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Colinsb

First attempt at Rebels

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Hi all,

Totally new to the game but experienced wargamer. Can you run your eye over my idea for a rebel list and pick it to pieces.

Han Solo (Esteemed Leader, Offensive Push)
Chewbacca (Endurance, Tenacity)
Rebel Troopers (Rebel Trooper, Targeting Scopes)
Rebel Troopers (Z-6 Trooper, Rebel Trooper, Targeting Scopes)
Rebel Troopers (Z-6 Trooper, Rebel Trooper, Targeting Scopes)
Rebel Troopers (Z-6 Trooper, Rebel Trooper, Targeting Scopes)
Wookiee Warriors (Bowcaster Wookiee, Tenacity)
T-47 Airspeeder (Outer Rim Speeder Jockey, Ax-108 Ground Buzzer, Linked Targeting Array)

 

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First off, Han Solo basically needs Duck and Cover as his training option. The bonus aim from offensive push for one round doesnt help him that much since he has such a good attack. Second, Chewie doesn't need endurance since I've only played one game ever in which he got suppressed because of his Enrage ability. It gives him a dash for suppression making suppression do absolutely nothing so Endurance wouldn't be very helpful. Also I'd drop all the targeting scopes on the rebel troopers. Targeting scopes is not that useful at all and rebel troopers should be dodging and shooting most of the time to stay alive. With the extra points you can grab a Z-6 on your 4th rebel trooper unit.

Another option is to drop all of the extra rebel trooper personnel upgrades in addition to the upgrades I already said. If you get rid of Linked Target Array on the air speeder that'll give you enough points for the Commando Sniper Team and still be able to get the Z-6 on the fourth unit. A ninth activation should really help this army. Seems like a really good army always love Han and Chewie teamwork armies

Edited by bllaw

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Bllaw's points are great. I recomend either long range comm link or Hq uplink on the speeder for greater control. 

This list might not have the best units, (Han, wooks, the airspeeder), but it looks fun. 

The speeder can put work in if you use activation control to hit the weak flanks hard, and with Han's last-first Sorry About the Mess quick draw you can delete 2 trooper units. Good luck!

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10 hours ago, gothound said:

Bllaw's points are great. I recomend either long range comm link or Hq uplink on the speeder for greater control. 

This list might not have the best units, (Han, wooks, the airspeeder), but it looks fun. 

The speeder can put work in if you use activation control to hit the weak flanks hard, and with Han's last-first Sorry About the Mess quick draw you can delete 2 trooper units. Good luck!

Proper battle card selection is fairly important if you’re planning on running vehicles.

It does depend on what you put in for upgrades, but Breakthrough is always good, since the airspeeder is so fast it can practically score at will, and that speed also makes disarray a good setup for you.

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Taking on board the comments the lsit looks like this now

Han Solo (Esteemed Leader, Duck and Cover)
Chewbacca (Tenacity)
Rebel Troopers (Z-6 Trooper)
Rebel Troopers (Z-6 Trooper)
Rebel Troopers (Z-6 Trooper)
Rebel Troopers (Z-6 Trooper)
Wookiee Warriors (Bowcaster Wookiee, Tenacity)
Rebel Commandos (Strike Team) (DH-447 Sniper)
T-47 Airspeeder (Outer Rim Speeder Jockey, Ax-108 Ground Buzzer)

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Trying to gain a 10th activation, how does the following look.

Han Solo (Esteemed Leader, Duck and Cover)
Chewbacca (Tenacity)
Rebel Troopers (Z-6 Trooper)
Rebel Veterans
Mark II Medium Blaster Trooper
Rebel Troopers (Z-6 Trooper)
Rebel Troopers (Z-6 Trooper)
Rebel Commandos (Strike Team) (DH-447 Sniper)
Tauntaun Riders
T-47 Airspeeder (Outer Rim Speeder Jockey, Ax-108 Ground Buzzer)

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gett tenacity on your tauns instead of Chewbacca , use chewbacca's, bowcaster and guardian to protect the Tauntauns and clear up after your them (the trick with Tauntauns is to try no to delete the whole unit and since you are in melee with it it protects the Tauntauns for the remainder of the turn from return fire, watch for a unit that can disengage and leave your Tauntauns in the oldope , on your next turn you break off from melee and go attack another unit, you then use chewie to delete the unit you just left, otherwise keep chewie out of line of sight but keep him in range of the tauns to soak up wounds for them ( and trick used recently at LVO  by a top 8 competitor)

The ground buzzer isn't that useful since if it is getting used,  you've likely badly positioned your airspeeder since it's now in between 2 units and even if you have moves left you will be getting return  fire. The Airspeeder can an will regularly get shot down. Make sure you delete more points than the airspeeders cost or that it's sacrifice is getting you points.

