Deadshane 720 Posted February 12 Lots of effective firepower. Its a little vanilla, but R2 seems to have decent synergy with the build and Solo. ++ Standard (Rebel Alliance) [799 Points] ++ + Commander + •Han Solo [130 Points]: Aggressive Tactics + Operative + •Chewbacca [117 Points]: Emergency Stims, Hunter, Tenacity •R2-D2† [50 Points]: •C-3PO† + Corps + Mark II Medium Blaster Trooper [48 Points]: HQ Uplink Rebel Troopers [62 Points]: Z-6 Trooper Rebel Troopers [62 Points]: Z-6 Trooper Rebel Veterans [90 Points]: CM-O/93 Trooper, Offensive Push†, Rebel Veteran + Support + AT-RT [80 Points]: AT-RT Rotary Blaster, Linked Targeting Array AT-RT [80 Points]: AT-RT Rotary Blaster, Linked Targeting Array AT-RT [80 Points]: AT-RT Rotary Blaster, Linked Targeting Array + Command Hand + Command Hand: Sorry About the Mess, •Blast Off!†, ••Reckless Diversion, ••Turning the Tide, •••Change of Plans, •••Notorious Scoundrels, ••••Standing Orders + Battle Cards + Condition Cards: Clear Conditions Deployment Cards Objective Cards ++ Total: [799 Points] ++ Created with BattleScribe Quote Share this post Link to post Share on other sites
M.Mustermann 70 Posted February 20 I like the concept, even if Han has a little bit of hard time at the moment. I would suggest a few things though: 1. You will have issues with Activation control. If you allready take a Mark 2, I'd run it with a relais, put an HQ uplink on the Veterans and play thm conservativly. The extra order and the relais helps quite a bit in a lot of Rebel concepts. I also would run a relais on R2 and use his 3-Pip instead of Notorios Scoundrels. 2. The list will struggle to get a lot of milage out of the Targeting Arrays and Aggressive Tactics. Without the Relais, most of the command cards you have chosen won't even give an order to the ATRTs. 3. The ATRTs will take a lot of damage in spite of Armor. I'd drop one of the Z6 to improve the other quality activations and to take 2 Repair droids on the Rebel Troopers. 4. I'd put offensive push on both chewie and Han to get some more milage out of teamwork. That way you'll get free aim tokens in 3 turns with both Han and Chewie if you include sorry about the Mess. 5. I would try to get in a 10th activation, because Han and Chewie need to pull off some back to back activations to compensate for their disadvantages over other commanders. 6. I tend not to use Emergency stims on Chewie after the point increase. The 2 wounds often do not make such a huge difference due to his defence dice. I also don't know if C3 will actually have good targets to buff. Han and Chewie are usually good on their own. Most of your other Trooper only have Courage 1 and won't like the suppression token. Quote Share this post Link to post Share on other sites
Cleto0 219 Posted February 21 6 hours ago, M.Mustermann said: I like the concept, even if Han has a little bit of hard time at the moment. I would suggest a few things though: 1. You will have issues with Activation control. If you allready take a Mark 2, I'd run it with a relais, put an HQ uplink on the Veterans and play thm conservativly. The extra order and the relais helps quite a bit in a lot of Rebel concepts. I also would run a relais on R2 and use his 3-Pip instead of Notorios Scoundrels. 2. The list will struggle to get a lot of milage out of the Targeting Arrays and Aggressive Tactics. Without the Relais, most of the command cards you have chosen won't even give an order to the ATRTs. 3. The ATRTs will take a lot of damage in spite of Armor. I'd drop one of the Z6 to improve the other quality activations and to take 2 Repair droids on the Rebel Troopers. 4. I'd put offensive push on both chewie and Han to get some more milage out of teamwork. That way you'll get free aim tokens in 3 turns with both Han and Chewie if you include sorry about the Mess. 5. I would try to get in a 10th activation, because Han and Chewie need to pull off some back to back activations to compensate for their disadvantages over other commanders. 6. I tend not to use Emergency stims on Chewie after the point increase. The 2 wounds often do not make such a huge difference due to his defence dice. I also don't know if C3 will actually have good targets to buff. Han and Chewie are usually good on their own. Most of your other Trooper only have Courage 1 and won't like the suppression token. 1. Correct, put the HQ uplink on the vets because they issue an order to the MKII for free. Better yet, upgrade the MKII to a Laser Turret. 2. I would remove LTA from the AT-RTs as well as Aggressive Tactics because it isn't worth it for rebels. 3. I would disregard, you have R2 4. Duck and cover for han. Like no question. Maybe hunter for chewie 5. I don't think you need to do this 6. drop E. Stims in a heartbeat. give han strict orders Quote Share this post Link to post Share on other sites
