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OpticFusion

Need a little help with my Rebel Squadron.

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I've been playing X-Wing for a few weeks and i've mostly played Imperials.

I want to try Rebels but I'm struggling a bit.

I was thinking of the following list:

Lando - draw their fire, assault missile, nien nunb, MF

Dagger Squadron - advance sensors

Rookie Pilot

Any comments or suggestions welcome.

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I would drop some of those cards off Lando. The missile and DTF specifically. I would suggest trying to have your two small ships be able to fly in formation. 

 

If you want to run a lando list, how about

1 • Lando Calrissian - Nien Nunb - Millennium Falcon (46)
2 • Dagger Squadron Pilot - Advanced Sensors (27)
3 • Dagger Squadron Pilot - Advanced Sensors (27)

 

Or if you really want to try a DTF list, maybe

1 • Chewbacca - Draw Their Fire - Millennium Falcon (44)
2 • Biggs Darklighter - R2-F2 (28)
3 • Luke Skywalker (28)

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It's always nice to have your ships near or at the same PS level.  

 

Chewbacca+DTF+Gunner

Red

Dagger+Advanced sensors

 

This leaves you with two points to add Astromechs and/or crew members.

 

Here is a completely different idea:

 

ORS+Saboteur+APL

Ten+Adv. Sensors+Marksmanship

Luke+R2+Marksmanship

 

The ORS is your blocker.  APL will get used a lot if your fly right, and Saboteur will come into play later in the game.  Luke is a tough SOB, and doesn't need Focus for defense, making Marksmanship a good ft for him.  Ten is a nightmare with Marksmanship, as it helps him gain those unblockable crit hits.  Ten will be the ship your opponent goes after first, more than likely.  Make sure Luke is in formation to make them pay for taking shots at Ten!

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It's always nice to have your ships near or at the same PS level.  

 

Chewbacca+DTF+Gunner

Red

Dagger+Advanced sensors

 

This leaves you with two points to add Astromechs and/or crew members.

 

Here is a completely different idea:

 

ORS+Saboteur+APL

Ten+Adv. Sensors+Marksmanship

Luke+R2+Marksmanship

 

The ORS is your blocker.  APL will get used a lot if your fly right, and Saboteur will come into play later in the game.  Luke is a tough SOB, and doesn't need Focus for defense, making Marksmanship a good ft for him.  Ten is a nightmare with Marksmanship, as it helps him gain those unblockable crit hits.  Ten will be the ship your opponent goes after first, more than likely.  Make sure Luke is in formation to make them pay for taking shots at Ten!

The second squad you've suggested sounds like a lot of fun.

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With regard to your Falcon pilot, in my opinion Lando is the weakest of the bunch. Chewbacca brings near-immunity to critical hits, which is nice for a ship that has an opportunity to pick up a lot of them, and makes him the perfect user of Draw Their Fire; Han brings superb offense, particularly when he has a Gunner or Luke Skywalker aboard.

 

Lando does the typical Rebel trick of handing out a buff to someone nearby, which is a good ability, but there are two problems with putting it on a Falcon:

  • The Falcon is your most durable ship, which means it's likely to die last--and if there are no other ships on the field, Lando effectively has no pilot ability.
  • The Falcon comes along with a lot of overhead cost compared to (e.g.) Garven or Dutch, so Lando is one of the least cost-efficient ways to get that extra action.
He's not a terrible pilot, and there are reasons to run him, but he's definitely harder to use well than either Chewie or Han. In this list, then, I'd strip your YT-1300 build down to Chewbacca + Draw Their Fire + Millennium Falcon, at a total cost of just 44, and distribute the rest of the points to your escort fighters. Edited by Vorpal Sword

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When I see DTF on Lando I find myself asking why?  I don't really want my Falcon taking critical hits when it may already be a high priority target and there is nothing to negate that crit once taken.  When it comes to DTF you want it on a ship that can handle the crit somehow or one where you prefer the ship to die over another one.

 

For the Rebels the popular DTF targets are Chewie, who flips them back down into normal damage, or an X-Wing (often Luke) with R2D2 who can have the [crit] hit a shield and then regenerate that shield.  For the Empire it can be popular on the Black Squad Pilot simply because having the critical hit a cheaper TIE than some much more expensive ship.

 

I saw the DTF suggestion using Chewie, Biggs, and Luke.  For that I'd run Chewie and Biggs without upgrades and give Luke DTF and R2D2.  Biggs is the cheapest ship but your opponents have to shoot at him when given the chance; if they land a [crit] you have Luke pull that and let R2D2 repair the shield.  Once Biggs goes down you'd still have two tough ships left that can shrug off [crits] and having DtF on Luke can still be nice as he could pull a [crit] from Chewie onto his shield saving damage.

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If you feel like spending the money for 3 B-wings here is a good one. 3x blue squadron, 3x heavy laser cannon, 3x sensor jammer. powerful offense, good defense, 24 hits to take down. 99 points. just play smart and it's devestating.

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If you feel like spending the money for 3 B-wings here is a good one. 3x blue squadron, 3x heavy laser cannon, 3x sensor jammer. powerful offense, good defense, 24 hits to take down. 99 points. just play smart and it's devestating.

