2nd Crew/upgrade for Wullffwarro fleet? (8 points to play with)

By Wazat, in X-Wing

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?

this is in the interest of jank. I don’t know the squads flight pattern well enough to give good advice.

What about magva on wullf plus afterburners to get into nasty positions?
Does he do fast moves? Does he lack defense or mobility? As by what you’re saying your offense should be great if you get it on target.
(though it also questions if there’s enough firepower total in the squad. But if I had to hazard a guess I would say yes)

or how about informant on Jan to lock down aces?
or for the trolls afterburners on Jan haha

theoretically a shield on wedge sounds good. Yet I know In practice wedge and a shield upgrade can be upsetting Ly too little for various reasons. I’m not sold on outmaneuver.

Edited by Blail Blerg

7 or more points of crew in Rebels always says "consider Leia" to me. Wullff being able to stall is nice; it's easy to forget about that and it's kicked my rear at least once. Jan probably still needs blues, but Outmaneuver Wedge would enjoy white K-Turns/T-Rolls.

5 hours ago, Wazat said:

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?

Proton Torpedo or Plasma Torps are both solid on Wedge, and leave 1-5 points left. Probably better than Outmaneuver, but better than Outmaneuver + crew? Harder to say.

14 hours ago, Blail Blerg said:

Yet I know In practice wedge and a shield upgrade can be upsetting Ly too little for various reasons.

I'm not sure what this means?

Magva + Afterburners is interesting on Wullff, but it's a lot of investment. I've had good success with Targeting Computer because it lets me choose who I'm locking and when, instead of relying on the opponent targeting Wullff when I need them to.

Wullff typically doesn't need to move super fast thanks to his 180 arc, though 3-turns around asteroids are not uncommon. When focus-fired he sometimes feels his lack of defense, since he can't always pull off a reinforce, but better positioning and approach matter most in that regard. The fleet isn't lacking in offense.

I dislike Informant. Too limited in range and you have to call the one target it affects; adding a cheap Sense ship is usually my plan when I need to know positions, though that won't work here. I prefer to lay arc traps that don't give aces much wiggle room, instead of relying on knowing their dial.

9 hours ago, theBitterFig said:

7 or more points of crew in Rebels always says "consider Leia" to me. Wullff being able to stall is nice; it's easy to forget about that and it's kicked my rear at least once. Jan probably still needs blues, but Outmaneuver Wedge would enjoy white K-Turns/T-Rolls.

Proton Torpedo or Plasma Torps are both solid on Wedge, and leave 1-5 points left. Probably better than Outmaneuver, but better than Outmaneuver + crew? Harder to say.

Leia is a good point -- I somehow skipped her. She's a touch pricey and tends to get her ship targeted, and doesn't help clear stress that's already there, but my old Auzituck fleets tended to carry her because of the madness she can unleash in a well-timed round. The agony of trying to predict if this is the round I'll use her can cause the opponent to not make the winning moves he would normally take, or trick him into a doomed round when he does make them.

I hadn't considered Torps either, since I assumed they wouldn't fit; Wedge is indeed violent with them. But man that's a heavy investment... I'll have to tinker with some options.

17 minutes ago, Wazat said:

I hadn't considered Torps either, since I assumed they wouldn't fit; Wedge is indeed violent with them. But man that's a heavy investment... I'll have to tinker with some options.

Plasma Torps aren't that much more expensive than Outmaneuver... But then again, Plasma Torps do nothing to a Fenn or Soontir...

Oh, I also wanted to say... the thing which always irks me about Chewie is his timing. Start of Engagement is so awkward. I take a crit one round, do dials and move and take actions the next round, *then* Chewie can fix something. Sure, Engine Upgrade or Damaged Sensor Array can get fixed, but not until long after you need to have fixed them.

Edited by theBitterFig
2 minutes ago, theBitterFig said:

Plasma Torps aren't that much more expensive than Outmaneuver... But then again, Plasma Torps do nothing to a Fenn or Soontir...

