kempokid 868 Posted November 23, 2017 Any glaring issues? Jan Ors/Fenn Rau give Wedge an evade and TL each round. Combination of Juke, Lowhhrick, and Fenn Rau should limit damage done to Wedge to keep him firing. Flight Assist helps him line up shots. It's built around defense so much that I'm not sure how viable it is for taking out ships. Z-95 is there because the points allwed it to be. Wedge Antilles (29)Juke (2)Flight-Assist Astromech (1)Integrated Astromech (0) Lowhhrick (28)Selflessness (1)Jan Ors (2)Breach Specialist (1)Guidance Chips (0) Fenn Rau (Sheathipede) (20)Wired (1)Hera Syndulla (1)R4-D6 (1) Bandit Squadron Pilot (12) Total: 99 View in Yet Another Squad Builder Quote Share this post Link to post Share on other sites
Greebwahn 924 Posted November 23, 2017 I would agree with your comment that it doesn't seem very offensive. Certainly Wedge can hit well, but the others are more or less useless for that. Just a question: why did you put GC on Loh? I don't think R4-D6 would make enough of an impact on Fenn. Hera is counter-intuitive to his ability, as he wants to clear his stress every turn. Loh really needs at least some offense; otherwise, while he's good at soaking damage a few times, Wedge is the only reliable gun. While I don't think the ship combo is poor, I think the loadouts need development. If I were to keep your basic outline, I might go with something like this: Wedge Expertise Flight-Assist Astromech IA Lowhhrick PTL Kanan VT Rey Fenn Wired M9-G8 Weapons Engineer Low does a little less damage soaking, but a little more damage (banking focuses early, reinforcing/barrel rolling later), and can clear stress on whites. Fenn can use his ability to protect Wedge, and his locks (on Wedge and Low) provide mini-predator. Wedge gets his free reposition, auto focus for shooting, can focus for defense. Quote Share this post Link to post Share on other sites
kempokid 868 Posted November 23, 2017 Must have added GC by mistake sorting through modifications. For one point, I added Hera in case I’m stuck in a situation where I have to take a red move after using the ability. But now that I’m thinking about it, worh R4-D6, I’d be better off with Inspiring Recruit. I still like Juke on Wedge, and would keep Jan for Rey on Loh, but I like PTL/Kanan in addition to that. Thanks for the input. I’m going to rethink some things and see about adding Plasma’s to Wedge since he’ll have a free TL at times. Quote Share this post Link to post Share on other sites
jmswood 2,705 Posted November 23, 2017 54 minutes ago, jwilliamson12 said: Wedge Antilles (29)Juke (2)Flight-Assist Astromech (1)Integrated Astromech (0) If a build doesn’t function at all without a second ship, then you’re begging to lose. I like support builds, but your upgrade/pilot combinations need to function idnependent of eachother in the inevitbable moment your plan fails. 1 Greebwahn reacted to this Quote Share this post Link to post Share on other sites
kempokid 868 Posted November 23, 2017 (edited) 16 minutes ago, jmswood said: If a build doesn’t function at all without a second ship, then you’re begging to lose. I like support builds, but your upgrade/pilot combinations need to function idnependent of eachother in the inevitbable moment your plan fails. Fair point. So, with your advice, I suppose @Greebwahn 's modifications to the squad are about the best you can get from it (though would you go GC on Wedge to make the most of PT's, or keep IA for the damage mitigation?): Wedge Antilles (29)Expertise (4)Plasma Torpedoes (3)Flight-Assist Astromech (1)Integrated Astromech (0) Lowhhrick (28)Push the Limit (3)Kanan Jarrus (3)Rey (2) Fenn Rau (Sheathipede) (20)Wired (1)Weapons Engineer (3)M9-G8 (3) Total: 100 View in Yet Another Squad Builder Edited November 23, 2017 by jwilliamson12 Quote Share this post Link to post Share on other sites