If you have the points after taking out the buzzer get A comms hammer on the Tauntauns. 

A trick you can do with the rebel veterans is this, get the rebel comms specialist, recon Intel and hq uplink. This means you can drop an order token at will on your veterans (getting them a top of the turn dodge) and this passes an order token  to your mk2. If your airspeeder is lined up on a vital target you can fire support your mk2 with it for a very lethal pool of RRRBBBBBBB impact 3 critical 2 which has a good chance of 5 or 6 hits even on Armor. Don't be tempted to position your mk2 out in the open ( you can position about 8-9 inches out of your deployment zone with that set up. Just get in cover and point at a critical objective)

This is how I would do it.

Han Solo (120 + 9 = 129)
--Strict Orders (5), Duck and Cover (4)

Chewbacca (95 + 6 = 101)
--Hunter (6)

Rebel Troopers (40 + 22 = 62)
--Z-6 Trooper (22)

Rebel Troopers (40 + 22 = 62)
--Z-6 Trooper (22)

Rebel Veterans (48 + 21 = 69)
--Rebel Comms Technician (9), Recon Intel (2), HQ Uplink (10)

Mark II Medium Blaster Trooper (38 + 0 = 38)

Rebel Troopers (40 + 0 = 40)

Rebel Commandos (Strike Team) (20 + 28 = 48)
--DH-447 Sniper (28)

Tauntaun Riders (90 + 9 = 99)
--Tenacity (4), Comms Jammer (5)

T-47 Airspeeder (140 + 10 = 150)
--Outer Rim Speeder Jockey (10)

The naked trooper and rebel veterans are there for getting objectives. You want to commit Han a round or two in for mopping up loose units. Don't rush ahead with the airapeeder, you want it to start attacking with your other units , otherwise you just get focus fired. Similarly don't rush ahead with your Tauntauns, you can skirmish with them by running at your opponent shooting and pivoting at the end of your first move then move and pivot (or pivot and move and move back into cover of you can, this is really good if you can attack an outlying unit, e.g. On a flank.

. Strict Orders is handy since your units will retreat off the table , especially true of the Tauntauns since they run off the table at speed 3. Han only has a courage of 2 and a lot of lists can deal a lot of suppression. Since Chewbacca is being used to mop up rather than smash opponents Hunter helps with his ranged attack which in this set up can done very useful.

Remember this aim also goes to Han, this isn't always necessary but can be handy if you are "fishing for crits".

Edited by syrath

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On 2/19/2020 at 11:39 PM, Derrault said:

Disagree, the buzzer is 2.5 points a die, which is more efficient than pretty much any other use, and you only need to fire it once to get value back. 

Yes but even having the buzzer is a temptation and false economy, just by having it you are misled into trying to pull off the double attack where you fire both attacks at the same time, this tempts players into putting the speeder in much, much more risky positions, this is not good for a beginner player. 

The last thing you want to do with a glass cannon unit is sit it in the middle of two (or more) other units.

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2 hours ago, syrath said:

Yes but even having the buzzer is a temptation and false economy, just by having it you are misled into trying to pull off the double attack where you fire both attacks at the same time, this tempts players into putting the speeder in much, much more risky positions, this is not good for a beginner player. 

The last thing you want to do with a glass cannon unit is sit it in the middle of two (or more) other units.

I agree that wise positioning is important, the same way you’d avoid overextending any unit; but because of armor they’d have to have extensive impact, or roll an average of 64 dice at it (the equivalent of 7 units of Deathtroopers firing on it). If you can draw that much fire, you’re in a pretty good position. 

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