List observations

By Jaden Ckast, in X-Wing

So I'm going into my first store tournament today and am planning on playing rebels, I'm still fairly new (only 3 months playing maybe 8 games total) so any help with this list is welcome.

Here's my list :

Rookie pilot+r2f2

Blue squadron pilot+hvy lasrs+ fire control

Gold squadron pilot+r2+ion turret

Rookie pilot

Comes out to a total of 26 hit points and 12-13 attack dice depending on if I use the hvy lasers or not. A 7 tie swarm comes out to 21 hit points and 14-15 attack dice depending on who they run. These are roughly the stats because of the variance of range and everything which I'm just only going off base stats. Anyways I'm not building this list for anti swarm I'm just trying to find something that will be effective for most situations I might encounter at the tournament since i can only use 1 build.

Edited by Jaden Ckast

A single R2-F2 is not as good as 2x R2 Astro or 2x R5 Astro.

I'd adjust that to:

Biggs+R2F2

Rookie

Gold with Ion

Blue with Adv. Sensors or FCS

Then you have some points to do R2 units, stealth on Biggs, or whatever else you want. R2F2 on the rookie is probably not going to be hugely effective, but on biggs you can force them to take poor shots on him at range 3 with a crapload of evade dice. Could put an ion on the Blue as well, with the FCS, and ion+get the lock from FCS then next turn set up a range 1, focused and TL'd shot since you know right where they'll be.

Your total firepower of your entire fleet is irrelevant much like your amount of hull/shields. Defense is the most important aspect of the game next to actions. Defense comes from ability to effectively maneuver ship in combination of at least 3 defense dice. If you can survive another round you can always shoot again.

Your total firepower of your entire fleet is irrelevant much like your amount of hull/shields. Defense is the most important aspect of the game next to actions. Defense comes from ability to effectively maneuver ship in combination of at least 3 defense dice. If you can survive another round you can always shoot again.

I would strongly disagree. In my opinion, and what seems to be the opinion of many others, defense dice are not equal to attack dice. If you have 5 evade dice and roll blanks, boom. If you have 8 hull and shields and roll a blank vs. 3 or 4 hits, you can keep on trucking. If what you are saying was true, we wouldn't see B-Wings doing so well, since they have only a single defense die.

So I'm going into my first store tournament today and am planning on playing rebels, I'm still fairly new (only 3 months playing maybe 8 games total) so any help with this list is welcome.

Here's my list :

Rookie pilot+r2f2

Blue squadron pilot+hvy lasrs+ fire control

Gold squadron pilot+r2+ion turret

Rookie pilot

Also not a fan of the R2F2 here. On Biggs I'd say "maybe" but here you're just trading an action away to say "shoot someone else while I just sit here." Cutting those 3 points I'd really look into upgrading one of your pilots, probably the B-Wing so it could shoot earlier

Rookie pilot+r2f2

Blue squadron pilot+hvy lasrs+ fire control

Gold squadron pilot+r2+ion turret

Rookie pilot

A single R2-F2 is not as good as 2x R2 Astro or 2x R5 Astro.

I agree with this assessment. R2-F2 really needs someone to give him a Focus token or two in order to really contribute to your defense. I would do one of the following:

(1) Drop the R2 Astromech from your Y-wing, and use R2-D2 instead of R2-F2. (R2-D2 makes your Rookie an annoying, and possibly genuinely dangerous, threat in the end-game.)

(2) Drop the R2 Astromech and R2-F2 out of the list, and replace both Rookie Pilots with Red Squadron Pilots. (Four ships on PS2 can be tough sledding in the current metagame.)

(3) Drop that first Rookie Pilot entirely, and use a second Blue Squadron Pilot + Fire Control System instead. (This will improve both your list's durability and its firepower.)

(4) Drop that first Rookie Pilot entirely, and use a second Gold Squadron Pilot + Ion Cannon Turret instead. (This will improve your list's durability, and trade a bit of firepower for more control.)

Your total firepower of your entire fleet is irrelevant much like your amount of hull/shields. Defense is the most important aspect of the game next to actions. Defense comes from ability to effectively maneuver ship in combination of at least 3 defense dice. If you can survive another round you can always shoot again.

I would strongly disagree. In my opinion, and what seems to be the opinion of many others, defense dice are not equal to attack dice. If you have 5 evade dice and roll blanks, boom. If you have 8 hull and shields and roll a blank vs. 3 or 4 hits, you can keep on trucking. If what you are saying was true, we wouldn't see B-Wings doing so well, since they have only a single defense die.

B-wings are doing well because a lot of metas have people that don't know how to play defensively or maneuver. In my meta as well as covenant's the dominate list is 3 amigos.its not all about defense dice with a high end imperial list. It's about having an evade token at your will along with a focus every turn. Your a shot down as soon as you attack before I even roll my defense.

