The original squad was:
1 Luke's Landspeeder 1 Han Solo, Rebel Hero 1 Lobot 1 Princess Leia 1 C-3PO and R2-D2 1 Ugnaught Demolitionist
Reinforcements were usually a Nikto Soldier (for Sniping ugos) and 5 Ugos - sometimes two bodyguards if up against Han Cannon or Boba BH.
The original's core was: Landspeeder + Leia + Han RH. 102 points. Landspeeder can deliver 130 damage with two advantageous twin attacks in a single early-round phase, plus Leia's weak 20 damage shot, and Han contributes a 30 damage mobile accurate cunning shot (probably in the second phase).
Your new core is the Landspeeder + 3 Bothans. 98 points, and the Landspeeder can deliver 160 damage with four twin attacks spread across two phases, or all at once at the end of the round if you outactivate. The Bothans add 3 weak shots for 10 or 3 heals for 10.
On paper, the damage looks about equal, even factoring in the varying hit probabilities. The big difference is trading an early-round pounding for a late-round pounding. I think my original core has more staying power due to Han's mobility, defense and HP compared to the two Bothans who replaced him - even factoring in the healing from the Bothans. Another big difference is that Han has a nice Accurate Shot attack which can force key commanders to keep their head down, and Leia's attack can often take out the Ugnaught standing in front of the thing the Landspeeder really wants to shoot at - something the Bothans will struggle to do. I also think the original could take down Vong a little faster, especialy if Han can take down the Shaper in a few shots.
Now let's look at the support:
Old had 48 points of support: R2-PO for Override, Draw Fire and Disruptive, Lobot for Override and (mostly) customization / free activations, and an Ugo for filler. Almost no offense here, and only the possibility of a Muun for initiative control. (Muun wasn't out last year).
New has 52 points of support: Leia for two rounds of Force Sense and some minor offense, Dodonna for tempo control, MCTS for activations, a few weak shots, or combining fire, and finally 3 Ugos for activations and door control.
Main things I notice here are lack of Disruptive (instead you bring Force Sense) and lack of Override (you rely on 3 Ugos). No customization, but not everyone sees value in that - and in practice I rarely used it.
Lobo has good points as always. I'm not a big fan of Force Sense (not helpful against a well-played Imperial SS squad) - but I really liked having Disruptive for blocking the Thrawn swaps and shutting down the IthCom swarms, and it worked against SS too. Also, my play style doesn't do well with tempo control - I have trouble with placement and I often put my early-activation scrubs in the squares where I later want to park the Landspeeder! If you've got a lot of experience with San Hill type squads, I'm sure you could do well with the revised squad - but I don't think it would work for me.
If I was going to update my squad with the minis available today, I think I would tinker with my support to increase the secondary offense and introduce some much-needed initiative control, while preserving some Override and Disruptive: possibly an Elite Rebel Commando, Rebel on TaunTaun, Juno Eclipse, 2 Mon Cal Techs and an Ugnaught. Need to playtest to see if ERC override + 1 Ugnaught is enough door control. I would also consider dropping Leia in favor of a Noble and another Ugnaught, but I'd need to playtest that too.
With all the tempo control out there, I wonder if activations have become an "all-or-nothing" deal - you either bring lots of activations and tempo control, or you optimize your squad and don't even worry about activations? Not sure there's much difference between 7 and 11 activations when your opponent has 14 activations and tempo control...
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