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ForrestGrump

Old school rebels

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So it seems I have fell into some rebel ships 

Since I have such a huge rogue squadron fanboi I thought I would run something like this

 

Note I have a y-wings on the way then I can choose between the b or the y wing

 

Anyways this is what I came up with, figured I'd post to see what advice people have

 

New Squadron

(41) Blue Squadron Escort [T-65 X-wing]
(4) R2 Astromech
(0) Servomotor S-foils
Points: 45

(41) Blue Squadron Escort [T-65 X-wing]
(4) R2 Astromech
(0) Servomotor S-foils
Points: 45

(41) Blue Squadron Escort [T-65 X-wing]
(4) R2 Astromech
(0) Servomotor S-foils
Points: 45

(41) Blue Squadron Pilot [A/SF-01 B-wing]
(2) Autoblasters
(4) Shield Upgrade
(6) Collision Detector
(9) Plasma Torpedoes
Points: 62

Total points: 197

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I don't really like the B-Wing.  It's really expensive, but doesn't really look like it'd accomplish a lot.  Torpedoes on a low-init ship without target-lock help seems weak.  I don't think Autoblasters are too impressive on B-Wings in general, either.  You'll never get *more* dice than a normal primary attack, B-Wings aren't great at getting out-of-arc, and you don't have any tools to force Critical results.

Here are a few thoughts along similar lines:

  • Initiative 3 Autoblasters
    • 3x Red Squadron Veteran X-Wings (R2 Astromech, Crack Shot) 48 - a bit higher initiative, a bit punchier
    • Blade Squadron B-Wing (Marksmanship, Autoblasters, Collision Detector, Shield Upgrade) 55 - the B-Wing should be a hair better at using Autoblasters, now with higher Init and also Marksmanship to make the bullseye guarantee a crit result
      • This could also be Braylen Stramm with Crack Shot and Shield Upgrade.  The rerolls when stressed are a really strong pilot ability.
  • Initiative 2 with tankier X-Wings
    • 3x Blue Squadron Escort (R2 Astromech, Hull Upgrade) 50 - having an extra hull would go a long way towards the X-Wings getting the most out of R2 Astomech, and making the list rather tanky overall.
    • Blue Squadron Pilot (Collision Detector, Hull Upgrade) 50 - so the B-Wing gets trimmed down a lot, but it's got the same soul as the original (extra health, ignores obstacles), it just strips down weapons that might not get used that often.
  • Initiative 2 with a Torpedo
    • 3x Blue Squadron Escort (R2 Astromech) 45
    • Blue Squadron Pilot (Passive Sensors, Proton Torpedoes, Shield Upgrade) 61 - still kind of expensive, but you'll actually get the shot with the Torpedoes pretty easily now.

 

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I like this option actually

Tankier all the way around and it prevents any one ship from being anymore of a target than any other one

New Squadron

(41) Blue Squadron Escort [T-65 X-wing]
(4) R2 Astromech
(0) Servomotor S-foils
(5) Hull Upgrade
Points: 50

(41) Blue Squadron Escort [T-65 X-wing]
(4) R2 Astromech
(0) Servomotor S-foils
(5) Hull Upgrade
Points: 50

(41) Blue Squadron Escort [T-65 X-wing]
(4) R2 Astromech
(0) Servomotor S-foils
(5) Hull Upgrade
Points: 50

(41) Blue Squadron Pilot [A/SF-01 B-wing]
(3) Hull Upgrade
(6) Collision Detector
Points: 50

Total points: 200

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Lol I think my issue is this is such a basic beginner faction it's old news to most of y'all

But as someone new to the game and the faction, it's exciting to me 

I am just trying to wrap my head around this faction and not trying to netlist or carbon copy the meat lists

 

So any further advice or suggestions are appreciated.  Even tips for how to use my ships effectively is good for me.

