

With a vanilla YT-1300 transport, they’d be able to soak up lots of damage and keep Squadrons alive so that the fleet could benefit from Sato. Biggs and Jan were at the core of the design.

Here, he had a core of brace-token-heavy Luke, Wedge, Jan Ors and Biggs Darklighter. To make use of Commander Sato, he was going to need a decent Squadron presence.

SpacePotato and his Rebels were trying some new stuff too. Squadron selection was based upon having a powerful alpha strike with Interceptors, Howlrunner and Flight Controllers, and a couple of multi-role rogues to give some flexibility and allow for a reduced carrier capacity. In order for Jonus to be free to move around and assist Warlord, I needed a reasonable anti-fighter presence, and so I took another VSD with flight Controllers and boosted comms to act as a carrier and host my admiral. All these cards synergise around red accuracy results: getting new “free” ones, making use of blank red dice, and converting accuracies into double hits. I wanted to try out the Warlord title for a Victory Star Destroyer, and so also included the expensive Quad Turbolaser Cannons (10 points) and Captain Jonus. I’ve been using Jerjerrod and Victory Star Destroyers for some time now, so I’m quite looking forward to exploring something different but for now, one last blast with the super manoeuvrable VSDs. Our last battle before we introduce wave 6 in to the mix.
