The best ships against rebels

By Quendil, in X-Wing

This is very general, but what are the best ships against rebels.

More to the point: The other player usually uses 2-3 ships from the rebels.

Falkon, Ywing, Xwing, Hwk-290

Mid to high PS

What ships/upgrades would you use against this (empire or rebels)?

The lowly TIE.

He's highly maneuverable, dodgy, cheap, comes with friends, packs a punch (with his friends).

I enjoy the high PS ships. Being able to shoot before or same turn means a lot in your damage potential. Then you need a good blocker like the lambda

The lowly TIE.

He's highly maneuverable, dodgy, cheap, comes with friends, packs a punch (with his friends).

TIEs are only good in serious numbers. Throw one or two my way, and it's getting crushed early.

Good Firesprays genuinely worry me!

8 TIE should do the trick just fine.

This is very general, but what are the best ships against rebels.

More to the point: The other player usually uses 2-3 ships from the rebels.

Falkon, Ywing, Xwing, Hwk-290

Mid to high PS

What ships/upgrades would you use against this (empire or rebels)?

Best ship against Rebels are, surprisingly, Rebels themselves. They can dish out the hurts and can also tank the return fire, and combos like Han + gunner are less effective when the target is a 1 agility Bwing that has 8 hp. Suppose you are Han and rolled 2 hits 1 blank, you cant exactly go for the reroll either, else if you got 1 hit 2 blanks that hit would likely go through, and wont trigger gunner.

If you absolutely must use imperials, TIEbombers are great for the opening attack. A lucky APT could OHKO a Xwing, and Clusters will tear apart 1 agi targets very quickly

Edited by Duraham

Best ship against Rebels are, surprisingly, Rebels themselves.

The problem with that is that his ships will be good against mine as well:P

I think this is where the rebels have a pretty big advantage right now. There is no one ship or strategy that just destroys their gameplan... meanwhile YT's or Ywings with Ions/turrets just destroy interceptors. The # of viable tournament level ships on the rebel side is outgrowing the empire rapidly... almost 2-1... funny... just like the store championship results.

I think this is where the rebels have a pretty big advantage right now. There is no one ship or strategy that just destroys their gameplan... meanwhile YT's or Ywings with Ions/turrets just destroy interceptors. The # of viable tournament level ships on the rebel side is outgrowing the empire rapidly... almost 2-1... funny... just like the store championship results.

I never loose to rebels, period. While many players are starting to use them effectively, I strongly believe that the empire has the advantage in competitive play. I do think that wave 4 and Tantive will change that however.

The only non-tourney viable ship is really just the non-vader x1. And I'm still not convinced that it's not tourney viable. As for the interceptor, the main thing that keeps the A wing viable is that your list isn't built around it, and if it gets 1hko'd you're not dead in the water with the rest of your list. I think Alpha Squadron Pilots could still be rather viable. 3 dice throwing TIEs w/ boost... for 18 points. An A wing is 17 points, and only has 2 attack dice.

The problem with the interceptor is that everyone wants to fly Soontir w/ PTL & Stealth (or Turr w/ VI/PTL & Stealth), so when he gets one shotted, there got 33 points, and the rest of your list is nerfed because of that. Obviously the rebels are just smarter commanders since we don't spend 30+ points on Tycho, but rather 17 for a Prototype or 22 for a GSP w/ PTL. Sadly, Imp Aces is just going to make the Interceptor competitive scene even worse.

And as for the x1, everything that shows that it costs 1-2 points more doesn't really take into account the dial. While it's missing the critical 1 straight, once ordnance is gone, it dog fights better than the Bomber, quite a bit better actually. Not to mention that it's quite a bit more survivable. I just don't think we've fully explored its niche yet, and the meta that will make it a quality ship in a tourney setting.

The problem with the interceptor is that everyone wants to fly Soontir w/ PTL & Stealth (or Turr w/ VI/PTL & Stealth), so when he gets one shotted, there got 33 points, and the rest of your list is nerfed because of that. Obviously the rebels are just smarter commanders since we don't spend 30+ points on Tycho, but rather 17 for a Prototype or 22 for a GSP w/ PTL. Sadly, Imp Aces is just going to make the Interceptor competitive scene even worse.

This is where you run into the real issue people are having with the decision to use interceptors or not. To use one to its strengths, it kind of needs higher pilot skill and/or an upgrade like push the limit. A prototype A-wing, or even a green squadron pilot, fills a unique role in the rebel fleet at a relatively low cost. Interceptors like the alpha squadron pilot, however, do not do that much differently from the academy pilot other than shoot one extra red die, which is nice, but they can die just as easily and then the extra points you spent don't matter as much.

The problem with the interceptor is that everyone wants to fly Soontir w/ PTL & Stealth (or Turr w/ VI/PTL & Stealth), so when he gets one shotted, there got 33 points, and the rest of your list is nerfed because of that. Obviously the rebels are just smarter commanders since we don't spend 30+ points on Tycho, but rather 17 for a Prototype or 22 for a GSP w/ PTL. Sadly, Imp Aces is just going to make the Interceptor competitive scene even worse.

