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Ayleron

Favorite 4 ship rebel build?

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Flew what is my new favorite 4 ship rebel build last night, it's not super competitive but is super fun. What are ypur favorite 4 ship builds?

A-WING: Prototype Pilot (17)

Chardaan Refit (-2)

X-WING: · Tarn Mison (23)

R7 Astromech (2)

B-WING: · Keyan Farlander (29)

Stay on Target (2)

Advanced Sensors (3)

Y-WING: Gold Squadron Pilot (18)

Ion Cannon Turret (5)

· R3-A2 (2)

BTL-A4 Y-Wing (0)

99 points

Edited by Ayleron

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E-wing: Corran Horn

R2D2

PtL

Accuracy Corrector

Engine Upgrade

 

A-wing: Prototype x 3

Refit

Autothrusters

 

Exceptionally fast list that dictates the engagement, but is also tough to take down by the prominent meta monsters. Every ship can escape untouched and Corran can stand on his feet against a Falcon build during end game. Conversely, you could scalpel out a few ships and then use your superior speed to outmaneuver the enemy for the rest of the game.

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I've just been spitballing an idea for a SQN, the focus of it is to give BIGG's as much damage mitigation as possible to keep him alive for a bit longer allowing his wingmen to dish out some damage.

 

X-wing

*BIGGS

    - *R2-F2

 

X-Wing

*GARVEN

   - *R2-D6

   - VI

 

Z-95

*Airen Cracken

 

B-Wing Blue SQN 

B-Wing E2

*Jan Ors

 

The way i envisage it working is that the B moves and focus, then BIGG's moves and uses R2-F2, after GARVEN and CRACKEN move they will get to shoot before the others at PS 8. CRACKEN shoots and gives a free action to BIGGS who will focus (which Jan will turn into an Evade) then GARVEN will shoot passing his focus onto BIGGS.

 

Each round, all going well with no bumps or stress, BIGG's should have 3 agility, 1 evade and 1 focus. I can see this list falling apart due to higher PS blazing BIGGS before he gets his extra buff's or due to action denial (or poor flying).

 

Any thoughts...

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Flew what is my new favorite 4 ship rebel build last night, it's not super competitive but is super fun. What are ypur favorite 4 ship builds?

A-WING: Prototype Pilot (17)

Chardaan Refit (-2)

X-WING: · Tarn Mison (23)

R7 Astromech (2)

B-WING: · Keyan Farlander (29)

Stay on Target (2)

Advanced Sensors (3)

Y-WING: Gold Squadron Pilot (18)

Ion Cannon Turret (5)

· R3-A2 (2)

BTL-A4 Y-Wing (0)

99 points

 

 

I used to run the same except with a Rookie with R3-A2 (before BTL-A4). Now with the title running the Y-wing is probably a better option.

 

It doesn't look like much but its a very solid and competent squad. Its pretty decent against most lists. The only trouble I had was Phantoms, but I haven't ran it now with the new changes to Phantoms. Might have an easier time against them. Its also fairly easy to fly. None of the ships really need to be in formation.

 

 

 

 

E-wing: Corran Horn

R2D2

PtL

Accuracy Corrector

Engine Upgrade

 

A-wing: Prototype x 3

Refit

Autothrusters

 

Exceptionally fast list that dictates the engagement, but is also tough to take down by the prominent meta monsters. Every ship can escape untouched and Corran can stand on his feet against a Falcon build during end game. Conversely, you could scalpel out a few ships and then use your superior speed to outmaneuver the enemy for the rest of the game.

 

 

Why AC on Corran? FCS will offer you more offense, especially at range 1. Those TL'd range 1 double taps can be brutal.

Edited by Jo Jo

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Ten Numb (39)
B-Wing (31), Advanced Sensors (3), “Mangler” Cannon (4), Veteran Instincts (1)

 

Dagger Squadron Pilot (36)

B-Wing (24), Fire-Control System (2), Heavy Laser Cannon (7), B-Wing/E2 (1), Mercenary Copilot (2)

 

Tala Squadron Pilot (13)

 

Bandit Squadron Pilot (12)

Edited by Fuego Estelar

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panic attack for me

 

even if it's competitive, there's nothing more fun than putting a lid on your opponent's bull and having your y-wing compete with Tycho i.t.o "how many red tokens can I acquire?"

