Saw a post supporting Kyle, and while I have built stuff with him before, the re-imagined vision for focusing coupled with running a rebel operative yesterday that survived to the last round of a 200 vs 200 point game (and nearly killed the surviving academy pilot for the win) has me wanting to try a rebel aces squad with a Hwk replacing one of the original ships...
Kyle Katarn (21) (34 total)
-Recon Specialist (3)
-Moldy Crow title (3)
-Push the Limit (3)
-Blaster Turret (4)
Wedge Antilles (29) (33 total)
-R2 Astromech (1)
-Push the Limit (3)
Horton Salm (25) (33 total)
-R2-D2 (4)
-Blaster Turret (4)
The idea is Kyle flies around being a focus battery for Horton, so Horton can always have a defensive focus. Wedge can end up with 2 focus and a TL, with the R2 unit to help him drop stress. The first few turns, Kyle goes 1 straight and stocks up 4 focus per turn, which can give him around 12 6 by the time we engage. Both Kyle and Horton throw 3 dice in every direction (except against Dark Curse or Kir Kanos, who Wedge can just go after first to ensure victory)
Alternatively, the list could flow like this:
Kyle Katarn (21) (34 total)
-Recon Specialist (3)
-Moldy Crow title (3)
-Push the Limit (3)
-Blaster Turret (4)
Wedge Antilles (29) (35 total)
-R2 Astromech (1)
-Expert Handling (2)
-Stealth Device/Hull Upgrade (3)
Dutch Vander (23) (31 total)
-R2-D2 (4)
-Blaster Turret (4)
Now Wedge is a little more survivable, Dutch can throw a TL to him and Kyle can give him a focus after the barrel roll, so he can end up doing 3 actions per turn, or the actions can get thrown around in whatever manner required.
Edited by Eruletho