Array (5),
AT-RT Rotary Blaster (20)
AT-RT (55 + 25 = 80)
--Linked Targeting Array (5),
AT-RT Rotary Blaster (20)
Commands:
Coordinated Bombardment (1),
Sabotaged Communications (1),
No Time for Sorrows (2),
Turning the Tide (2),
Somebody Has to Save Our Skins (3),
Covering Fire (3),
Standing Orders (4)
The idea with this list is to pick up about 8-10 aim tokens per turn using recon (when deploying) along with HQ uplink for near perfect activation control (you can get perfect if you change Bistan for Pau and an uplink although this makes you less effective against Armor and denying and Armor set piece actions in turns 1 and 2 is better than having inspire 1. If you have no Armor to Shoot line him up against a hero to drop a fire support 17 dice pool with an aim two turns in a row of you can , either makes the unit worth its cost even if it doesn't reach turn3 . (Using sabotaged communications in turn 1 can be usefulnif you get something like limited visibility)
No time for sorrows does the same in turn 2 (you use one of your normal actions to recover in turn 1, but you can leverage an extra aim by giving an order to the fd turret
If you get a deployment where you can start attacking in turn 1 you can benefit from about 20 extra aim tokens. In those two turns and still having offensive push up for a third time after turn 2