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I'm working on some final tweaks for my list this weekend and was hoping for some advice. My current squad plan is as follows:
1) Biggs Darklighter (25)
-R2-F2 (3)
2) Wedge Antillies (29)
-Proton Torpedoes (4)
-R2-D2 (4)
3) "Dutch" Vander (23)
-Proton Torpedoes (4)
-Ion Cannon Turret (5)
-R5-K6 (2)
However, I really like Expert Handling on Wedge with R2-D2. Not as useful early game, but helps him survive once Biggs is gone. The problem is, to add it I'd either have to cut Dutch's torpedoes or R5-K6, both of which seem like potentially more useful upgrades. What are you guys' thoughts?
EDIT: I should add that I only bought 1 core set and each expansion x1 before I was told to stop buying myself things until after Christmas, so 3-ship rebel build is pretty much my only option unless somebody has a killer imperial build with Vader + 3 TIEs…
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dbmeboy said:
I'm working on some final tweaks for my list this weekend and was hoping for some advice. My current squad plan is as follows:
1) Biggs Darklighter (25)
-R2-F2 (3)
2) Wedge Antillies (29)
-Proton Torpedoes (4)
-R2-D2 (4)
3) "Dutch" Vander (23)
-Proton Torpedoes (4)
-Ion Cannon Turret (5)
-R5-K6 (2)
However, I really like Expert Handling on Wedge with R2-D2. Not as useful early game, but helps him survive once Biggs is gone. The problem is, to add it I'd either have to cut Dutch's torpedoes or R5-K6, both of which seem like potentially more useful upgrades. What are you guys' thoughts?
EDIT: I should add that I only bought 1 core set and each expansion x1 before I was told to stop buying myself things until after Christmas, so 3-ship rebel build is pretty much my only option unless somebody has a killer imperial build with Vader + 3 TIEs…
I'm wary of R2-D2 on anyone except Luke (who comes with built-in defensive bonuses). As you said, he doesn't help in the early game, and he also often hasn't helped me in the late game. I like the idea of Artoo, but in practice it usually doesn't take that many rounds of focused fire to kill an X-wing--so he has a limited number of opportunities to help.
So I wouldn't cut either the torpedoes or R5-K6. Instead I would cut R2-D2, and use those 4 points to buy Expert Handling and an R2 Astromech. It gives Wedge the maneuverability you want, and also puts you at 99 points, so you stand a better chance of getting initiative. Good luck!
Hmm… that's a good idea. I was thinking that the combo of R2-D2 and Expert Handling could keep Wedge alive in late game by barrel rolling and recovering a shield every turn, but R2 unit lets him move around much more and still barrel roll every turn… definitely a good option. (Also, I think that puts me at 98 points as my initial list was already 99)
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