Greetings! looking for rebel list feedback.

By hammerghast, in X-Wing

hey everybody! newcomer here, to the forum and relatively to the game. By far one of the best I've played in my 11 years wargaming and with a community known for its awesomeness, keep doing what you all do!

Down to business, I have three quick rebel lists, somewhat different, that I've recently concocted and would like your input on. Beforehand, I wish to list my entire ship collection so we're all on the same page as far as assets available for amending said lists::

1x core set ( so the X-wing)

1x Y-wing

1x YT-1300

1x B-wing

1x HWK-290

List 1:

Ten Numb

Autoblaster

Fire control system

Draw their fire

Biggs Darklighter

Advanced Proton torpedoes

R5-D8

Dutch Vander

R2-D2

List 2:

Horton Salm

Blaster turret

Jan Ors

intelligence agent

Dagger squadron pilot

Rookie Pilot

List 3:

Ten Numb (I like him :P )

Engine upgrade

Autoblaster

Fire control system

Chewbacca

Chewbacca

Assault Missiles

Saboteur

Draw Their Fire

Shield Upgrade

These all obviously equate to 100 points but do check my math. Open to all input, particularly liking the last list but I'm unsure if it's that safe to show up with two ships, however durable, but maybe it can work, lemme know.

You have everything you need to field my Fantastic Fours. Give it a go. Being they are all PS4 it is a great starter squad. Not to say it isn't powerful, as I play with it (and win) in competitive play!

Fantastic Fours:

Grey+Ion

Red+R2

Dagger+Adv. Sensors (You'll need a shuttle for this upgrade. Use FCS in the mean time)

Roark+Ion

First, welcome to the game and the forums! :D

I'll comment about list #3. You may have some fun with the list BUT... I think you will find that having only 2 ships for offense is going to be very limiting unless your opponent is only flying 2-4 ships themselves. Sure, they have great upgrades, but you usually need more opportunities to hit (more ships) because if you go a round or two with bad dice rolls, you will be in a terrible hole.

One of the keys to the game is "focused fire" which means using all your ships to attack a single target in order to destroy it in a single turn. Think about it: an academy TIE fighter with two damage hits just as hard as an undamaged named pilot TIE fighter. This is one of the reasons the TIE swarm (6-8 TIE fighters) is still such a popular list. There are more ships throwing more dice, improving the odds to focus fire and remove an opponent's ship, or two, every turn.

Your 3rd list just doesn't give you much of a chance to focus fire.

Edited by Lappenlocker

I agree with Lappenlocker. How about this take on HSF:

Han+Marksmanship+Gunner

Blue+FCS

Rookie+R2

Line up 2 or 3 of these ships on a single target every round and things are going to die quick!

List 1:

APT on Biggs are a huge waste. I mean, they're likely to go down with a ship anyway, and putting them on a pilot who is guaranteed to die early means you might as well be playing a 94 point fleet.

R5-D8 is a good droid on someone with a lot of hull to regenerate, and a lot of time to do it in. Biggs has neither.

For 9 points extra, I'd upgrade "Draw Their Fire" to "Marksmanship", give "Dutch" an Ion Cannon Turret, and be content with a 98 point fleet.

List 2:

NEVER send a HWK out without a turret. Ever. 1 attack only has a chance of doing anything if your opponent rolls no evade results, and has no evade or focus tokens.

The Intelligence Agent is useless if you do not have the ability to capitalize on that knowledge, such as a Barrel Roll, Navigator, et c.
For future reference, Jan really really needs to clear stress, so giving her Nien Nunb is a great idea. Ion Cannon Turrets are also nice on a HWK, though Blaster Turrets + Recon Specialists tend to be better.

List 3:

You can't have Chewbacca (the pilot) on the same ship as Chewbacca (the crewman card).
Strip out most of those upgrades, particularly the missiles. They're not as good as simply having a third ship.

Consider the Luke Skywalker crewman card (or Gunner, when you eventually get one). On a YT-1300 (particularly Han Solo), having the ability to attack again if you miss means you are practically guaranteed damage when you shoot. Considering you have a main gun of 360*, you'll ALWAYS be able to shoot.