 

for more fun, replace a tactician B with a Green w/PTL + Predator, refit, und thrusters to give yourself some high mobility in an otherwise slow list (and an exceptionally infuriating blocker :))

Edited by ficklegreendice

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@JoJo

 

I use Accuracy Corrector because it provides more consistent damage over time instead of Target Lock. Reliability is more desireable to me in a dice game than a second chance to roll some dice. And sometimes it's totally worth getting in a range 3 double tap with the assurance of scoring hits on the dice roll. It also helps when fighting with large turrets, since Corran would probably be turtling.

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@JoJo

 

I use Accuracy Corrector because it provides more consistent damage over time instead of Target Lock. Reliability is more desireable to me in a dice game than a second chance to roll some dice. And sometimes it's totally worth getting in a range 3 double tap with the assurance of scoring hits on the dice roll. It also helps when fighting with large turrets, since Corran would probably be turtling.

People debate AC vs FCS all the time.

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I've just been spitballing an idea for a SQN, the focus of it is to give BIGG's as much damage mitigation as possible to keep him alive for a bit longer allowing his wingmen to dish out some damage.

 

X-wing

*BIGGS

    - *R2-F2

 

X-Wing

*GARVEN

   - *R2-D6

   - VI

 

Z-95

*Airen Cracken

 

B-Wing Blue SQN 

B-Wing E2

*Jan Ors

 

The way i envisage it working is that the B moves and focus, then BIGG's moves and uses R2-F2, after GARVEN and CRACKEN move they will get to shoot before the others at PS 8. CRACKEN shoots and gives a free action to BIGGS who will focus (which Jan will turn into an Evade) then GARVEN will shoot passing his focus onto BIGGS.

 

Each round, all going well with no bumps or stress, BIGG's should have 3 agility, 1 evade and 1 focus. I can see this list falling apart due to higher PS blazing BIGGS before he gets his extra buff's or due to action denial (or poor flying).

 

Any thoughts...

Could mitigate the issue by putting Kyle in there, which would get you that extra Focus, or Evade, at the beginning of the combat round. Only downside is the HWK.

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Just tried this list and went 2 for 0, early days and the list played against wasn't a popular meta type list.

 

Y-Wing Gold x2 

-R2 Astromech, to make shedding stress easier and make it a better dog fighter

-Ion Turret, for that second shot

-Title BTL-A4, to grant the second shot

 

X-Wing: Biggs - to soak damage while the Y's dish it out

 

X-Wing Hobbie - shed stress with TL

-R3-A2 - to dish out stress

 

I was wondering how 4 Y's would go, though i could add a flechette Torp or Seismic... 

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@JoJo

 

I use Accuracy Corrector because it provides more consistent damage over time instead of Target Lock. Reliability is more desireable to me in a dice game than a second chance to roll some dice. And sometimes it's totally worth getting in a range 3 double tap with the assurance of scoring hits on the dice roll. It also helps when fighting with large turrets, since Corran would probably be turtling.

 

 

Its just 1 point more expensive and at Range 1 the math favors FCS in a double tap. Not sure at range 2 or 3. Likely a wash. Now AC does give you some flexibility in your double tap. You can shoot one target in your regular roll and hit another in the double tap. With FCS its less than ideal.

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Nera Dantels + FCS + Flechette Torps x2 + Deadeye + Ion Cannon + Munitions Failsafe

Biggs + R4-D6

Gold Squad + R3-A2 + BTL-A4 + ICT

Bandit

This was my regionals list, went 3-3 with poor maneuvers in the last two games. Nera is a boss against arc-dodgers unless they get at range 1, so you have to position to avoid this. Low PS does hurt this build. Thinking of dropping the bandit and tweaking the list to make it 3 ships.

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