Tiffany wrote:
I know everyone says to run Lobot with this team and I did for awhile, but to use his override he needs a bodyguard, which is another 10 points. Without the bodyguard that eleven def. and 20 hit points means anyone can kill the guy. I don't know. I like the versatility he brings but he's a 27 point bulls eye.
Coming from someone who ran San Hill to 3rd place at GenCon....Yes, Lobot is a bullseye. You know how many times he got killed all day long at GenCon though? Once, and that was to a stupid set-up error on my part, and my opponent nailed him with Boba Enforcer's Missles on Round 1, Turn 1.
He's only a bullseye if you put him out there to be a bullseye. For the most part, he is there in a San squad for purely the option of customization. Come up against a squad with lots of activations? You bring in lots of activations in order to keep your San granted advantage. Come up against somebody with few activations but heavy hitters? Bring in Lando DS for some extra damage. Come up against a squad with low activations but powerful shooters? Bring in an ASP or two for the psuedo-Mobile that Jango and Aurra need to keep from being shot to pieces.
I used Override VERY little at GenCon. It's most helpful in the first round or two for opening a door near your starting area so that one of your scrub pieces doesn't have to do it instead. Then you can use the scrubs for whatever else they need to be used for (gaining gambit, running interference, killing other scrubs, etc.).