This is where you run into the real issue people are having with the decision to use interceptors or not. To use one to its strengths, it kind of needs higher pilot skill and/or an upgrade like push the limit. A prototype A-wing, or even a green squadron pilot, fills a unique role in the rebel fleet at a relatively low cost. Interceptors like the alpha squadron pilot, however, do not do that much differently from the academy pilot other than shoot one extra red die, which is nice, but they can die just as easily and then the extra points you spent don't matter as much.

So then by your logic, the Z-95 will obsolete the A wing since it'll do the same thing but for a lower cost? And the A wing will only be throwing an extra evade, which is worth much less than an extra attack die. I have no problem rushing my A wing and getting behind the majority of most fleets. An Alpha could do the same thing - buzz up along the side while boosting to get to the opponents half of the table. And then the opponent has the choice to face the Interceptor or to face your fleet. Yeah, it's possible he re-maneuvers his own flanker to take you on, but then it's done it's job by removing the opponents flanker from the game. Same roll, better outcome. Though I suppose people pay more attention to interceptors than A wings.

The problem with the interceptor is that everyone wants to fly Soontir w/ PTL & Stealth (or Turr w/ VI/PTL & Stealth), so when he gets one shotted, there got 33 points, and the rest of your list is nerfed because of that. Obviously the rebels are just smarter commanders since we don't spend 30+ points on Tycho, but rather 17 for a Prototype or 22 for a GSP w/ PTL. Sadly, Imp Aces is just going to make the Interceptor competitive scene even worse.

This is where you run into the real issue people are having with the decision to use interceptors or not. To use one to its strengths, it kind of needs higher pilot skill and/or an upgrade like push the limit. A prototype A-wing, or even a green squadron pilot, fills a unique role in the rebel fleet at a relatively low cost. Interceptors like the alpha squadron pilot, however, do not do that much differently from the academy pilot other than shoot one extra red die, which is nice, but they can die just as easily and then the extra points you spent don't matter as much.

So then by your logic, the Z-95 will obsolete the A wing since it'll do the same thing but for a lower cost? And the A wing will only be throwing an extra evade, which is worth much less than an extra attack die. I have no problem rushing my A wing and getting behind the majority of most fleets. An Alpha could do the same thing - buzz up along the side while boosting to get to the opponents half of the table. And then the opponent has the choice to face the Interceptor or to face your fleet. Yeah, it's possible he re-maneuvers his own flanker to take you on, but then it's done it's job by removing the opponents flanker from the game. Same roll, better outcome. Though I suppose people pay more attention to interceptors than A wings.

I've found my pair of Alphas very useful in my 5 ship imperial list.

So much stuff in there.

The problem with the interceptor is that everyone wants to fly Soontir w/ PTL & Stealth (or Turr w/ VI/PTL & Stealth), so when he gets one shotted, there got 33 points, and the rest of your list is nerfed because of that. Obviously the rebels are just smarter commanders since we don't spend 30+ points on Tycho, but rather 17 for a Prototype or 22 for a GSP w/ PTL. Sadly, Imp Aces is just going to make the Interceptor competitive scene even worse.


This is where you run into the real issue people are having with the decision to use interceptors or not. To use one to its strengths, it kind of needs higher pilot skill and/or an upgrade like push the limit. A prototype A-wing, or even a green squadron pilot, fills a unique role in the rebel fleet at a relatively low cost. Interceptors like the alpha squadron pilot, however, do not do that much differently from the academy pilot other than shoot one extra red die, which is nice, but they can die just as easily and then the extra points you spent don't matter as much.

So then by your logic, the Z-95 will obsolete the A wing since it'll do the same thing but for a lower cost? ...

I've found my pair of Alphas very useful in my 5 ship imperial list.

A pair of Alphas may be useful but the cost the same as a trio of Academy Pilots. They get a slightly better dial and boost but each ship has the same Agility, both have the same number of red dice at R2 although the Interceptors may fare better against more evasive ships, and the AP have 3 more hull points.

The Z-95 will obsolete the A-Wing in some roles but not in all roles unless it has some completely unexpected dial. If cost it the only consideration the Zs will win but if the A's speed and action are desired the Z can't keep up. There are a more difference between the Z-95 and the A-Wing than the TIE-Fighter and Interceptor.

People like running the top Interceptors but they then run that risk of getting one-offed. Rebels at that 33 points are generally more robust and are extremely hard to one shot.

I really like 6 named TIEs maybe even throw Vader in there with swarm tactics.

Naked Bounty Hunters are nasty

Slightly upgraded Shuttles are also really mean. Be warned: don't go over board with the upgrades, a shuttle is a lot like a cheaper firespray, but if it isn't cheaper then it probably isn't better.

Against your particular list I would probably avoid TIE Interceptors. I love these guys but they can do poorly against ships with 360 firing arcs.

Blew away an xxbb yesterday with boba and kath. They both had assault m/ptl &recon.