Your total firepower of your entire fleet is irrelevant much like your amount of hull/shields. Defense is the most important aspect of the game next to actions. Defense comes from ability to effectively maneuver ship in combination of at least 3 defense dice. If you can survive another round you can always shoot again.

I would strongly disagree. In my opinion, and what seems to be the opinion of many others, defense dice are not equal to attack dice. If you have 5 evade dice and roll blanks, boom. If you have 8 hull and shields and roll a blank vs. 3 or 4 hits, you can keep on trucking. If what you are saying was true, we wouldn't see B-Wings doing so well, since they have only a single defense die.

B-wings are doing well because a lot of metas have people that don't know how to play defensively or maneuver. In my meta as well as covenant's the dominate list is 3 amigos.its not all about defense dice with a high end imperial list. It's about having an evade token at your will along with a focus every turn. Your a shot down as soon as you attack before I even roll my defense.

While I agree that interceptors take practice, and are far better than most people think, and most of the rest of your statement, the idea that people don't know how to maneuver is very presumptuous. B-wings have more going for them than just shields+hull. They are incredibly maneuverable In their own right.

Your B with HLC will be target number one. Since you are a PS 2 with no way to protect it the chances are good it will get killed before you can shoot. I would add Biggs to fly cover for the B.

Your total firepower of your entire fleet is irrelevant much like your amount of hull/shields. Defense is the most important aspect of the game next to actions. Defense comes from ability to effectively maneuver ship in combination of at least 3 defense dice. If you can survive another round you can always shoot again.

I would strongly disagree. In my opinion, and what seems to be the opinion of many others, defense dice are not equal to attack dice. If you have 5 evade dice and roll blanks, boom. If you have 8 hull and shields and roll a blank vs. 3 or 4 hits, you can keep on trucking. If what you are saying was true, we wouldn't see B-Wings doing so well, since they have only a single defense die.

B-wings are doing well because a lot of metas have people that don't know how to play defensively or maneuver. In my meta as well as covenant's the dominate list is 3 amigos.its not all about defense dice with a high end imperial list. It's about having an evade token at your will along with a focus every turn. Your a shot down as soon as you attack before I even roll my defense.

While I agree that interceptors take practice, and are far better than most people think, and most of the rest of your statement, the idea that people don't know how to maneuver is very presumptuous. B-wings have more going for them than just shields+hull. They are incredibly maneuverable In their own right.

Perhaps it was a bit presumptuous but in my current meta, imperial quality is putting a hard beat down on rebel swarm. It's not that the rebel players are bad, they are great players but high pilot skill in addition to multiple actions with boost is hard to beat.

Based on what you posted for ships this is a combination I like best.

Biggs w/r2f2, Garven w/rs astro, Gold Squad w/ Ion, and Blue Squad.

Goal till be to jost at your oppoenent. Having 2 skilled 2 pilots may not happen. In any case you want to keep Biggs about 2 inches from your main ships opposit side of your oppoenent. Hopefully this will force your oppoenents to have to shoot range 3. Giving you 4 evade dice. Now when Garven fires be sure to pass that focus token to Biggs. In the event after Biggs dies Garvins ability will stack nicely with your B wing when it gets target locks.

Biggs and Garven also work well with 2 rookie pilots if your up for a 4 X Wing squad.

Good luck at your tourny.

Perhaps it was a bit presumptuous but in my current meta, imperial quality is putting a hard beat down on rebel swarm. It's not that the rebel players are bad, they are great players but high pilot skill in addition to multiple actions with boost is hard to beat.

Interesting that in your current meta, the faction identity is reversed and I can certainly see the advantage you have in that situation.

Edited by AlexW

Thanks everyone for the advice, I ended up losing the first round but only gave my opponent a modified win. Round 2 I got a complete win. Third round I had a rookie pilot with full shields and hull and r2-d2 against wedge with only 1 hit left and time was called so I also lost that round which if I had 1 more turn I would have most likely taken him down. 4th round was a complete loss, flew against a veteran player who fielded the trio of luke, Biggs and wedge with upgrades on all. Fun tourney tho and split 5th with 6 other people and got a free ten nunb card so it was cool.

Edited by Jaden Ckast

Perhaps it was a bit presumptuous but in my current meta, imperial quality is putting a hard beat down on rebel swarm. It's not that the rebel players are bad, they are great players but high pilot skill in addition to multiple actions with boost is hard to beat.

Interesting that in your current meta, the faction identity is reversed and I can certainly see the advantage you have in that situation.

One consequence is very long games, picture Vader(Elusive,stealth) chasing after each other at the end of the game. :)