 

Just out of curiosity, why the jammer instead of FCS or Adv. Sensors?  Are you hoping it detour your opponents from taking evade tokens?  I've had very little success with that System upgrade.

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I've been playing X-Wing for a few weeks and i've mostly played Imperials.

I want to try Rebels but I'm struggling a bit.

I was thinking of the following list:

Lando - draw their fire, assault missile, nien nunb, MF

Dagger Squadron - advance sensors

Rookie Pilot

Any comments or suggestions welcome.

I'm going to echo some of StevenO's comments about putting DTF on Lando. His examples of who you would typically use that upgrade on are excellent with Chewie being the best in the game given his ability.

The other thing I would elaborate on is the use of missiles on the YT. Personally I prefer to just use the primary weapon with the YT-1300 because it's already so strong. I know some people swear by ordnance but with a lot of Rebel lists I don't find it necessary.

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because according to the rules attackers resolve all of their dice mods before the defender, so after he mods his dice even using a focus, you can change a hit to a eye. unless they have all crits you almost always get to get rid of a hit.

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I've been playing X-Wing for a few weeks and i've mostly played Imperials.

I want to try Rebels but I'm struggling a bit.

I was thinking of the following list:

Lando - draw their fire, assault missile, nien nunb, MF

Dagger Squadron - advance sensors

Rookie Pilot

Any comments or suggestions welcome.

I'm going to echo some of StevenO's comments about putting DTF on Lando. His examples of who you would typically use that upgrade on are excellent with Chewie being the best in the game given his ability.

The other thing I would elaborate on is the use of missiles on the YT. Personally I prefer to just use the primary weapon with the YT-1300 because it's already so strong. I know some people swear by ordnance but with a lot of Rebel lists I don't find it necessary.

 

your right most of the time for ord on a falcon, but assault missiles are great against tie swarms or tightly bunched imperial builds. if you can put a few on ships against a tie swarm, it can be awesome.

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because according to the rules attackers resolve all of their dice mods before the defender, so after he mods his dice even using a focus, you can change a hit to a eye. unless they have all crits you almost always get to get rid of a hit.

 

Incorrect!

 

Page 11 of the rule book: "If the attacker and the defender both have abilities that can modify the attack dice, the defender modifies all his abilities BEFORE the attacker."

 

Because of this... I find the Jammer to be way over priced at 4 points.

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because according to the rules attackers resolve all of their dice mods before the defender, so after he mods his dice even using a focus, you can change a hit to a eye. unless they have all crits you almost always get to get rid of a hit.

 

Incorrect!

 

Page 11 of the rule book: "If the attacker and the defender both have abilities that can modify the attack dice, the defender modifies all his abilities BEFORE the attacker."

 

Because of this... I find the Jammer to be way over priced at 4 points.

 

yes, but go to the next page. remember the sensor jammer is used if attacked not attacking, so if you have it on your ship and are attacked, he resolves his abilities first then you.

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because according to the rules attackers resolve all of their dice mods before the defender, so after he mods his dice even using a focus, you can change a hit to a eye. unless they have all crits you almost always get to get rid of a hit.

 

Incorrect!

 

Page 11 of the rule book: "If the attacker and the defender both have abilities that can modify the attack dice, the defender modifies all his abilities BEFORE the attacker."

 

Because of this... I find the Jammer to be way over priced at 4 points.

 

yes, but go to the next page. remember the sensor jammer is used if attacked not attacking, so if you have it on your ship and are attacked, he resolves his abilities first then you.

 

 

Re-read the rule....  

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Attacker rolls

Defender modifies attackers dice (Sensor Jammer, Elusiveness)

Attacker modifies attackers dice (TL, Focus, Marksmanship, Ibby, Winged Gundark, Han)

Defender rolls

Attacker modifies defenders dice (no abilities currently do this, but soon!)

Defender modifies defenders dice (focus, evade, flight instructor, Ibby)

 

Note, this is not a fully inclusive list of abilities that modify abilities... 

 

 

That being said, a hull upgrade is 3 points and gets rid of 1 damage.  Sensor Jammer is 4 points, so it needs to get rid of 1.25+ damage on average to be worth more than a hull upgrade (from a straight point opportunity cost, ignoring the effects of AdvS or EU).  It works GREAT against inexperienced pilots since they will often lose their own actions.  But you don't really need help against them.  It also works GREAT endgame - for the same reason that AdvS does (AdvS gives you actions before you K turn, SJ removes a damage when your opponent K turns).  It works well against alpha strike squadrons since they rarely have focus tokens to modify it back.  It works well against swarms since they will often use their token on defense first, meaning they're really only rolling 1 die.  With all of that said, I would never take 3x Blue w/ SJ.  I would only fly SJ with something (A wing or ORS) that can get in there and action deny everyone, so I can be sure that they don't have that focus to use on me.

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With that in mind, you could swap one of the blues for an ORS w/ gunner, be at 98pts for initiative bid, and have a good blocker w/ adequate damage potential to support 2 SJed HLC Blues.  Other option is go to 100pts for 2 AS Daggers w/ HLC.  AS Dagger is probably the better endgame ship over the SJ Blue but I'm on the fence as to whether that'd be worth sacrificing the init bid to secure blocking potential.

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