klyver 44 Posted December 2, 2013 Looking to see if anyone has tried this and what success you might have had. Thanks for the input. Han Solo: Gunner Marksmanship Roark Garnet: Ion Cannon Nien Nunb Rookie Xwing pilot Goal is to keep Roark and the rookie together and have the falcon flank if possible. Quote Share this post Link to post Share on other sites
VanorDM 11,599 Posted December 2, 2013 It could work. Roark with a Ion actually adds something to the list that a standard X-Wing doesn't. But I don't know if he's worth the points to let the Rookie shoot first. You're effectively trading the firepower of the X for a Ion and the ability of the Rookie to shoot first. I think it could work, but I don't know that it's going to work any better then a standard Han Shot First list... That said if it works as well then it's a pretty good list. 1 DraconPyrothayan reacted to this Quote Share this post Link to post Share on other sites
klyver 44 Posted December 2, 2013 trying to get the xwing to damage or destroy a target and hopefully use the ion to let the xwing set up for a run the next round. Meanwhile han rides the rail and shoots outside of enemy arcs if possible. Quote Share this post Link to post Share on other sites
CrookedWookie 1,258 Posted December 2, 2013 (edited) Agreed, I think the Ion turret is an interesting twist on the list, but you might be better off doing like a Y-Wing with ion turret, or a Rebel Operative, because I'm not sure that Roark is worth the points just to have a Rookie X-Wing taking a ps12 shot. Also, while Han + Gunner certainly does have its place, Han + Gunner + Marksmanship is just kind of a recipe for ensuring that you never get a chance to use Gunner because Han will almost always land at least a hit. You might be better off taking something like Expert Handling or PTL to help him arc dodge, because he tends to be plenty shooty on his own, then you're adding Gunner, so MM may be a touch of overkill. Or, if you're going to take MM, the Gunner points may be better spent elsewhere. Edited December 2, 2013 by CrookedWookie Quote Share this post Link to post Share on other sites
SableGryphon 2,844 Posted December 2, 2013 (edited) My vote is Expert Handling. Since Han almost always moves last or close to it, being able to barrel roll out of arc at the last minute, as well as shaking target locks just before the enemy can fire, seriously increases your survivability and mobility. Edited December 2, 2013 by SableGryphon 2 DraconPyrothayan and CrookedWookie reacted to this Quote Share this post Link to post Share on other sites
klyver 44 Posted December 2, 2013 I hear what you are saying about gunner, however, my decision to put it there is to cause dodgy ships (example: a TI with a stealth device and an evade token blah!) to have to spend that evade token the first attack, and hopefully one shot the thing or score a nice crit hit the next shot. Quote Share this post Link to post Share on other sites
Hrathen 1,463 Posted December 2, 2013 Han's ability works on both his shot and the gunners, lose marksmanship. Put on the Milenium Falcon Title and take the evade action everytime. Evade action fixes the YT-1300's only weakness, and Han's ability works pretty dang well on the attack, even better with a gunner. If Han+Gunner isn't enough take Han+Luke, that is pretty much undodgeable, and it doesn't cost you your action. Luke+Falcon Title is the same as Marksmanship+Gunner Quote Share this post Link to post Share on other sites
VanorDM 11,599 Posted December 2, 2013 Han + Gunner + Marksmanship is just kind of a recipe for ensuring that you never get a chance to use Gunner because Han will almost always land at least a hit. Did something change? Because Han + Gunner + Marksmanship is the core of the HSF list isn't it? Marksmanship doesn't make gunner any less useful then a standard focus action. So by that logic you'd never really want gunner with Han. I'm not saying that's a bad idea. Just saying that Marksmanship is nothing more then a better version of Focus... IMO the advantage of Han + Gunner + Marksmanship is you are going to hit almost every time, and when you do, you'll likely cause a fair amount of damage. Quote Share this post Link to post Share on other sites
DraconPyrothayan 6,107 Posted December 2, 2013 I hear what you are saying about gunner, however, my decision to put it there is to cause dodgy ships (example: a TI with a stealth device and an evade token blah!) to have to spend that evade token the first attack, and hopefully one shot the thing or score a nice crit hit the next shot. if I'm going up against a Gunner, I'll save that evade for when it wouldn't cause a re-fire. Quote Share this post Link to post Share on other sites
klyver 44 Posted December 2, 2013 I hear what you are saying about gunner, however, my decision to put it there is to cause dodgy ships (example: a TI with a stealth device and an evade token blah!) to have to spend that evade token the first attack, and hopefully one shot the thing or score a nice crit hit the next shot. if I'm going up against a Gunner, I'll save that evade for when it wouldn't cause a re-fire. Would you really risk that though if you are a IMP ship with no shields and the one hit youll take is a crit? Quote Share this post Link to post Share on other sites
DraconPyrothayan 6,107 Posted December 2, 2013 I hear what you are saying about gunner, however, my decision to put it there is to cause dodgy ships (example: a TI with a stealth device and an evade token blah!) to have to spend that evade token the first attack, and hopefully one shot the thing or score a nice crit hit the next shot. if I'm going up against a Gunner, I'll save that evade for when it wouldn't cause a re-fire. Would you really risk that though if you are a IMP ship with no shields and the one hit youll take is a crit? Against a crit? No. Against a regular hit? Every time. HSF wants to kill you in 1 shot, so they get really bummed if they only get 1 damage out of their ship. Quote Share this post Link to post Share on other sites
StevenO 2,996 Posted December 2, 2013 Part of the reason Han + Gunner + Marksmanship is used is to make sure it can land that one hit. Although it may not be as popular now shooting at certain TIE Interceptors at long range when they are equipped with a Stealth Device and hiding behind asteroids and holding a focus (or two) and evade can be challenging. A thing to remember there is that you NEED to get that first hit in as knocking off the Stealth Device makes any later shots that much easier. An alternative to Marksmanship is fill the "extra" crew seat with a Recon Specialist so you could get two focus tokens to use. This lets you use one for both the first and gunner attacks if needed and if not lets you save one for defense. 1 DraconPyrothayan reacted to this Quote Share this post Link to post Share on other sites
klyver 44 Posted December 2, 2013 last tourny i played in i had han: marksmanship luke gunner (dumb i know just wasnt thinking at the time about it) anti pursuit lasers two rookies This was a very small tourny and my wife gave me a run for my money!!! She almost had me for a bit with 3 academies, TI Alpha and Krass with HLC and merc copilot I also played a fun game about 2 weeks ago where I used han marksmanship gunner roark with ion rebel operative with ion I didnt lose a ship and i went up against two awings, an xwing and kyle with blast turret. I got lucky with the crit card on kyle and it knocked out his secondary weapon. I also kept ion hitting the xwing. Game was still challenging cus I had to use my maneuver and turrets to gain the advantage. Quote Share this post Link to post Share on other sites