Best use of Han at 49 points ?

By polmoneys, in X-Wing

by best I mean useful against both imperial swarms and mirror Han squads...

I'll try with Recon Specialist as for three points Han gets better on both directions (offense/deffense) but I'm curious: what would you do with those 3 points?

two x-wings will complete the squad...nothing new under the sun...

Han gets better on both directions (offense/deffense)

I'm not sure how good having a focus for defense is when you only have 1 defense die to begin with. You're going to get a 25% increase in your chance to evade 1 hit, from 37.5% to 62.5%.

I could see how that could have some value. But I wonder if the increase in defense is really worth the loss of offensive power in Marksmanship.

I was thinking extra focus for deffense is nice if I manage to get at range 3 most of the times

I see Marmanship is your option, not very fond of it as faceup damage cards most of the times aren't that bad

I was thinking extra focus for deffense is nice if I manage to get at range 3 most of the times

Then you're traiding your extra defense die, for another one for your target. That means less damage over time. It might work, but you might find that you are killing the other ships too slowly for that extra die to really make up the difference.

not very fond of it as faceup damage cards most of the times aren't that bad

Face up cards are always better then face down ones. No matter one you draw, it is at the very least as good as normal damage.

The other thing about Marksmanship is that it carries over to every attack in a round, which means it effects Gunner/Luke as well, if you use it.

IF you can make it to 50 pts, I would go PtL with Nien Numb, with the greens you get and a TL and Focus per round, Han gets nastier still. If you are still at 49, I would still risk PtL.

If you are really pushing the boat out, go to 51 and add the Falcon title with the above for a better defense when needed.

Han in Falcon with Nien and PTL is probably the nastiest you can get him for really cheap.

I like that combo on Lando instead, since you also grant free actions to allies with all those green maneuvers, but addmittantly you drop some offense for it

The single best upgrade for the points (especially for Han) is the Millennium Falcon Title. For a single point you gain the evade action. That is more than 2 extra agility dice worth of effect. Sure it takes your action, but Han has what I like to call the poor man's target lock for free every round.

A focus on defense really isn't that helpful when you only roll 1 agility dice.

Marksmanship is pretty much the most over priced thing you can get.

For 3 points, I might do Elusiveness + Millennium Falcon Title. As Hrathen said, Han's ability is like a miniature target lock, basically an offensive action in itself. You can mitigate his defensive weakness with these two upgrades.

If you are willing to invest 4 points, I really like Engine Upgrade on the YT because I can boost out of enemy firing arcs. This is especially useful on Han because he typically moves last in the Activation Phase, giving you the benefit of knowing where all enemy firing arcs will be during the Combat Phase.

Recon Specialist will be a waste on Han.

EDIT; Another good use of 4 points is the Chewbacca crew member upgrade. Use him when you suffer a crit, discard the crit and regain a shield.

Edited by a4rino

Personally, for 49 points, I'd go with Nien Nunb and Expert Handling.

"Whaaa?!" you may be asking/exclaiming?

Here's the thing: You won't be using Expert Handling to ditch target locks. You'll be using it for the MONSTROUS barrel-rolls that it gives to large-base ships. Considering Han has a free (almost) Target Lock as an ability anyway, the loss of action is worth giving him that kind of mobility boost.

"How big of a barrel roll?" you may now be asking: Well, I'll tell you. You could barrel roll from barely-can't-shoot-at-them to RANGE 1, if they're towards one of your corners (and if it wouldn't cause any collisions. Can't barrel roll into a collision).

Nien Numb will help to clear the stress, and Bob's your uncle.



HOLD IT! Here are a list of all of the upgrades you could theoretically give to Han to make him a 49 point ship, collated by price, so you can decide for yourself.

Millennium Falcon Title (1): Gain the Evade action. Defensively, Focus is only better than Evade at 4 dice or better. (*****)
Adrenaline Rush (1): Discard to turn 1 revealed red maneuver white until end of turn. Be crazy-awesome. (*****)
Deadeye (1): Useless, unless paired with an upgrade class that's out of your budget, and still pretty useless with them. ()
Determination (1): Resolve "Pilot" crits immediately. There are 4 of them, and they make up 8/33s of the damage deck, and there's only a 1/8 chance for a rolled attack die to land on a crit, and that's after plowing through your shields. Oh, and 1 of those (2/8 of the crits its useful for) resolves itself after 1 attack. (*)
Draw Their Fire (1): Take a Crit that was destined for a friendly ship at R1. Han can soak a lot of damage, but if you're using this, you want Chewbacca in the pilot seat instead. (***)
Veteran's Instinct (1): Become a level 11 pilot. Move last, shoot first, unless up against another level 11 with Initiative or Roark Garnett. As opposed to Moving last, Shooting first, unless up against a level 9 pilot with Initative, a level 10 or 11 pilot (8 or 9 with VI), or Roark Garnett. (****).
Nien Nunb (1): Turn your 3 and 4 forward maneuvers Green. This gives you a total of 5 maneuvers that clear stress (counting Left and Right as the same maneuver), giving you many more options, and allowing a more stressful gameplay. (*****)
Intelligence Agent (1): Look at a movement dial of an enemy ship. Use a mobility action or Navigator to force them to run into a different ship (unless they move after Han, by having Veteran's Instinct or a lack of initiative). (***)