Now, for suggestions of my own:

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

T he C razy 8 ights

L uke S kywalker

+ D raw T heir F ire

+ R 2- D 2

-{ 33 }-

T en N unb

+ M arksmanship

+ F ire- C ontrol S ystem

-{ 36 }-

J an O rs

+ Nien Nunb

+ Ion Cannon Turret

-{ 31 }-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  • All three pilots are lvl 8, which means you can have them move and/or shoot in whichever order you like. Very handy for a new player, and danged useful to the experienced ones.
  • Each pilot's upgrades have specific and good combos with them.
    1. Luke Skywalker's pilot ability means that he'll take more shots to kill than any other pilot in the Rebellion, aside from someone in a YT-1300. Giving him R2-D2 makes him an unkillable hell-beast. Now, since you've already got regenerating shields, having Luke jump on other players Crits will completely erase that damage after one Green Maneuver.
    2. Ten wants Critical Hits. Marksmanship increases the odds of getting a Critical Hit dramatically. Fire-Control System ensures that his damage will always be monstrous, even if he takes one of his many stressful maneuvers, or decides to barrel-roll.
    3. Jan Ors wants more green maneuvers, as her main system of dealing damage is by strengthening allies, which is stressful. Nien Nunb clears up her cluttered dial quite nicely. The Ion Cannon Turret means she can concentrate on using her action defensively, while controlling the enemy ships (preferably onto an asteroid, off the field, or into the waiting arms of her boyos).
  • Even without the restrictions you've placed on your list-building from having no Imperial ships and their tasty tasty cards, these upgrades would still fly well together.
  • I would STRONGLY recommend looking into proxy-ing, until your collection is better bolstered. That is to say, fly with the ships you've got, with a computer printout of the upgrades you're missing. That way, you can learn the wonders of Luke Skywalker with Expert Handling, or Ibtisam with Daredevil, Engine Upgrades, and Advanced Sensors, et c. et c.

Hope this helps!

List 1:

APT on Biggs are a huge waste. I mean, they're likely to go down with a ship anyway, and putting them on a pilot who is guaranteed to die early means you might as well be playing a 94 point fleet.

R5-D8 is a good droid on someone with a lot of hull to regenerate, and a lot of time to do it in. Biggs has neither.

For 9 points extra, I'd upgrade "Draw Their Fire" to "Marksmanship", give "Dutch" an Ion Cannon Turret, and be content with a 98 point fleet.

List 2:

NEVER send a HWK out without a turret. Ever. 1 attack only has a chance of doing anything if your opponent rolls no evade results, and has no evade or focus tokens.

The Intelligence Agent is useless if you do not have the ability to capitalize on that knowledge, such as a Barrel Roll, Navigator, et c.

For future reference, Jan really really needs to clear stress, so giving her Nien Nunb is a great idea. Ion Cannon Turrets are also nice on a HWK, though Blaster Turrets + Recon Specialists tend to be better.

List 3:

You can't have Chewbacca (the pilot) on the same ship as Chewbacca (the crewman card).

Strip out most of those upgrades, particularly the missiles. They're not as good as simply having a third ship.

Consider the Luke Skywalker crewman card (or Gunner, when you eventually get one). On a YT-1300 (particularly Han Solo), having the ability to attack again if you miss means you are practically guaranteed damage when you shoot. Considering you have a main gun of 360*, you'll ALWAYS be able to shoot.

Now, for suggestions of my own:

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

T he C razy 8 ights

L uke S kywalker

+ D raw T heir F ire

+ R 2- D 2

-{ 33 }-

T en N unb

+ M arksmanship

+ F ire- C ontrol S ystem

-{ 36 }-

J an O rs

+ Nien Nunb

+ Ion Cannon Turret

-{ 31 }-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  • All three pilots are lvl 8, which means you can have them move and/or shoot in whichever order you like. Very handy for a new player, and danged useful to the experienced ones.
  • Each pilot's upgrades have specific and good combos with them.

    • Luke Skywalker's pilot ability means that he'll take more shots to kill than any other pilot in the Rebellion, aside from someone in a YT-1300. Giving him R2-D2 makes him an unkillable hell-beast. Now, since you've already got regenerating shields, having Luke jump on other players Crits will completely erase that damage after one Green Maneuver.
    • Ten wants Critical Hits. Marksmanship increases the odds of getting a Critical Hit dramatically. Fire-Control System ensures that his damage will always be monstrous, even if he takes one of his many stressful maneuvers, or decides to barrel-roll.
    • Jan Ors wants more green maneuvers, as her main system of dealing damage is by strengthening allies, which is stressful. Nien Nunb clears up her cluttered dial quite nicely. The Ion Cannon Turret means she can concentrate on using her action defensively, while controlling the enemy ships (preferably onto an asteroid, off the field, or into the waiting arms of her boyos).
  • Even without the restrictions you've placed on your list-building from having no Imperial ships and their tasty tasty cards, these upgrades would still fly well together.
  • I would STRONGLY recommend looking into proxy-ing, until your collection is better bolstered. That is to say, fly with the ships you've got, with a computer printout of the upgrades you're missing. That way, you can learn the wonders of Luke Skywalker with Expert Handling, or Ibtisam with Daredevil, Engine Upgrades, and Advanced Sensors, et c. et c.
Hope this helps!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