So much stuff in there.

I've found my pair of Alphas very useful in my 5 ship imperial list.

A pair of Alphas may be useful but the cost the same as a trio of Academy Pilots. They get a slightly better dial and boost but each ship has the same Agility, both have the same number of red dice at R2 although the Interceptors may fare better against more evasive ships, and the AP have 3 more hull points.

The Z-95 will obsolete the A-Wing in some roles but not in all roles unless it has some completely unexpected dial. If cost it the only consideration the Zs will win but if the A's speed and action are desired the Z can't keep up. There are a more difference between the Z-95 and the A-Wing than the TIE-Fighter and Interceptor.

People like running the top Interceptors but they then run that risk of getting one-offed. Rebels at that 33 points are generally more robust and are extremely hard to one shot.

Yes, the costs are the same and you basically five up three hull points for a superior dial, however, it's not that simple, especially if you are fighting at long range, where an interceptor is more effective than a TIE, and two ships are easier to keep at the edge of range or in better position than three.

I'm not saying two Alphas is better than three Academy TIEs, but there are advantages that most people don't really consider beyond the very basic numbers.

I think this is where the rebels have a pretty big advantage right now. There is no one ship or strategy that just destroys their gameplan... meanwhile YT's or Ywings with Ions/turrets just destroy interceptors. The # of viable tournament level ships on the rebel side is outgrowing the empire rapidly... almost 2-1... funny... just like the store championship results.

I never loose to rebels, period. While many players are starting to use them effectively, I strongly believe that the empire has the advantage in competitive play. I do think that wave 4 and Tantive will change that however.

Don't you mean competitively, Macar? ;) With that said, Headhunter swarm vs. TIE swarm? That seems to be the question of how many to get finally when they do drop.

A pair of Alphas may be useful but the cost the same as a trio of Academy Pilots. They get a slightly better dial and boost but each ship has the same Agility, both have the same number of red dice at R2 although the Interceptors may fare better against more evasive ships, and the AP have 3 more hull points.

Yes, the costs are the same and you basically five up three hull points for a superior dial, however, it's not that simple, especially if you are fighting at long range, where an interceptor is more effective than a TIE, and two ships are easier to keep at the edge of range or in better position than three.

I'm not saying two Alphas is better than three Academy TIEs, but there are advantages that most people don't really consider beyond the very basic numbers.

I can't argue with that. If you have 36 points to spend and don't already have a swarm going I can certainly see the appeal of a pair of Alphas flying on a flank. If you fight I range I'll agree the Interceptors will fare better than the Fighters but if you're just going to "dive in" then more Fighters probably have the advantage.

Academy Tie fighters all the way! So few points for a ship that can win you the game if the green dice go your way. If they don't, it's only 12pts!

Not to mention, if you commit an Academy Tie to blocking for a turn, it doesn't hurt you as badly as using an Alpha to block. And we all know how important actions are for doing consistent damage. Meaningful blocking will win you more games than an extra attack die.

Also, I'd put 2 academy ties up against 1 b wing any day and come out ahead more often than not.

Just so many perks.

I'm thinking Flechette Torpedos will become more of a viable option if it is (going by the rumors)3 damage and costs 2-points. (that'll also make the Tie bomber more attractive since the Bomber can take 2!).

The stress can make them less maneuverable, which can be taken advantage of.

Unfortunately, I don't think any other Imperial crafts can use the torpedo... the republic scum however, have more crafts that can carry the torpedo. Tie Bomber + Slave 1 unique vs X-wing, Y-wing, B-wing, E-wing.

Edited by BattlePriest

Phild0 I have been running 2 ties for exactly the reasons you lay down. My ties keep getting one shotted! Can explain a little bit about how to use ties vs named YTs and 4 rebels?

Ion Cannons are seriously good against B-wings.

I'm thinking Flechette Torpedos will become more of a viable option if it is ( going by the rumors )3 damage and costs 2-points. (that'll also make the Tie bomber more attractive since the Bomber can take 2!).

The stress can make them less maneuverable, which can be taken advantage of.

Unfortunately, I don't think any other Imperial crafts can use the torpedo... the republic scum however, have more crafts that can carry the torpedo. Tie Bomber + Slave 1 unique vs X-wing, Y-wing, B-wing, E-wing.

Rumors?

flechette-torpedoes.png

It was spoiled in FFG's article about the Rebel Transport two weeks ago.

Edited by Danthrax

Academy Tie fighters all the way! So few points for a ship that can win you the game if the green dice go your way. If they don't, it's only 12pts!

Not to mention, if you commit an Academy Tie to blocking for a turn, it doesn't hurt you as badly as using an Alpha to block. And we all know how important actions are for doing consistent damage. Meaningful blocking will win you more games than an extra attack die.

Also, I'd put 2 academy ties up against 1 b wing any day and come out ahead more often than not.

Just so many perks.

I'm surprised this has been posted for 14 hours without someone coming back and saying "that's not what happened at Worlds!"