syrath 1,316 Posted February 22 On 2/20/2020 at 9:33 PM, M.Mustermann said: I like the concept, even if Han has a little bit of hard time at the moment. I would suggest a few things though: 1. You will have issues with Activation control. If you allready take a Mark 2, I'd run it with a relais, put an HQ uplink on the Veterans and play thm conservativly. The extra order and the relais helps quite a bit in a lot of Rebel concepts. I also would run a relais on R2 and use his 3-Pip instead of Notorios Scoundrels. 2. The list will struggle to get a lot of milage out of the Targeting Arrays and Aggressive Tactics. Without the Relais, most of the command cards you have chosen won't even give an order to the ATRTs. 3. The ATRTs will take a lot of damage in spite of Armor. I'd drop one of the Z6 to improve the other quality activations and to take 2 Repair droids on the Rebel Troopers. 4. I'd put offensive push on both chewie and Han to get some more milage out of teamwork. That way you'll get free aim tokens in 3 turns with both Han and Chewie if you include sorry about the Mess. 5. I would try to get in a 10th activation, because Han and Chewie need to pull off some back to back activations to compensate for their disadvantages over other commanders. 6. I tend not to use Emergency stims on Chewie after the point increase. The 2 wounds often do not make such a huge difference due to his defence dice. I also don't know if C3 will actually have good targets to buff. Han and Chewie are usually good on their own. Most of your other Trooper only have Courage 1 and won't like the suppression token. In case that you have had your head in the sand with regards to the earlier points here , mk2s can no longer get Comms relay Quote Share this post Link to post Share on other sites
M.Mustermann 70 Posted February 23 Well, at the time I wrote the post it was still possible... and technically it still works 5 more days. 😉 Quote Share this post Link to post Share on other sites
Deadshane 720 Posted February 25 After much deliberation...I find Solo to be the best commander for this type of build. I think Ive made it better though... ++ Standard (Rebel Alliance) [800 Points] ++ + Commander + •Han Solo [142 Points]: Aggressive Tactics, Electrobinoculars, Offensive Push + Operative + •R2-D2 [35 Points] + Corps + Rebel Troopers [74 Points]: R5 Astromech Droid, Smoke Grenades, SX-21 Trooper Rebel Troopers [74 Points]: R5 Astromech Droid, Smoke Grenades, SX-21 Trooper Rebel Troopers [66 Points]: DLT-20A Trooper + Support + AT-RT [80 Points]: AT-RT Rotary Blaster, Linked Targeting Array AT-RT [80 Points]: AT-RT Rotary Blaster, Linked Targeting Array AT-RT [80 Points]: AT-RT Rotary Blaster, Linked Targeting Array + Heavy + X-34 Landspeeder [169 Points]: A-300 Rifle Gunner, Linked Targeting Array, Mark II Medium Blaster, Outer Rim Speeder Jockey, RPS-6 Rocket Gunner + Command Hand + Command Hand: Sorry About the Mess, •Ambush, ••Push, ••Turning the Tide, •••Assault, •••Change of Plans, ••••Standing Orders + Battle Cards + Condition Cards: Clear Conditions, Hostile Environment, Minefield, Rapid Reinforcements Deployment Cards: Advanced Positions, Battle Lines, Major Offensive, The Long March Objective Cards: Breakthrough, Intercept the Transmissions, Key Positions, Sabotage the Moisture Vaporators ++ Total: [800 Points] ++ Created with BattleScribe Quote Share this post Link to post Share on other sites
Deadshane 720 Posted February 25 2nd turn on the onset is easiest...Two turns in fact. Disrupt opponent with CoP turn 1...3 vehicles with free aim. Turn 2...let your opponent have it with 4 vehicles free aim with Assault. Repair damage with smoked troopers behind walkers for cover. If things get close and dirty...Han and SX's. All order cards except SatM can order vehicles. You start with the high pip cards in case vehicles get destroyed. Keep using relays! Quote Share this post Link to post Share on other sites