Rebel Tanks Build

By Crabbok, in X-Wing

I'm thinking of using this for our store tourney this weekend:

Blue Squadron Pilot + Heavy Laser Cannon (29) Blue Squadron Pilot + Heavy Laser Cannon (29) Gold Squadron Pilot + Ion Cannon Turret (23) Gold Squadron Pilot + R2 Astromech (19)

What do you think?

The 2 B-Wings are my heavy firepower. The 2 Y-Wings will fly in front and try to suck up the alpha strike. One Y-Wing has an ION Turret, which is obviously useful, but I couldn't afford it on the second... Which i THINK will play mindgames with my opponent.

I plan to fly the Y-Wing without the turret, up front. I'll make him appear to be the easier target. I plan to offer him up as a potential range 1 target, while keeping the B-Wings as range 3 targets. My opponent will have to choose between taking out the Y-Wing that isn't a threat, or trying for the more difficult B-Wings. Either way I have a ton of hits that I can take in this build.

Its either that build or this one:

blank.gif?v57 Blue Squadron Pilot + Heavy Laser Cannon (29)
blank.gif?v57 Blue Squadron Pilot + Heavy Laser Cannon (29)
blank.gif?v57 Biggs Darklighter (25)
blank.gif?v57 Prototype Pilot (17)

This build has slightly more firepower but less tankiness. The A-Wing would be an ideal blocker for breaking up swarms.

I'm thinking of using this for our store tourney this weekend:

Blue Squadron Pilot + Heavy Laser Cannon (29) Blue Squadron Pilot + Heavy Laser Cannon (29) Gold Squadron Pilot + Ion Cannon Turret (23) Gold Squadron Pilot + R2 Astromech (19)

What do you think?

The 2 B-Wings are my heavy firepower. The 2 Y-Wings will fly in front and try to suck up the alpha strike. One Y-Wing has an ION Turret, which is obviously useful, but I couldn't afford it on the second... Which i THINK will play mindgames with my opponent.

I plan to fly the Y-Wing without the turret, up front. I'll make him appear to be the easier target. I plan to offer him up as a potential range 1 target, while keeping the B-Wings as range 3 targets. My opponent will have to choose between taking out the Y-Wing that isn't a threat, or trying for the more difficult B-Wings. Either way I have a ton of hits that I can take in this build.

I like it! Messing with your opponent on a mental level is always a game I like to play!

Should you ever find that one Ion Turret is insufficient, you could cut the HLC's to autoblasters to fund a second turret, comes in at exactly 100 pts. It would change your playstyle a little but...if you ever needed to experiment! My fear is that fast ships may run rings around you, so a second turret would help smack them back in line

I like it, its too bad you couldnt get the other ion on, i have mad ocd when it comes to my lists. if im taking multiples of the same ship they have to have the same upgrades = P

What about going with 2 Rebel Ops + Ion. Not as tough as Y-wing, obviously - but you can have two Ion Turrets.

You could of course dump the HLC for Ion Cannons on the Blues. 3 Dice at Range 3 with no extra defence die deals similar damage to 3 agility ships and adds Ion effect. You can always put a torp on the Blues if you want the extra range 3 damage or give them either FCS or Adv Sensors.

What about this:

Gold+Ion

Rebel Op+Ion

Blue+Heavy cannon

Dagger+Adv. Sensors

I like the idea of swapping in a rebel operative, but I only have one HWK. I've reworked it a bit here:

blank.gif?v57 Blue Squadron Pilot + Fire-Control System (24)
blank.gif?v57 Blue Squadron Pilot + Heavy Laser Cannon (29)
blank.gif?v57 Gold Squadron Pilot + Ion Cannon Turret (23)
blank.gif?v57 Gold Squadron Pilot + R2 Astromech + Ion Cannon Turret (24)

Now they are all somewhat different. One blue sacrificed his HLC but gained an FCS for it, which should end up normalizing dice in the long run.