LoboStele wrote:
Yeah, Garm probably would cause you to lose too much, especially since most of your squad is Uniques, so you wouldn't be able to bring any those back in through Reinforcements. And I forgot about Bigg's Careful/Deadeye as well.
Losing 1 activation to gain UH Wedge wouldn't be too bad, since you've got a decent number of activations anyways. Seems to me that Wicket should be pretty helpful to your squad especially since some of them are lower attack values, and do best when standing still, which means you won't be advancing much in order to ignore cover. Juno could be good if you face disruptive problems, but she's always a tough call. I used her this past week and it was great, as she tends to get ignored a lot because of her low Attack bonus, and she ended up getting in some nice hits. R2 would probably be the one that I'd be most likely to drop if this is going to be used in a DCI situation. At 200 points, the 3 current maps just don't have enough doors to be worried about Override. Besides, if you make this change, you'd end up with 4 Ugos, which is more than enough to blow at least one door near the gambit zone on Throne Room (which is, IMO, the only 200 pt map where door control matters). Even if you're playing on 3rd party maps, or on Yavin Temple or Ruined Base, 4 Ugos should be enough to open up blow several doors before your opponent picks them off.
Well, that change would leave me with 2 Ugnaughts, not 4. Also, R2-D2 can Repair the other two droids, so he's not just there for Override. But yeah, he's probably the weakest 8 point piece in 200pts, I guess.
So then the squad looks like this:
33 Han Solo of Hoth
31 Chewbacca with C-3PO
26 Biggs Darklighter
22 Wedge Antilles
21 Admiral Ackbar
20 K-3PO
17 2-1B
8 Juno Eclipse
8 Wicket
4 Mon Calamari Tech Specialist
4 Mon Calamari Tech Specialist
3 Ugnaught Demolitionist
3 Ugnaught Demolitionist
(200pts. 13 activations)