Hey everyone! I'm revisiting my Wullffwarro War Crimes fleet, which remains my favorite fleet to play. After flying it a bit I've concluded I really don't like R2 Astromech on Wedge. I know it's objectively wrong to remove it, but run & regen doesn't fit my playstyle. I'm okay with operating below the meta since the whole fleet's like that anyway. 😄
This leaves me with 8 points to play with in the fleet. I was thinking of a crew for Wullffwarro, or something for his buddies to make them more effective, or even just leaving the points unspent for a bid to help Wedge against other aces.
Wullffwarro (56)
Trick Shot (4)
Saw Gerrera (9)
Targeting Computer (3)
Ship total: 72 Half Points: 36 Threshold: 4
Jan Ors (41)
Moldy Crow (18)
Ship total: 59 Half Points: 30 Threshold: 3
Wedge Antilles (55)
Outmaneuver (6)
Servomotor S-Foils (0)
Ship total: 61 Half Points: 31 Threshold: 3
Total: 192
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58X133W58WW249Y46XWWWWW156Y5X126WWWW142&sn=Wullffwarro War Crimes 9&obs=
As you can see, the core gimmick of the build is that Wullff has four paths to an extra attack die: range 1, being damaged, being obstructed, and Jan Ors. This means he very frequently makes fully-moded 4- or 5-dice attacks, and occasionally gets a 6th die when the planets align. Jan can also support Wedge when his shot will be terrifying, which is often. With one decent attacking support and two heavy hitters, it's a neat fleet and does reasonably well! Not against the top meta mind you, some of those fleets chew it right up. But it's a fun, pseudo-casual, pseudo-meta fleet that can do uh... alright against many meta fleets. I take it to tournaments instead of something respectable like vulture droids or jedi aces. And with R2 Astro gone, I'm excited to tinker with its design!
Below are my ramblings on options, but I'm open to suggestions beyond these too.
Standard options
My first inclination was to give Wullff either Chewbacca or Nien Nunb. Chewie helps with some nasty crits like blinded pilot, weapons failure, hull breach, console fire, structural damage... but especially Damaged Engine, a kiss of death for Wullff. As an added but not important bonus, he's also thematic to a wookie-centered fleet. 😉 Nien Nunb on the other hand makes all his banks blue, helping him clear stress. Between the two I'm leaning toward Chewie. He's only 4 points for a really useful ability that solves some problems that beveled the fleet in the past.
I could even give Wullffwarro the Chopper crew to help him burn down his health when he needs to trigger his own ability sooner (when the foe is mainly targeting Wedge or Jan). I've tried Selfless but I don't like to be stuck flying too close, and Wullff also benefits from Trick Shot adding another path to extra dice.
A shield upgrade on Wedge is half the benefit of R2 Astromech but with no further cost (it doesn't change how I play him round-by-round the way R2 does), so if Wedge needs more defense that's how I like to give it to him. And I could probably fit in R4 Astromech with most options above.
Or I could spend on Nien Nunb for Jan (who really needs to clear stress consistently), or Engine Upgrade or Shield Upgrade. Of those, I'm leaning toward Nien Nunb or Shield Upgrade as both help her stay effective longer.
Expensive options
If needed, I could even drop Outmaneuver from Wedge to fit Kanan Jarrus crew in the fleet. He helps clear stress on any white, even on hard turns, making both Jan and Wullff happy. But he also puts a lot of points and a bullseye on whoever carries him, and in my experience he's a bit pricey for what he offers. So I'd need to be careful with that choice.
In past lives the fleet used to have R2-D2 crew on Wullff... it makes him more random but also longer lasting with Saw. Also pretty expensive.
Magva has likewise appeared on his ship in past iterations, but she's quite the investment and Wullff's already pretty open on his actions thanks to Saw, locking or reinforcing as needed. And Magva puts too much authority in my opponent's hands... though it can help keep foes from wanting to focus down Wullff too early.
Or a Mixed Approach: I could give Chewie to Wullff, Nien to Jan, and downgrade Outmaneuver to Lone Wolf or something even cheaper. That's clearing crits on Wullff and stress on Jan, covering the best of both worlds. Or give Jan/Wedge Shield Upgrade and Nien to Jan, dropping Wedge's talent to Crack Shot.
I like Outmaneuver on Wedge. It's deadly when it triggers (at least once or twice a game) and makes Wedge hit as hard as Wullff, so the opponent is in trouble whichever way he turns. But perhaps it's holding me back?
Bid
Or I could leave points unspent for a bid...? But I suspect Jan and Wedge don't need a bid that badly, and most of the fleets they'd want to outbid are already outpacing them.
Thus far this is where I've taken the fleet, for better or for worse. It's nice that everyone's pretty close in points so nobody's an obvious first target on points alone. And they're all benefiting from the adjustment, though I do lament the loss of outmaneuver. And there may be a way better way to arrange things?
Wullffwarro (56)
Trick Shot (4)
Saw Gerrera (9)
"Chopper" (Crew) (1)
Targeting Computer (3)
Ship total: 73 Half Points: 37 Threshold: 4
Jan Ors (41)
Crack Shot (1)
Nien Nunb (5)
Moldy Crow (18)
Ship total: 65 Half Points: 33 Threshold: 3
Wedge Antilles (55)
Crack Shot (1)
Shield Upgrade (6)
Servomotor S-Foils (0)
Ship total: 62 Half Points: 31 Threshold: 4
Total: 200
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58X133W58W23W249Y46X116WW52WWW156Y5X116WWW165W142&sn=Wullffwarro War Crimes 9&obs=
Thoughts?