Han, my Old Buddy

By NoobMaster70, in X-Wing

I've Always have wondered, does Rebel Han's ability work when you are performing the action on Lando Crew's ability. Han's ability reads as: After you roll dice, if you are at range 0-1 of an obstacle, you may reroll all of your dice.

It never said anything about the dice having to go with an attack or defense, so I assume it works since Lando's ability says: Roll 2 defense dice.

Is my thinking correct here?

6 minutes ago, NoobMaster70 said:

I've Always have wondered, does Rebel Han's ability work when you are performing the action on Lando Crew's ability. Han's ability reads as: After you roll dice, if you are at range 0-1 of an obstacle, you may reroll all of your dice.

It never said anything about the dice having to go with an attack or defense, so I assume it works since Lando's ability says: Roll 2 defense dice.

Is my thinking correct here?

Yes, he can re-roll Lando's dice.

Lando is almost strictly better than a focus, and very, very worth the 2 points if you don't have both crew slots on Han full already.

How to use:

1. Roll dice

2. If you have a focus (even with no evade), keep it. If you don't have a focus, re-roll dice.

Pretty much that simple. Evades are just extra, but you'll almost always end up with at least one.

Edit:

As a side note, he can also re-roll the dice from obstacles, damage cards, R2-D2, Freelance Slicer, and Novice Technician. It's truly one of the most powerful pilot abilities in the game, if not the most powerful. Honestly I think he should cost more than he does, and I expect he'll be a top meta performer this season.

Edited by ClassicalMoser

Ok, Thanks!

Also, does Han work on Snap Shot?

1 minute ago, NoobMaster70 said:

Ok, Thanks!

Also, does Han work on Snap Shot?

No, those dice cannot be modified. Han doesn't count as a re-roll, but he does count as a dice modification.

Doesn't mean Snap Shot isn't potentially good on him for an extra front-arc attack, but he can't re-roll it.

Edited by ClassicalMoser

Ok, thanks again.

What are good builds though? I seem to have a lack of faith in 2 ship this meta.

Yeah, it does not seem like a safe bet, but might be fun to fly at some local tournaments or casuals.

This is what I have been tinkering around with. I don’t really play Rebels, but as wave 6 is travelling through a black hole in my neck of the woods, my preferred FO will have to wait.

New Squadron

(80) Han Solo [Modified YT-1300 Light Freighter]
(2) Lando Calrissian
Points: 82

(52) Braylen Stramm [A/SF-01 B-wing]
(6) Ion Cannon
(2) Stabilized S-Foils
Points: 60

(48) Ten Numb [A/SF-01 B-wing]
(6) Ion Cannon
(2) Stabilized S-Foils
Points: 56

Total points: 198

it’s 3 ships that can punch hard, “hopefully” being able to remove 2-3 droids/TIEs in a turn. I know 3 is pushing it a lot, but it’s possible.
I also thought about putting FCS on Ten, give his first shot at least a reroll.

I should add it’s for HS. I want the challenge that HS list building brings.

Edited by Archangelspiv
2 hours ago, Blail Blerg said:

What are good builds though? I seem to have a lack of faith in 2 ship this meta.

Then don't do 2-ship? He's less than half your list anyway.

Hyperspace:

https://raithos.github.io/?f=Rebel Alliance&d=v8ZhZ200Z42XWWW44WW107WW154Y53X122W99Y53X122W99Y53X122W&sn=Unnamed Squadron&obs=

Extended is more fun:

https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z42XWWW44W41WWW154Y9XWWWW142Y5XWWWW142&sn=Unnamed Squadron&obs=

Edited by ClassicalMoser

Han Solo (80)
Lando Calrissian (2)

Ship total: 82 Half Points: 41 Threshold: 7

Jake Farrell (36)
Ship total: 36 Half Points: 18 Threshold: 2

Red Squadron Veteran (41)
Servomotor S-Foils (0)

Ship total: 41 Half Points: 21 Threshold: 3

Red Squadron Veteran (41)
Servomotor S-Foils (0)

Ship total: 41 Half Points: 21 Threshold: 3


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZhZ200Z42XWWW44WWWWY50XWWY2XWWWW142Y2XWWWW142&sn=Unnamed Squadron&obs=

That's my take anyway; jake lets the x-wings screen for him and gives them tokens, han nascars around the fight and puts the hurt on em.

23 hours ago, Blail Blerg said:

What are good builds though? I seem to have a lack of faith in 2 ship this meta.

I've been quite satisfied with Han/Luke/Evaan builds, especially with K-2SO's release. Han or Luke with an extra agility gifted by Evaan (she really should have a token to mark that) or even boosted Evaan herself can be quite tanky, and K-2SO's calculate token provides Evaan dice mods after spending her Focus, or getting more tokens to maximize defense on Han/Luke if they find themselves in a kill box.

Han Solo (80)
-Lando Calrissian (2)
-K-2SO (8)

Ship Total: 90, Half Points: 45, Threshold: 7

Luke Skywalker (62)
-Foresight (4)
-R4 Astromech (2)
-Servomotor S-Foils (0)

Ship Total: 68, Half Points: 34, Threshold: 3

Evaan Verlaine (35)
-Ion Cannon Turret (5)
-R4 Astromech (2)

Ship Total: 42, Half Points: 21, Threshold: 4

List Total: 200

My current build. Han does Han things while handing out Calculates like candy, Luke trusts in his force regen, grabs locks and guns things down with force modded double tapping, and Evaan supports with her Ion Cannon and green dice injections for her buddies. The R4s synergize quite well with K-2SO, since the all blue 1-2 speed maneuvers can reduce their predictability when taking stress + calculate from K-2SO in the system phase. If swarms end up being a problem, the list can be adjusted to add bombs to Evaan. For bonus points, it's also Hyperspace legal and (ignoring upgrades) is a thematic Death Star 1 Survivors list.

Have you all enjoyed Han on a diet?

Im having trouble justifying paying that much for a 3 die attack. (Though yes I do like how turret turn balances the game compared to 1e tho)

6 hours ago, Enigami said:

Evaan Verlaine (35)

I really like Evaan, but when I tried her in early 2e I found myself frustrated that her ability is 0-1 and not 0-2, have you been able to consistently get it off when needed, or do you find yourself making decisions for her trigger that sometimes fly in the face of what you’d really like to dial in?

17 hours ago, FriendofYoda said:

I really like Evaan, but when I tried her in early 2e I found myself frustrated that her ability is 0-1 and not 0-2, have you been able to consistently get it off when needed, or do you find yourself making decisions for her trigger that sometimes fly in the face of what you’d really like to dial in?

Maybe the way I fly Luke and Han makes it easier to keep her in position, but I usually do pull it off when I need it especially early on. Helps that Evaan finds herself in the crosshairs often enough that "range 0" sometimes is all she needs. I can't remember situations where I had to choose between her ability and what I want to dial... but I'd say in that position, it depends on the game state. If it looks like Han and Luke will be fine and not be taking much fire, favoring the dial and possibly rotating the turret would be priority. Otherwise, sacrificing a shot (which isn't often due to her 180 arc) and/or moving to a less optimal position to ensure the way more important Han and Luke survive isn't usually a hard decision.