Oh, I also wanted to say... the thing which always irks me about Chewie is his timing. Start of Engagement is so awkward. I take a crit one round, do dials and move and take actions the next round, *then* Chewie can fix something. Sure, Engine Upgrade or Damaged Sensor Array can get fixed, but not until long after you need to have fixed them.

Yea, that timing frustrates me on a few crits too. If he triggered on receiving the crit and/or at the end of the round, that would be far better.

Plasma torps are okay, but they have to be reliably used early while shields are present, and on targets that have shields (not fenn/soontir, not droids or basic TIEs, etc). Otherwise they're no better than his primary except for the lack of a range 3 bonus. That puts heavy emphasis on the initial approach and getting the lock he needs, which can narrow his options a bit in early game (Wedge likes to flank and pick his timing). I'd be more inclined toward going all in for Proton Torps since they're useful all game, if not more so once shields are down.

I tried Nien Nunb on Jan and didn't care for it, and kept noticing times when Leia would have been very useful. She's the next crew I'll try.

Same game though, Chewie would have been useful on Wullff! That hull breach...

I miss Breach Specialist. Probably shouldn't, but I do. Gave wookies something really interesting they could do with their reinforce... but FFG can't have happy wookies, not after 1E. ;)

BTW one of my opponents suggested replacing Trick Shot with Intimidation (after a game where he'd blocked me quite a lot), and I think it's time I tried a build that doesn't have Trick Shot:

Wullffwarro (56)
Intimidation (3)
Saw Gerrera (9)
"Chopper" (Crew) (1)
Targeting Computer (3)
Ship total: 72 Half Points: 36 Threshold: 4

Jan Ors (41)
Leia Organa (7)
Moldy Crow (18)
Ship total: 66 Half Points: 33 Threshold: 3

Wedge Antilles (55)
Outmaneuver (6)
Servomotor S-Foils (0)
Ship total: 61 Half Points: 31 Threshold: 3

Total: 199

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58X122W58W23W249Y46XWW46WWW156Y5X126WWWW142&sn=WullffwarroWarCrimes 10&obs=

Trick Shot's really nice when it happens because Wullff's single- or double-modded shots really make use of the extra die, and it adds yet another method of getting an extra die. But it's tough to line up those obstructed shots often enough, and typically involves me placing large obstacles close together and flying Wullff into them. I'm open to exploring another setup.

I haven't tried yet (busy week) but I feel like Leia's just going to be a solid choice all around, even though that puts a bullseye on Jan's back (at least if past experience holds true).

Intimidation is nice for using Wullffwarro as a blocker or getting blocked: when he's not getting his shot, he's at least making the enemy very sorry with -1 green dice and hopefully 2 other shots coming their way (one of which is Wedge, possibly with outmaneuver active, likely eliminating their defense dice).

And we've got Chopper crew so Wullff can damage himself at his own pace or make sure he gets a critical action when it counts.

Next time I get to play a match I'd like to try this one out.

Just got violently reamed last game. I don't think it's a problem with the fleet though. Dice variance was so, so bad. I blanked out on multiple attacks in a row, failing to deal more than a few damage on those critical first rounds. Killbox opportunity wasted. I'll try again later.

Very frustrating.

Did better this game, dice were much more typical. I still didn't play well and I need to improve that. The one round where I blocked Kylo with Intimidating Wullffwarro and shot with Wedge + Jan, I did next to no damage. Wedge had no dice mods and did nothing, and Jan just rolled blanks and a hit and did little. I'm not sure if that's a strong indicator of the common case, or just another outlier, but I may have better uses for the Intimidation points. I'll have to see.

Last couple of games were kinda discouraging... Just wasn't able to stay alive and ahead of the damage curve despite amazing dice numbers on many shots. Having only 3 ships is definitely trouble, but in the past when I've tried to split it out to 4 ships, the list lost all its flavor.

Maybe another thing you could do is drop Moldy Crow. From my understanding of your list Jan is not really meant to do damage, just be a Leia carrier and a bonus attack die for the other two. Dropping it would allow you to significantly increase Wedge's attack power by equipping a torp, and allow a better crew on Wullf (or can give Wedge that Shield Upgrade). Furthermore, it makes Leia less of a target, or if nothing else makes it so that they get less from targeting Jan. I know the HWK loses a lot of its attack power with that, but it might be worth a shot.

