Hobbie Klivian

David Yun David Yun: (contact-deleteme[at]-deleteme-direman [dot] com) 2017-06-07 03:15:51

Hobbie Klivian (v1.0 W10)


When you acquire or spend a target lock, you may remove 1 stress token from your ship.

Targeting Astromech: After you execute a red maneuver, you may acquire a target lock.

This droid turns Hobbie into a low-rent TIE Defender. K-turn, get stressed, acquire target lock, remove stress, perform action. Sweet.

The problem is that it's difficult to shape a decent squad around this 27 point building block. If anyone comes up with a configuration substantially superior to the following entry, please contact me. Meanwhile, here's a window into how I approach building "funsies" squads.

Another 26 points on Biggs is virtually mandatory (I don't mess around, even when messing around), leaving 47 points.

You could fill that in with a pricey ship like a loaded Corran, Miranda, Poe or a large base ship, but a 4 ship Rebel formation feels more appropriate. I want reasonable attack power and the ability to 4-K along with Hobbie, so the standard Rookie Pilot fits the bill.

That now leaves 25 points remaining. Sabine Wren (Attack Shuttle) satisfies those same conditions, at the same PS 5 as Hobbie and Biggs. There are a tantalizing array of Rebel crew upgrades, and I settled on Jyn Erso. Sabine's ability to reposition increases the odds of generating bonus foci. This support ability successfully tempts me into breaking my tenet against fattening up Biggs:

Building Around Hobbie is Hard - Rank F(unsies)

(27) Hobbie Klivian: Targeting Astromech, Integrated Astromech
(28) Biggs Darklighter: R2-F2, Integrated Astromech
(23) Sabine Wren: A Score to Settle, Jyn Erso
(22) Rookie Pilot: R2/R5 Astromech, Integrated Astromech

Biggs rolls in with 3 agility backed up by multiple Jyn foci. Sabine still mods her attacks with "A Score to Settle", but "A Debt to Pay" cannot touch her back through Biggs protection. Barrel rolling and boosting Sabine in and around her fellow PS 5 ships is immensely entertaining.

On a side note, the original astromechs are woefully outdated. I don't think R2-F2 would be too broken if its ability worked continuously, without the need for activation. If you're playing this squad in a pickup game (and that's the only time you should be playing this squad), try asking your opponent if you may play R2-F2 this way. If they object, respond, "Dude. I'm flying Hobbie."

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