Anti-Pursuit Lasers (2):. If they run into your ship, they're either a more skilled pilot (See: Intelligence Agent), or are just bad at planning. Any plan that depends on your opponent's incompetence is not a good plan. Very effective on low-level pilots, though. ().
Elusiveness (2): Take a stress to force your opponent's ship to re-roll 1 attack die. Even though that die has a 50% chance of coming back as a hit or better, this triggers before a Target Lock (or opposing Han) would, so they cannot re-roll the die you forced them to if it comes back as a miss. (**).
Expert Handling (2): Take a stress to do a huge barrel-roll that essentially lets you be anywhere you want. Oh, and you dislodge their target lock too. (*****)
Squad Leader (2): Lose your action for the turn to improve one of the peasants accompanying you, assuming they aren't stressed and haven't had a run-in with an enemy ship and/or asteroid. Have a target on your back for being high-damage and for being a utility ship. On the other hand, you have a free (almost) Target Lock anyway, and only 1 evasion die, so it's not like your actions matter much anyway. (***)
Swarm Tactics (2): Boost one of the peasants to shooting as a level 9, alongside you. Dead Ships Deal No Damage, as it says at the Pirates of the Carribean ride. Still comes with that big ol' target on your back, though you still get actions on your own. (****)
Mercenary Co-Pilot (2): Huzzah, you crit more often at the range where they get a bonus defense die! Pity their ships won't cooperate. Use your peasants to hold them down while you shoot them, for best effectiveness. (*)
Saboteur (2): Use your action for a 50/50 shot at turning damage already done to an enemy ship at Range 1 into a recursive crit, assuming they have hull-damage. Actually fairly devastating, particularly when you find the one damage card that can be flipped over and over and over and over. (****).

Stealth Device (3): Big whoop, you now have 2 evasion dice, until you get hit. This makes good evasion amazing, but does nothing for Han, without more points. ()
Daredevil (3). As an action, do a red 1 turn. Roll 2 damage of dice against yourself. Wish you had taken the extra point for an Engine Upgrade instead. (*)
Marksmanship (3). Your offensive-only focus action has just been replaced with a slightly better version! (**)
Push the Limit (3). Become stressed to do both of your actions in a turn, then wonder at the utility of a Target Lock when you're Han Solo. Realize you can re-roll the one that you didn't hit, instead of all 3, and be happy. (*****).
Navigator (3). Pick the type and direction of move you're going to do. Wait until you move (last) to choose how far. Always have a positioning advantage. (*****).
Recon Specialist (3). You mean I don't have to worry about my 1 defensive die losing it's 25% boost to evading one hit when I spend a focus token offensively? That's nice, I guess. (**)
Weapons Engineer (3). Spend as few turns as possible acquiring target locks, after realizing that the real deal is still pretty good even with Han faking it as well. "Set it and Forget it" is actually pretty nice, it turns out. (****)

And that's all she wrote about YT-1300 upgrades of 3 points or fewer.

Edited by DraconPyrothayan

Barrel rolling big ships is an absolute blast. Han does it best of all with Nien on board.

IF you can make it to 50 pts, I would go PtL with Nien Numb, with the greens you get and a TL and Focus per round, Han gets nastier still. If you are still at 49, I would still risk PtL.

How does TL make Han nastier? Am i mistaked in a die can only be re-rolled once, so you could only use TL or Han's ability, or perhaps I'm missing something...

IF you can make it to 50 pts, I would go PtL with Nien Numb, with the greens you get and a TL and Focus per round, Han gets nastier still. If you are still at 49, I would still risk PtL.

How does TL make Han nastier? Am i mistaked in a die can only be re-rolled once, so you could only use TL or Han's ability, or perhaps I'm missing something...

you aren't, the combo really shines with the MF title, as it gives him evade too. Then you Focus/Evade every turn, and are in business

I prefer to TL and focus at that points cost, it is better than Han's ability alone. Just play preference. The Falcon Title does make Focus and Evade very attractive and you can either take Nien or not. (I would)

Han's ability forces you to re-roll all of your attack dice, where Target Lock will let you re-roll specific dice, and therefore keep the hits/crits you rolled on the initial attack.

This makes Target Lock strictly better than Han's ability when you've only got one attack per turn, but it costs an action.
Push the Limit and Weapons Engineer both mitigate the "it costs an action" part.

thanks everyone for all the inputs !

I'm excited to try Expert Handling and barrel roll the Falcon, keep you posted on how it goes.

Barrel rolling big ships is an absolute blast. Han does it best of all with Nien on board.

Wow you guy's are geniuses. I just realized what and awesome combination Barrel Roll and 360 firing arc.

The trick with Han is to only be in range of one (or maybe two) TIEs a turn. Han has a pretty good chance of killing the other tie before it get's a chance to shoot.

If you get swarmed you die, but if you can avoid it you win.

just wondering why 49points for ? what are your x-wings getting?