I personally have been having fun with K-2S0, giving a ship that you know is doing a blue maneuver a free calc is pretty nice, and you don't have to trigger him if you don't want the stress token. I know only having 3 ships can be an issue, but it looks like a solid (but not meta) list.

42 minutes ago, NoobMaster70 said:

Maybe another thing you could do is drop Moldy Crow. From my understanding of your list Jan is not really meant to do damage, just be a Leia carrier and a bonus attack die for the other two. Dropping it would allow you to significantly increase Wedge's attack power by equipping a torp, and allow a better crew on Wullf (or can give Wedge that Shield Upgrade). Furthermore, it makes Leia less of a target, or if nothing else makes it so that they get less from targeting Jan. I know the HWK loses a lot of its attack power with that, but it might be worth a shot.

I personally have been having fun with K-2S0, giving a ship that you know is doing a blue maneuver a free calc is pretty nice, and you don't have to trigger him if you don't want the stress token. I know only having 3 ships can be an issue, but it looks like a solid (but not meta) list.

Jan often contributes good damage with her front arc and token stacking, but it wouldn't be terrible to drop Moldy Crow if that got us a useful 4th ship. The other reason I equip it is Moldy Crow makes Jan's ability far more useful, because then she has both her front arc and turret arc to shine on allies, significantly widening her ability's reach.

Stripping Moldy Crow, Outmaneuver, Intimidation, and Chopper gives us 29 points to work with. Not much more than a TIE or Z-95 there. If we further shed Leia that takes us to 36, or 39 if we also lose targeting computer, but that's starting to cut deep into the list's core purpose (pumping up single high-dice attacks with solid mods).

But it's absolutely worth revisiting the list's core like I did last year, since that led to some useful breakthroughs.

Wullffwarro (56)
Saw Gerrera (9)
Ship total: 65 Half Points: 33 Threshold: 4

Jan Ors (41)
Ship total: 41 Half Points: 21 Threshold: 3

Wedge Antilles (55)
Servomotor S-Foils (0)
Ship total: 55 Half Points: 28 Threshold: 3

Total: 161

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58XW58WWY46XWWWWWY5XWWWW142&sn=WullffwarroWarCrimes 10&obs=

I used to have Dutch on the team to offer free locks and we're 1 point short of that, but he (I) tended to get us killed in his (my) mad quest for lock range. ;) I needed to learn to be more reserved and patient back then, but that was in the earliest days of the fleet. I tend to give Wullff either Hull Upgrade, Electronic Baffle, or Targeting Computer when I have the points; they're very useful to him. But shedding that opens us up to a lot more ships!

With 39 points a 4th ship could be something bulky like a Y-Wing or another Auzituck (though 'tucks are pretty weak for their points IMO), Sense Ezra TIE, T-65 X-Wing, coordinating Sheathipede (AP-5), Jake Ferrell, Procket A-Wing, Kyle Katarn, Attack Shuttle, naked K-Wing, Z-95 with missile, Airen Cracken... I'm thinking something basic and proven like a T-65, or something support-oriented like Jake, Ezra, AP-5, or Airen.

One more point of negotiation: Wedge is a fantastic pilot who often makes this team work, but if it bought us enough, we could remove him to free up yet more points for a more solid 4- or 5-ship list. It's just really hard to compete with his value.

Thoughts?

23 minutes ago, Wazat said:

I used to have Dutch on the team to offer free locks and we're 1 point short of that, but he (I) tended to get us killed in his (my) mad quest for lock range. ;) I needed to learn to be more reserved and patient back then, but that was in the earliest days of the fleet. I tend to give Wullff either Hull Upgrade, Electronic Baffle, or Targeting Computer when I have the points; they're very useful to him. But shedding that opens us up to a lot more ships!