 

 

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Wedge (X-wing), Dutch (Y-Wing) & Luke (X-wing) is a decent and competitive list.  It is a tad bit more fun and lets you use some interesting pilot skills & the force.

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Well the y wing has been ordered . .

The real thing to consider is ..is a y wing more synergistic than the b wing for this list style?

 

I have no idea.  Pretty sure y wing is more fluffy than the b for a "rogue squadron" theme

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I love the Bwing. Rebels as a whole can be fun and tricky depending on what synergy your team has. There focus sharing, lock passing, stress manipulation. Can be a simole faction but each of these pieces needs a different strategy to fly. Cant just joust everyone all the time. 

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10 hours ago, ForrestGrump said:

Well the y wing has been ordered . .

The real thing to consider is ..is a y wing more synergistic than the b wing for this list style?

 

I have no idea.  Pretty sure y wing is more fluffy than the b for a "rogue squadron" theme

The Y-Wing is kinda slow, kinda clunky but beefy, can carry ordinance and if it is flown by Dutch Vynder it can give other ships target locks on ships it has locked.

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I was doing well before with just Wedge, Luke, Thane and (before the nerf) Sabine (attack shuttle).  Now with the current points, I run Wedge, Luke, Thane and Arvel.  no upgrades, keeps it simple and still effective.

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Posted (edited)

I am now leaning more

Thane Kyrell (T65)
Outmanuever
r4

Red squad veteran (T65)
crack shot
R2

Red squad veteran (T65)
crack shot
RS

Ten Numb (B-wing)
Jamming Beam

200/200

Edited by ForrestGrump

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This is fun

CassianBraylenDutchWedge_New

(51) Cassian Andor [UT-60D U-wing]
Points: 51

(51) Braylen Stramm [A/SF-01 B-wing]
(0) Jamming Beam
Points: 51

(40) "Dutch" Vander [BTL-A4 Y-wing]
Points: 40

(55) Wedge Antilles [T-65 X-wing]
(0) Servomotor S-foils
Points: 55

Total points: 197

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Been reading.  Kinda influenced by @GreenDragoon list ideas and blog

So I came up with this for consideration

 

New Squadron

(43) Red Squadron Veteran [T-65 X-wing]
(4) R2 Astromech
(0) Servomotor S-foils
Points: 47

(43) Red Squadron Veteran [T-65 X-wing]
(4) R2 Astromech
(0) Servomotor S-foils
Points: 47

(34) Arvel Crynyd [RZ-1 A-wing]
(2) Predator
(3) Intimidation
Points: 39

(32) Green Squadron Pilot [RZ-1 A-wing]
(1) Crack Shot
Points: 33

(32) Green Squadron Pilot [RZ-1 A-wing]
(1) Crack Shot
Points: 33

Total points: 199

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My 2 cents, okay maybe like 10 cents...

This is just my play style, but I really don't like R2.  You get a shield but can't shoot that round.  If you are good at disengaging and then coming back in later its not a bad strategy.  I like to keep in the fight and keep offensive pressure up so I usually go with R3 for plenty of locks on offense or R4 for more blue move options when stressed.  R3 and R4 are also both cheaper so it gives me room for other things.

Luke and Wedge are both very good ships to fly with no upgrades.  Keep them cheap and they will usually earn their points back.  If I do put anything on them its usually a droid.  Afterburners or Torpedoes are also good but that gets expensive fast so you need to fly more carefully so you don't lose them early.

Dutch in the Y-Wing is one of my favorite ships for what he can do.  My favorite loadout is Ion Cannon (Dorsal has more damage potential for 2 pts less but Ion offers more control early when you have other ships to take advantage of sitting ducks), Vet Turret Gunner, R3, (Expert Handling If I have the Points) 56- 58 points.  Get locks early, then focus and you can have mods on both shots as well as passing locks to friendlies leaving their actions open.

