Howlrunner with PTL 21 Pts
Saber Squadron with PTL 24 Pts
Saber Squadron with PTL 24 Pts
Black Squadron PIlot with Draw Their Fire 15 Pts
Black Squadron Pilot with Draw Their Fire 15 Pts
Total: 99
This squad got me to the final table where I my dice crapped out and my opponent rolled beautifully.
I was happy with how the squad ran, multiple dangerous targets, and two important support pieces.
Looking forward at wave 3, I don't feel it will be as competitive. With great abilities, ships, and upgrades coming available I'm looking at what i can change.
Here is one squad that I thought would be a decent subsitute.
Howlrunner with PTL
Saber Squadron with PTL
Saber Squadron with PTL
Captain Yorr with Fire Control Systems, Darth Vader, and Anti-Pursuit Lasers
Being able to hand off my stress from PTL would really help this squad and had hurt me a few times during the North American Tournament. Same goes for doing K-Turns.
I can't use any crew/upgrade that requires an action simple because Yorr is going to be my stress loader, it would be a waist of points to put action based upgrades on him.
Fire Control systems gives Yorr that TL for free while Anti-Pursuit lasers work well for clustering.
One card I want to talk about is Vader. I have not seen a lot of talk about him and I really think he is not getting the attention he deserves. Vader doesn't have to hit for his ability to take effect, you simply have to take an attack against your target. Sure the tradeoff is two personal damage, but what if your target is howlrunner with a damage already on her? Or biggs/wedge/luke/han with no shields? I really think Vader puts in a scare tactic and a big target on the lambda's head, meanwhile my interceptors and howl run rampant tearing things apart.
Since Yorr and my sabers shoot before BH's, rookies, golds, and academies, I find myself in a good position to take the two damage for a crit before they get a chance to deal damage to me.