With 39 points a 4th ship could be something bulky like a Y-Wing or another Auzituck (though 'tucks are pretty weak for their points IMO), Sense Ezra TIE, T-65 X-Wing, coordinating Sheathipede (AP-5), Jake Ferrell, Procket A-Wing, Kyle Katarn, Attack Shuttle, naked K-Wing, Z-95 with missile, Airen Cracken... I'm thinking something basic and proven like a T-65, or something support-oriented like Jake, Ezra, AP-5, or Airen.

One more point of negotiation: Wedge is a fantastic pilot who often makes this team work, but if it bought us enough, we could remove him to free up yet more points for a more solid 4- or 5-ship list. It's just really hard to compete with his value.

Thoughts?

I really like the idea of Targeting Computer on Wulff since it gives you something to do with those blanks that Saw won't fix. You can fit that and a naked Jake or Cracken for 39 points for action support, or go with Blount instead to play into the theme of extra attack dice and give Wulff intimidation-if you opt to block with Wulff, use Jan to have a 4 die Z-95 primary against -1 agility.

So next I may try something like this... or the Blount option. My Z-95s don't see enough action, especially the named ones, so it'd be interesting to see them put to work in interesting ways. ^_^

Airen may be a good plan since Wullff benefits from Reinforce + Lock, so he can get a red lock from Airen on occasion.

IMO... Feels like Auzitucks need something interesting to do with their reinforce, like a configuration or crew that lets them reinforce for free (treating it as red) at the start of engagement, or a special bonus in how their reinforce works. Without that they're just kinda meh, save for Wullff. That might be controversial still though, given the lingering disgust over how well first edition's wookies worked.

Wullffwarro (56)
Saw Gerrera (9)
Targeting Computer (3)
Ship total: 68 Half Points: 34 Threshold: 4

Jan Ors (41)
Ship total: 41 Half Points: 21 Threshold: 3

Wedge Antilles (55)
Servomotor S-Foils (0)
Ship total: 55 Half Points: 28 Threshold: 3

Airen Cracken (36)
Ship total: 36 Half Points: 18 Threshold: 2

Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58XW58WW249Y46XWWWWWY5XWWWW142Y54XWW&sn=WullffwarroWarCrimes 11&obs=

I prefer 4-ship Rebel lists to 3-ship rebel lists. Unless it's my insanely fun Gavin, Rogue Squadron Escort, Jake list.

@Wazat I like your 4-ship list you have going. Moldy Crow is cool but dropping 18 onto a HWK is a lot and chews up so many other fun options.

Have you ever toyed with Dutch to hand off a target lock to Wullff for the initial engagement? I'm just thinking that with Saw, putting another shield/hull on Wullff looks mighty tasty. It also has the added benefit of increasing his half points threshold and lets him worry about reinforcing.

Wullff with Saw and shield upgrade, naked Airen, naked Jan, and Dutch gives you 14 points to play with for the whole squad.

9 minutes ago, Skitch_ said:

Have you ever toyed with Dutch to hand off a target lock to Wullff for the initial engagement? I'm just thinking that with Saw, putting another shield/hull on Wullff looks mighty tasty. It also has the added benefit of increasing his half points threshold and lets him worry about reinforcing.

The original fleet was Dutch, Jan, and Wullff. It wasn't strong enough though; removing Dutch and adding Wedge helped the fleet a lot. Dutch doesn't fit into this variant unless I drop Wedge down to a cheaper pilot. Thane wouldn't be a bad plan... maybe even Porkins.

17 minutes ago, Skitch_ said:

Wullff with Saw and shield upgrade, naked Airen, naked Jan, and Dutch gives you 14 points to play with for the whole squad.

I'm not quite keen on Airen, Jan, and Dutch in the same team. That's too many 2-dice attacks (Wullff becomes the only heavy hitter), and Airen is pretty easy to remove from the table.

Losing Wedge really hurts, but perhaps something like this with Thane would have a good mix of firepower, health, and support.

