Hit & Run Rebels

By Babaganoosh, in X-Wing

Hi guys,

This squad is intended to exploit certain upgrades and abilities to make effective hit & run attacks in a match.

The basic battle plan is to make a head-on pass, much like traditional joust, but where other ships would K-turn back in, this squad keeps flying straight out of the other side of the engagement, activating defensive abilities and regenerating shields in preparation for the next run.

It's a three-ship rebel list, with the following:

Corran Horn + R2-D2 + Swarm Tactics + FCS (43)

Corran is a great candidate for this build; he can be extremely potent one turn but then can't shoot the next. This fits perfectly with the battle tactics of the hit & run squad. R2-D2 should be able to regenerate some lost shields inbetween engagements, assuming a relatively good dial on the E-Wing.

Knave Squadron + R5-P9 + FCS (32)

The KSP will probably be the second target of choice after Corran, and will be running R5-P9 to regenerate shields. FCS should allow the KSP to use focus tokens on regaining shields while maintaining attack strength.

Tarn Mison + R7 (25)

Tarn is the closer, of course. He will probably be the last ship targeted. He should be able to tank well against one or two opponents in late rounds.

Three ships is risky, but I think this is at least an interesting experiment to try. Corran is likely to be a real magnet for enemy fire, being both expensive and deadly; should he maybe take r2-f2 instead of r2-d2? He wouldn't be regenerating inbetween passes, but he may last longer against swarms. Suggestions? Thoughts?

The way I see this playing out is: Assuming you meet somewhere near the middle of the board to joust, and then go straight 4 (per your strategy) on your next turn, you might not have enough room to k-turn to re-engage. If you don't play on k-turning, then you'll do a 2 turn instead, but that'll give your opponent the opportunity to shed the stress from his k-turn, and also give him a range 3 shot with no return fire from you.

Edited by Deltmi

True, part of your positioning and early game would have to be hugging your side of the board or setting up to have maximum space on the other end of the engagement. Do you think that would be impossible or too constricting to pull off in order to set up for hit and run tactics?

How hard is it in normal play to disengage from a jousting situation? I haven't tried to do that more than once or twice,

Its not hard at all w/ straight 5 + boost....which you don't have....

If you really wanted to do a rebel hit & run, I'd suggest incorporating a YT into your build. That way you're not spending 2-3 turns trying to re-engage.

If you really wanted to do a rebel hit & run, I'd suggest incorporating a YT into your build. That way you're not spending 2-3 turns trying to re-engage.

Spending 2-3 turns before re-engaging is actually the point of this list; it includes two astromechs that have the ability to restore shields for this reason. The idea is to make one pass and do damage, disengage, regenerate shields, reengage... rinse and repeat. I want to do some playtesting to see how viable this sort of maneuver is on the table, but in theory it is really powerful. Being able to disengage reliably is going to make or break this tactic, tbh.

If it worked it would be like playing one of those shooter games where you can hide and regenerate health... only the other guy can't regenerate.

If you really wanted to do a rebel hit & run, I'd suggest incorporating a YT into your build. That way you're not spending 2-3 turns trying to re-engage.

Spending 2-3 turns before re-engaging is actually the point of this list; it includes two astromechs that have the ability to restore shields for this reason. The idea is to make one pass and do damage, disengage, regenerate shields, reengage... rinse and repeat. I want to do some playtesting to see how viable this sort of maneuver is on the table, but in theory it is really powerful. Being able to disengage reliably is going to make or break this tactic, tbh.

If it worked it would be like playing one of those shooter games where you can hide and regenerate health... only the other guy can't regenerate.

The problem with "disengaging" is that your opponent will be stalking you, and will have more opportunities to shoot without return fire. I see where you're going, but the board isn't big enough to run and gun effectively. This tactic makes more sense in Epic play where you have more room to maneuver.