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Clutterbuck

[2.0] Kyle Jake Sabine Blount Ezra (alt. Zeb)

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The List

Kyle Katarn (HWK 290) - Moldy Crow (50)

Jake Farrell (A-Wing) (40)

Ezra Bridger (Attack Shuttle) (41)

Sabine Wren (Attack Shuttle) (38)

Lieutenant Blount (Z-95) (30)

That leaves one point to put one talent on one ship - right now, I'm leaning toward Trick Shot on Lt. Blount.  The alternate arrangement of the list drops Ezra for Zeb in the shuttle, then adds Juke to Sabine and Homing Missiles to Jake.

 

The goals of this list are to get as many attack dice as possible and to maximize action efficiency.  The list features three 3 dice primaries, a sometimes 3 dice sometimes 2 dice primary, and one always 2 dice support ship.  Let's walk through the tricks...

Sabine gets a free reposition before activation.  If you go with Barrel Roll, you can link into a red Evade.  Follow that up with the dialed in blue maneuver, and then you are free to focus at that point.  In the alternate arrangement that drops Ezra for Zeb, Juke makes your guns a little more potent.

Jake gets to do all sorts of craziness.  You take your move, and then barrel roll.  This gets you a free focus action, to take with Jake or with another ship at range 0-1.  Then, after that focus, you boost, and get to give out another focus action to a friendly ship at range 0-1.  

Kyle stores up focus tokens on the approach, so that he can hand some out to his friends when he gets in the scrum.  He is best placed on the outside of your ships with his turret facing the side, giving him a 180 sweep that he can share the focus tokens.  Kyle can also jam as necessary, or can boost himself if that would be to his advantage.  Lots of flexibility here.  

Lieutenant Blount has the cheapest potentially 3 dice attack I could find in rebels.  He follows a wingmate in so that when his wingmate gets in close, he gets an extra red.  

The last ship in this squad was going to be an Attack Shuttle, because they provide the cheapest natural 3 dice attacks.  I started with Zeb, but then realized I sort of hate upgrades in 2.0.  By dropping some upgrades, I was able to move from Zeb to Ezra, which gives one more point of initiative, and a force point.  Seemed like a fair trade, even if neither pilot ability was going to see too much use.  

I imagine figuring out the flight patterns for this squad is going to be a chore, but I am excited about the possibilities, even if there aren't a dozen upgrades.  

 

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Haven't gotten table time to figure this out, but I have some worries about rarely getting Blount to trigger.  I think if it proves a problem, it might be worth dropping Blount to Zeb in the Tie Fighter, and then throwing the Juke back on Sabine.  We'll get her looking "ace-y" yet...

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