Rogue Squadron: Solo Surprise

FFG recently gave a preview article for the new Heroes of the Resistance expansion pack for X-Wing. Several cards were revealed in this article, many of them very interesting and adding lots of potential new tricks into the game. But today I want to talk about the most unique of the new cards; the new Han Solo crew card.

swx57-han-solo

This is a one time per game ability which could be a complete waste. In some ways, it’s very gimmicky and very easy to use poorly. But, it also has a lot of potential power behind it as it completely violates the games basic rules. This can lead to a lot of disruption.

First, as the FFG articles points out, there is the basic disruption to your opponent during set up. Now he has to account for where Han Solo might appear. If he ignores this potential, Han Solo might appear in a very bad position. But if he focuses to much on Han Solo, and spreads his ships out to deny Solo places to deploy, he is vulnerable to being picked off one at a time.

Second, is that it gives the Han Solo player tremendous freedom to pick his target. Facing Dengaroo? Instead of your opponent being able to keep Manaroo safe for several turns, building up Gonk shields, he’s going to get shot at turn one. Dengar can be set up to help so that Solo is, em, well solo, against two ships. But with the right build he doesn’t care much. Plus, since Solo will be focusing on Manaroo, Dengar won’t get to use his ability making him less of a threat.

Whatever ship your opponent would normally want to preserve now becomes vulnerable. That makes Han Solo the ultimate hunter. Anything with Gonk or Mold Crow loses it’s chance to build up. Anything with Long Range Scanners are SOL in terms of ever getting a TL on the Falcon.

Third, this ability creates a lot of uses for board control abilities. Thanks to Sabine crew, Han Solo can appear anywhere on the board with a bomb on board. Thanks to smuggling compartment he can bring a Rigged Cargo Chute and add some debris to the best spot. This will allow you to shut down your opponents chosen avenue of attack. If she’s all lined up to go through a gap in the asteroid field that suddenly has a cluster mine or new debris field in the way you’ve started off throwing them off their game.

Bombs really open the doors to what Solo might do. Deploying yourself at range three to a TIE swarm with Sabine, a Proton bomb and Bombardier on board. The swarm is forced to take a hard 1 maneuver or they are going to eat a crit. They can also take a hard 2 but will be forced to split the formation.  And if they deployed on the board edge, they can’t do that. Should any of the TIE’s get double damage, Sabine adds another then it’s a dead TIE on the first round.

With the addition of Burnout SLAM upgrade, Han Solo has the chance to deploy in a position to obstruct the board with a bomb and then SLAM back across to safety. A four speed followed by a four k-turn gets him well out of danger and back into formation with his squadron.

All of these board denial options are the far more situational builds. If you face an opponent with speed 1 small ships then you’re not getting your bomb off, just making them slow roll. Then you’ve spent 8 points (Sabine + Proton +Bombardier plus Han Solo’s ability) for little gain and made Han Solo a pretty vulnerable ship. If you face someone who doesn’t care much about stress, dropping a debris field with a cargo chute won’t change their attack plan. Fortunately, that option at least only costs 1 point.

Overall, planning to use Han Solo more as a hunter than board control will be the more effective. The builds will be focused on longer term use and you’ll get more mileage out of each upgrade no matter what you are opposing. Lonewolf plus the new Finn card could work quite well on the Solo Hunter. The biggest potential loss will be getting no benefit from your deployment if your opponent can account for it without compromising themselves.

However, the board denial build options are certainly the more entertaining to imagine. Bombing Howlrunner off the board in turn one? Priceless.

What other ways to you see to make use of this new mechanic? Let me know in the comments.

 

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Wayne Basta

Editor-in-Chief at d20 Radio
Wayne is the managing editor of d20 Radio's Gaming Blog. He also writes Sci-fi, . If you enjoy his work, you can support him on Patreon.

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