Rebel Transport squad ideas

By Tawnos, in X-Wing

After reading the info on the Rebel Transport cards, some new ideas started banging around in my head.

  • Wes Janson - 29
    • Push the Limit - 3
    • R2 Astromech - 1
    • Flechette Torpedo - 2
  • Ibtisam - 28
    • Opportunist - 4
    • Fire Control System - 2
    • Flechette Torpedo - 2
  • "Hobbie" Klivian - 25
    • R3-A2 - 2
    • Flechette Torpedo - 2

100 points.

I'm not typically a Rebel player, and I know that 3 ship squads are taboo these days, but the synergy between Wes and Opportunist is hard to deny.

I think this squad has some flexibility, too, without losing its core concept. For instance, you can save some points by dropping Ibtisam down to a Red Squadron Pilot with R2-D6, at the cost of the B-wing niceties.

You can also replace Hobbie with Biggs straight up if you're worried about Wes and Ibtisam's survivability in the early rounds.

I was thinking

Wes Janson + Veteran Instincts (30pts)

Wedge + Opportunist + R2-Astromech (34)

and whatever else you want to bring along... probably Biggs or Luke w/ R2D2 + DTF.

But Wes shooting before Wedge stripping Focus and Evades

followed by

Wedge Closing with 4 attack dice and dropping 1 evade dice your opponent can use...

definitely my new powerhouse combination...

Edited by IvlerIin

I like it. Though, with stress being such a big deal in Rebel Transport, cards like Opportunist can be risky. I think I might like:

Hobbie, R2-D6, Opportunist

That way you can shed the Opportunist stress a little easier. Plus it frees up a few points. Still, it's hard to turn down Wedge's punching power.

I like it. Though, with stress being such a big deal in Rebel Transport, cards like Opportunist can be risky. I think I might like:

Hobbie, R2-D6, Opportunist

That way you can shed the Opportunist stress a little easier. Plus it frees up a few points. Still, it's hard to turn down Wedge's punching power.

Thats why Wedge is equiped with a standard 1pt R2-Astromech for stress shedding

I want to try out Wes + Ibby w/ Sensor Jammer + Opportunist. It seems like a quality combo, Wes strips the focus which allows the SJ to negate an attack, and then Ibby gets an extra die on her attack.

To round it out, I'm think Tarn, so it'd look something like this:

Wes Janson 29

R2-D2 4

Shield Upgrade 4

Ibby 28

Sensor Jammer 4

Opportunist 4

Tarn 23

R3-D2 2

Flechette Torpedo 2

Total: 100 points

So the concept would be to make Ibby the most appealing target, thus the R2D2 and SU on Wes and Tarn as the other pilot. Wes attacks first, strips the opponent's Focus token for sure, possibly even another token. Ibby comes along and takes advantage of the lack of tokens and rolls the extra attack die, and gets stress to use her ability, allowing her to reroll a die even on attack. Tarn meanwhile can shoot the Flechette torpedoes and R3-D2 to setup the double stress, and then just follow that person around with R3-D2 to permanently keep it stressed.

As for defense, if they shoot at Wes, he has the SU and R2D2 to help keep him alive longer. If they shoot at Ibby, she has SJ to force them to spend the Focus (or in the case of whomever Wes shot, lose a hit).. and if they shoot Tarn, then he gets a TL. Whomever they shoot at, they've made a "bad" choice (note, I obviously realize they need to choose someone, but there's no one particularly good and its evil to shoot at any of them).

And if any of them die, the list doesn't fall apart, though I will say that Wes is probably the weak point.

Garven Dreis (26)

-R2-D6 (1)

-Veteran Instincts (1)

-Hull Upgrade (3)

Luke Skywalker (28)

-R2-D2 (4)

-Shield Upgrade (4)

Wes Janson (29)

-Hull Upgrade (3)

-Determination (1)

3 PS8 X-wings, with Garven tossing a focus to someone and Wes removing a token from someone, Luke being his normal, unkillable self, each with an extra hit point.

Edited by Eruletho

I was thinking

Wes Janson + Veteran Instincts (30pts)

Wedge + Opportunist + R2-Astromech (34)

This

blank.gif?v57 Wedge Antilles + R2 Astromech + Opportunist (34)
blank.gif?v57 Wes Janson + Veteran Instincts (30)
blank.gif?v57 Ibtisam + Opportunist + Engine Upgrade (36)

Fun and dangerous :)

Edited by PS10

Going to mention this one here too.

Rookie Pilot w/Flechette Torpedo (23)

Rookie Pilot w/Flechette Torpedo (23)

Rookie Pilot w/Flechette Torpedo (23)

Tarn Mison w/Flechette Torpedo (25)

That leaves 6 points for other upgrades. Or you could upgrade the Rookies to Red Squad and have it come in at a even 100 points.

Edited by VanorDM

I was thinking

Wes Janson + Veteran Instincts (30pts)

Wedge + Opportunist + R2-Astromech (34)

and whatever else you want to bring along... probably Biggs or Luke w/ R2D2 + DTF.

But Wes shooting before Wedge stripping Focus and Evades

followed by

Wedge Closing with 4 attack dice and dropping 1 evade dice your opponent can use...

definitely my new powerhouse combination...

What about dropping R2 and adding Biggs + Bandit as a flanker!

Going to mention this one here too.Rookie Pilot w/Flechette Torpedo (23)Rookie Pilot w/Flechette Torpedo (23)Rookie Pilot w/Flechette Torpedo (23)Tarn Mison w/Flechette Torpedo (25)That leaves 6 points for other upgrades. Or you could upgrade the Rookies to Red Squad and have it come in at a even 100 points.

Or promote a rookie to Hobbie and give him R3-A2, 100 points.

Roark Garnet with Ion Turret (24)

Tarn Mison with R2-D6 and Swarm Tactics (26)

B-Wing with advanced sensors X2 (50)

Or promote a rookie to Hobbie and give him R3-A2, 100 points.

That's a good idea :)

Or promote a rookie to Hobbie and give him R3-A2, 100 points.

That's a good idea :)

Or Biggs with R2 Astromech, which still leaves 3 points

Another idea that I came up with, not sure how effective it would be, but the concept is IMO cool.

Tarin

Hobbie

Garven

Biggs

comes out to 99 points, but you get to fly 4 named X-Wing pilots. Biggest downside is no R2's or other upgrades.

Wes Janson (29)

-R2 Astromech (1)

-Veteran Instincts (1)

-Hull Upgrade (3)

Wedge Antilles (29)

-R2 Astromech (1)

-Opportunist (4)

-Hull Upgrade (3)

Biggs Darklighter (25)

-Shield Upgrade (4)

The upgrades can change a bit, but the premise is Wes hits first, and strips the Rogue's target of tokens. Wedge fires next, taking a stress for the extra dice since now the target doesn't have a token. Biggs was tossed in to protect the Rogues. The shield/hull upgrades and Wes' R2 can be dropped for some other stuff.

[EDIT: I came up with another idea for the third ship, one that REALLY buffs up Wedge's hits.

Wes Janson (29)

-Veteran Instincts (1)

-Hull Upgrade (3)

Wedge Antilles (29)

-R2 Astromech (1)

-Opportunist (4)

-Hull Upgrade (3)

Jan Ors (25)

-Ion Cannon Turret (5)

Now Wedge is slinging 5-6 dice reliable at whatever Wes softened up, and Jan can open up the next target with the Ion Cannon. ]

Edited by Eruletho