For an AXYB squad, this one is fun

  • A: Phoenix Squadron with Intimidation 33
  • X: Wedge with Servos and Afterburners 61
  • Y: Dutch with Ion, Vet Gunner, R3 56
  • B: Ten with Fire Control system 50
  • 200 points (you have blockers, you don't need a bid for Wedge)

The A is one of the best blockers in the game.  Send him where you think the enemy is going to go and have the rest position to pummel anything that hits it.  Give Ten a lock with Dutch early and then Ten just keeps stressing himself.  He gets a reroll and a "focus" for every shot.  If your opponent has an I6 and outbid you, that is your primary target.  Once its gone, Wedge is the ace and can clean up in the end game.  Before then, Wedge can duck in and out using the closed foils to 4 straight, then focus --> boost to get out of range.  (I know I said I don't like doing that but no plan survives contact with the enemy.)  Save his Afterburners for after K-Turns and T-Rolls.  He is very slippery and hits like a truck with his ability.

I also see you have an E-Wing.  Give this one a try

  • Gavin Darklighter with Fire Control, R3, Trick Shot 70

and any combination of the following, the more shots the better

  • Blue Squadron Escort with R4, Servos 43
  • Cavern Angels Zealot with Contraband Cybernetics and Servos 44
  • Grey Squadron Bomber with Dorsal and Vet Gunner 42
  • If you have 3 A-Wings, swap out 2 of the above for 3 A's.

Keep Gavin back at range 3 with his arc covering as many ships as possible hiding behind rocks when you can.  Have the squad screening him out front.  Those crits add up fast.  Notice his ability works on his own shots too so from behind a rock, you are throwing extra dice, with a Fire control reroll and changing a hit to crit.  He will draw all the attention from your opponent so make sure to take advantage of the distraction because Gavin will probably not live long no matter what you do.

Welcome to the Rebellion.

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I like to just pick an A,B,Y,X pilot and upgrade to taste. Then switch out the one you dont like for a new pilot and you are on your way. Currently I like Jake and Norra (A and Y). My X and B are undecided

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LOL what about

Wedge Antilles -57
predator

Y-wing               -36
gray squadron pilot
proton bombs

Y-wing               -36
gray squadron pilot
proton bombs

A-wing              -32
green squadron pilot
crack shot

A-wing              -32
green squadron pilot
crack shot

195/200

 

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2 hours ago, ForrestGrump said:


Y-wing               -36
gray squadron pilot
proton bombs
 

LOL is right.  This would be interesting to watch.  The only time I have ever flown Y's without a turret was in a 1st Edition Epic game where I flew 3 with Ion Torpedoes.  (Those were arguably the best weapon to use in 1.0 Epic play as you could Ion multiple ships.  I once Ioned 7 ships with a single torpedo, though 2 were my own wingmates.)  For those same 5 points, you can equip an Ion turret with the turret arc to the rear.  This would give you a similar effectiveness at keeping people off your tail but would have infinite shots vs 2 and would have the advantage of Immobilizing some ships for you to pounce on next turn.

 

Whatever you end up flying, make sure you let us know how it went and what your thoughts are on the ships/upgrades you used.

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I know I know
I am all over the place

but this list has caught my eye

Wedge (T65)  -57
-predator
-servomotor s-foils

Luke (T65)   -63
-predictive shot
-servomotor s-foils

Lando (YT-1300) -80

200/200

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Totally solid.

I'd skip Predictive Shot, however.  Mathematically, the card is bad in almost any realistic scenario; your opponent will need more green dice than you've got red, and that will be pretty rare.  If taken for the very rare situations where it's not worse than saving the force charge to use on your attack, it certainly won't be worth it to give up a Lock action in order to get Bullseye.

Meanwhile, having even a tiny bid of 1 point can often be handy, particularly with three high-initiative ships.

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Posted (edited)

fair enough.  bids aren't bad

Now, I have the scum falcon
with the rebel and scum conversion kits

lets see if anyone tries to give me grief using lando's falcon as a rebel falcon
 

Edited by ForrestGrump

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