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Deadwolf

Rebel Control

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This is the squad I've been using lately

 

Chewbacca (15)
Diala Passil (7)
Jyn Odan (5)
Rebel Saboteur (5)

Rebel Satobeur (5)

Gideon Argus (3)
Total: 40

 

I have only played this squad a couple times so far but I have found it very solid, with a strong combination of firepower, speed, and control (via stun).

 

I have however, been unsure on the best command cards, this is what Ive got at the moment.

Debts Repaid (Chewbacca - 3)
Take it Down (Gideon - 3)

One in a Million (Jyn - 2)
Sarlacc Sweep (Diala - 2)

Focus (1)
Reposition (1)
Maximum Firepower (3)
Fleet Footed
Element of Surprise
To the Limit
Planning
Recovery
Deadeye
Urgency
Take Cover

Thoughts?

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My suggestions for you command cards are to

 

-One in a Million

-Recovery

 

+Explosive Weaponry x2

 

I find it hard not to add Explosive Weaponry when running the Sabs. Im not sold on Recovery. I personally am not finding an action loss worth healing 2 damage.

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Is not explosive weaponry just blast 1 for 1 surge, why would you use it for the sabs when they already have it and can use it twice? The chance of the sabs getting 3 surges are not that good.

Where is take initiative? Game winning card if there ever was one.

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Explosive Weaponry doesn't require a surge. The attack gains Blast 1. It can guarantee Blast happens or you could possibly get Blast 2 out of 1 surge. Im also not so sure about Take Init in a list like this. In the Imp lists its not a big deal for an officer to take a turn off but in a list like this I think it really hurts to go down an activation to take the init. I agree its a game changing card but Im not finding it as much as an auto include as I first thought it was.

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My thoughts about Take Initiative were that I didn't have many activation cards that I could just throw away like an officer. That said, I can probably drop take cover for it.

 

And adding in explosive weaponry is a good suggestion I think. One in a million is kind of meh (except vs 2 defense dice characters).

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Explosive Weaponry doesn't require a surge. The attack gains Blast 1. It can guarantee Blast happens or you could possibly get Blast 2 out of 1 surge. Im also not so sure about Take Init in a list like this. In the Imp lists its not a big deal for an officer to take a turn off but in a list like this I think it really hurts to go down an activation to take the init. I agree its a game changing card but Im not finding it as much as an auto include as I first thought it was.

The [blast 1] will only happen IF the target figure/object suffers at least 1 Damage:

RRG page 7:

The Blast keyword appears on some cards. If the target of this figure’s attack suffers one or more Damage, each figure and object adjacent to the target space suffers Damage equal to the Blast value.

So not quite guaranteed but at least not Surge dependent ;-)

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