A few of these pop up, but it takes so much digging through past posts to find the old ones, and with the points changes, a lot of the old discussion is irrelevant anyhow.
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Blue Squadron Rookie (42)
- The biggest concern here, IMHO, is that they just get outclassed by 5 T-65 and other recently-cheaper ships, due to being lower Init and with fewer guns.
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Hyperspace: I'm not sold on it as a spam ship in Hyperspace.
Loss of BB Astromech removes a lot of options. BBs are Hyperspace now . There aren't really great ways to fill up the 8 points.- Best I can think of is Advanced Optics + R5 Astromech (50), for a hybrid of consistency and repair, but I don't like it.
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The other option is to not fill to 50, and use the cheapness.
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Case in point: Poe + 3 Blues. If anyone out there wants to fill in on this list, go for it. It's a whole different kettle of fish.
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My first thought is that there's a grand total of 4 points in the list, presuming R4 Poe and naked Blues.
- Heroic seems like an easy fill on Poe. Nothing else seems worth it in Hyperspace, and I'd guess that Heroic is worth more than bid.
- Other options for the last 3 points would be bid, Black One on Poe, or BB Astromechs on the Blues (extended only).
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My first thought is that there's a grand total of 4 points in the list, presuming R4 Poe and naked Blues.
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Case in point: Poe + 3 Blues. If anyone out there wants to fill in on this list, go for it. It's a whole different kettle of fish.
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Extended: Again, Seems awkward to fill 8 points.
- BB Astromech + Tractor Beam + Advanced Optics (50). My old dirty joke version of the list gets Optics now. I guess that's nice.
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BB Astromech + Proton Rockets (
5049 ). That's a big bullseye attack, probably a hair better than the old BB+HLC that they could take before, but I'm not really sold. - BB Astromech + Primed Thrusters (48). That's decent mobility, but who cares at Init 1?
- BB Astromech + Shield Upgrade (49). Again, not really feeling it, compared to other options.
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R3 Astromech + Cluster Missiles (
5049 ). Two attacks, each with mods, but you'll have to have locks, and Init 1 locks kinda suck.- Also seems worse than 5 Passive Sensors Zeta Survivors with Cluster Missiles (or even 4 Gunner Zetas with PS and Cluster). Different faction, but still.
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Red Squadron Expert (44)
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Hyperspace: Overall, more bullish here. The points mostly seem to work out better, and Init 3 seems like it's worth buying with the upgrade options you've got these days.
- Heroic + Hull Upgrade (50). One tanky SOB, and Init 3 is likely to matter against folks spamming generics. You'll math out well against 5 T-65, due to the tankiness and higher Initiative. Really solid chance also against any "Ocho" out there which are only packing 2 dice attacks, particularly when single-modded.
- Heroic + Advanced Optics (49). Overall solid.
- Outmaneuver (50). Outmaneuver!?! I'm wicked tempted. Wedge out of Hyperspace? Who Cares! Fly FOUR copies of him anyhow. I mean, not really, but with Boost these folks can really spread out, and the killboxes here seem really nasty. An agility reduction is almost-sorta-kinda as good as adding a token (it depends a lot on enemy green dice and mods), so that makes Boosts and Rolls and Flip moves a lot nicer, since Outmaneuver is sorta like dice mods, and it'll mean a focused flank approach can just be deadly.
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Extended:
- Heroic + BB Astromech (48). The point of this is that 3 of them could be paired with Jess Pava with a BB Astromech, for full squad barrel rolls, fullish squad heroic, full squad Init 3.
- Heroic + Pattern Analyzer (50). Full-squad PA is pretty nifty.
- Intimidation + BB Astromech (50). Potentially really cool for maybe one specific player out there. The blocking, the pile-up on whoever gets blocked, the other ships who can nimbly avoid bumping and still get dice mods.
- Heroic + Heavy Laser Cannon (50). Is Init 3 where HLC starts getting good?
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Hyperspace: Overall, more bullish here. The points mostly seem to work out better, and Init 3 seems like it's worth buying with the upgrade options you've got these days.
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Black Squadron Ace (47)
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Hyperspace: With the loss of Crack Shot, I think the primary reason to go for spam BSA is sorta gone.
- However, with Just Heroic, they're 48 points, and maybe it makes more sense to bring one of these for Init 4 if filling out the right list. BSA with Heroic and R4 just doesn't seem too neat interesting to me.
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Extended: I still think the biggest point of the BSA over the RSE is to leverage Init 4, which probably means Crack Shot, but Predator is also an option.
- There doesn't seem to be a tonne to do with the spare points here, either. Seems like they could fit well into a mixed squad, ramp up the Init, but nothing really sings for them.
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Hyperspace: With the loss of Crack Shot, I think the primary reason to go for spam BSA is sorta gone.
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Jess Pava (51)
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In Hyperspace, she's lost her most cost-effective droid for spare charges in the BB Astromech.
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I'm leaning towards R1-J5 as a replacement. I think that ability is nicer than R5 Astromech, and the double-repair feature is kind of neat (and can sometimes immediately cancel half a Direct Hit, but if you die first, you still die).
- The list in my head, for those who don't mind mismatched Init: Jess (R1-J5), Bastian, Black Squadron Ace (Heroic), Black Squadron Ace (Heroic). Higher Init BSA to help with Init kills on the 2nd round of the fight. Jess with a lot of droid charges. Bastian is himself, and nicely only 47 points.
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I'm leaning towards R1-J5 as a replacement. I think that ability is nicer than R5 Astromech, and the double-repair feature is kind of neat (and can sometimes immediately cancel half a Direct Hit, but if you die first, you still die).
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In extended, BB Astromech is still cheap-per-charge, and at 54 points, that'll leave a decent amount to play with for the rest of the ships in the squad.
- Jess (BB), Bastian, 2x Red Expert (Heroic + Advanced Optics). Everyone has better-than-normal dice modification.
- Jess (BB), 3x Red Expert (Heroic + BB). All the rolls, as mentioned above. 2 points to spare.
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In Hyperspace, she's lost her most cost-effective droid for spare charges in the BB Astromech.
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Lieutenant Bastian (47)
*edited in*
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The point cut on him might actually matter. Before, I'd have been inclined to only really consider him in mixed ship squads, or squads with Jess, but at 47, that'd allow 3x 51 point X-Wings to come with him. Having 51 points for the other partners might open up some new ideas.
- Black Ace (Marksmanship, Autoblasters). The MMS/ABS combo is pretty nasty, and a spread-out squad of Black Aces seems like it'd be really scary for aces to fight.
- Blue Rookie (Advanced Optics, Hull Upgrade). Pure numbers at low init. 8 health, plus Optics.
- Red Expert (Snap Shot). Could that work? That's potentially just a bunch of extra chip damage, and Bastian is great at clean-up.
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The point cut on him might actually matter. Before, I'd have been inclined to only really consider him in mixed ship squads, or squads with Jess, but at 47, that'd allow 3x 51 point X-Wings to come with him. Having 51 points for the other partners might open up some new ideas.