Wullffwarro (56)
Saw Gerrera (9)
Hull Upgrade (3)
Ship total: 68 Half Points: 34 Threshold: 5

"Dutch" Vander (40)
Dorsal Turret (3)
Ship total: 43 Half Points: 22 Threshold: 4

Jan Ors (41)
Ship total: 41 Half Points: 21 Threshold: 3

Thane Kyrell (48)
Servomotor S-Foils (0)
Ship total: 48 Half Points: 24 Threshold: 3

Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58XW58WW164Y27XW137WWWWWY46XWWWWWY9XWWWW142&sn=WullffwarroWarCrimes 11&obs=

It'll take some playtesting and probably lots of brutal failures to figure out what works best.

On 4/21/2020 at 4:11 PM, Wazat said:

Wullffwarro (56)
Saw Gerrera (9)
Targeting Computer (3)
Ship total: 68 Half Points: 34 Threshold: 4

Jan Ors (41)
Ship total: 41 Half Points: 21 Threshold: 3

Wedge Antilles (55)
Servomotor S-Foils (0)
Ship total: 55 Half Points: 28 Threshold: 3

Airen Cracken (36)
Ship total: 36 Half Points: 18 Threshold: 2

Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58XW58WW249Y46XWWWWWY5XWWWW142Y54XWW&sn=WullffwarroWarCrimes 11&obs=

I flew this list (Wullffwarro War Crimes 11) yesterday against a rebel beef list: Ten Nunb, Braylen, A-Wing, Dutch

Braylen Stramm (52)
Fire-Control System (2)
Ion Cannon (6)
Stabilized S-Foils (2)
Ship total: 62 Half Points: 31 Threshold: 4

Ten Numb (48)
Fire-Control System (2)
Ion Cannon (6)
Stabilized S-Foils (2)
Ship total: 58 Half Points: 29 Threshold: 4

Phoenix Squadron Pilot (29)
Ship total: 29 Half Points: 15 Threshold: 2

"Dutch" Vander (40)
Ion Cannon Turret (5)
R3 Astromech (3)
Ship total: 48 Half Points: 24 Threshold: 4

Total: 197

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z73XW113W11WWWW313Y74XW113W11WWWW313Y53XWY27XW138WW4WWW&sn=Unnamed Squadron&obs=

IMO my list is fun with the interplay between Airen granting actions (albeit red) and Wullff benefitting from both defense and dice mods. I did take more damage than I wanted though in a few exchanges, and ended up losing the match by 6 points. It was a fun game, and I think I'd do better with this list after some practice. It's much harder to help the team with Jan's shrunken arc coverage, but I mostly managed. I do feel Airen and Jan are contributing little in the way of damage (rarely getting anything past defense), both being 2-dice ships focused on support. That's unfortunate, but what they offer is still valuable. It just puts the onus on Wedge and Wullff to survive and contribute. Wullff and Wedge (at range 3) had some rounds where they took terrifying damage due to amazing attack rolls vs blankouts, which is unfortunate but it happens when you place them in danger to get a PS kill.

My next plan is Wullffwarro War Crimes 12 , which switches Wedge and Airen for Thane and Dutch. The Hull Upgrade on Wullff should be very nice, and action-free, stress free locks will benefit Wullff too (if Dutch is helping properly instead of spending his time stressed or dead). I went back & forth on whether to do Seismics or Dorsal Turret on Dutch, and went with Seismics for some area control as we pass each other. There may be better ways to spend the 6 elective points in this list (hull upgrade + seismics), so I'm open to suggestions.

Wullffwarro (56)
Saw Gerrera (9)
Hull Upgrade (3)
Ship total: 68 Half Points: 34 Threshold: 5

"Dutch" Vander (40)
Seismic Charges (3)
Ship total: 43 Half Points: 22 Threshold: 4

Jan Ors (41)
Ship total: 41 Half Points: 21 Threshold: 3

Thane Kyrell (48)
Servomotor S-Foils (0)
Ship total: 48 Half Points: 24 Threshold: 3

Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z58XW58WW164Y27XWWWWW71WY46XWWWWWY9XWWWW142&sn=WullffwarroWarCrimes 12&obs=

Edited by Wazat
spelling!