T he C razy 8 ights

L uke S kywalker

+ D raw T heir F ire

+ R 2- D 2

-{ 33 }-

T en N unb

+ M arksmanship

+ F ire- C ontrol S ystem

-{ 36 }-

J an O rs

+ Nien Nunb

+ Ion Cannon Turret

-{ 31 }-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  • All three pilots are lvl 8, which means you can have them move and/or shoot in whichever order you like. Very handy for a new player, and danged useful to the experienced ones.
  • Each pilot's upgrades have specific and good combos with them.
    • Luke Skywalker's pilot ability means that he'll take more shots to kill than any other pilot in the Rebellion, aside from someone in a YT-1300. Giving him R2-D2 makes him an unkillable hell-beast. Now, since you've already got regenerating shields, having Luke jump on other players Crits will completely erase that damage after one Green Maneuver.
    • Ten wants Critical Hits. Marksmanship increases the odds of getting a Critical Hit dramatically. Fire-Control System ensures that his damage will always be monstrous, even if he takes one of his many stressful maneuvers, or decides to barrel-roll.
    • Jan Ors wants more green maneuvers, as her main system of dealing damage is by strengthening allies, which is stressful. Nien Nunb clears up her cluttered dial quite nicely. The Ion Cannon Turret means she can concentrate on using her action defensively, while controlling the enemy ships (preferably onto an asteroid, off the field, or into the waiting arms of her boyos).
How do you run this list, for those that have access to all the upgrades?

Aside from the bullet points listed underneath the fleet, here are some more advanced considerations.

Jan typically prefers passing an extra die to Ten, as he'll more often convert it to damage (due to his pilot ability and free Target Lock from FCS), but passing to Luke is always a good idea if he's got a better shot.

Jan wants to use her ability every turn, which means using a green maneuver most of the time. Fortunately, she doesn't exactly need to aim with her turret, as it's got a 360* arc.

Ten wants to pick a target at Range 3, and keep shooting at that target, so he can make use of the target lock from Fire-Control Systems.

Ten is best at Range 3, or at Range 1. Barrel-Rolling into either is often a better idea than Marksmanship.

If Luke has any shields at all, he should be using Draw Their Fire.

If Luke is missing any shields, he should either be using a Green Maneuver next turn, or a long-range maneuver to get out of combat for a bit, regenerating multiple shields in one go.

A defensive Focus on Luke is almost never needed, so feel free to use your actions as pure offense.

Between Jan's turrets and Ten's barrel-roll, playing inside of a dense Asteroid Field is to your advantage against most fleets.

If you can draw your enemy into fighting on your turf, Jan can ionize them onto the Asteroids themselves, and Ten and Luke can blast them away.

Unlike Jan and Ten, Luke does not fare particularly well in the asteroid field. However, if he's down to 0 shields, leaving the nest, and therefore the main combat, is a quite useful tactic.

Have him run away, and come back at full shield-strength, preferably from behind the opponent.

Ultimately, you're playing a 3 ship fleet, which means you want to reduce them to the same number as quickly as possible. That means you ought to Concentrate your Fire on a single target until it is dead, and then move on to the next target.

Edited by DraconPyrothayan

All immensely helpful, thanks so much everyone! cannot wait to playtest.

Regarding Chewbacca though- Is there somewhere it explicitly states the pilot cannot be used with the upgrade card? It makes sense but they're each quite different in their benefits..

All immensely helpful, thanks so much everyone! cannot wait to playtest.

Regarding Chewbacca though- Is there somewhere it explicitly states the pilot cannot be used with the upgrade card? It makes sense but they're each quite different in their benefits..

It's in the Unique Card rules. Can't use two cards named Luke Skywalker, even if one's an X-Wing Pilot and one's a Crewman. This ain't the clone wars!

All immensely helpful, thanks so much everyone! cannot wait to playtest.

Regarding Chewbacca though- Is there somewhere it explicitly states the pilot cannot be used with the upgrade card? It makes sense but they're each quite different in their benefits..

It's in the Unique Card rules. Can't use two cards named Luke Skywalker, even if one's an X-Wing Pilot and one's a Crewman. This ain't the clone wars!

^ What I was looking for.

Thanks again everyone! toying with some ideas after compiling all feedback tomorrow, looking forward to more progress.