Wave 4 Rebels Report Card

By Darth Ruin, in X-Wing

Wave 4 Report Card: Rebels

Headhunter

Bandit Squadron - A-
Giving the Academy Pilot a good run for it's money in the efficiency stakes, Bandits are a well rounded addition to any Rebel list and surprisingly hardy. 3-K turns and 2-bank greens make it actually faster than the X-Wing, and nearly as survivable, and its dial allows sustained combat at range 2-1 rather than the forced K-turn or banks often forced by the TIE dial. 2 Bandits may just be the new B-Wing, although weaker in the late game.

Tala Squadron B+
For 13 points and PS4, Tala is a great addition. However their current spot is hotly contested as players looking to minimise points on Z-95s will choose the cheaper Bandit, as multiple Talas eat into the equipment budget. For Epic play however, much better than the Bandit.

Lt. Blount B
Blount is great with Ion Pulse Missiles, although it's pretty much his only gimmick. It's a pretty good one though, setting up Falcons or Soontir/Phantoms for massive damage. He's definitely a hard counter to Phantoms, although PS is an issue. Assault Missiles I've found to be far too costly and their utility in a all-comers build is questionable.

Airen Cracken A
Cracken will be the go-to replacement for the Rookie Pilot in Wave 4; handing out a free action, PS8 and Swarm Tactics or Wingman for 21 points is worth far more than 1 more attack dice and 1 shield.

E-Wing

Knave Squadron B-
Knave Squadron is an odd one, and for 27 points a PS 1 ship is a risky proposition. For the same reason Alpha Squadron Interceptors aren't often seen, Knaves need to be able to outfly their opponent and this is difficult at PS1. E-Wings work best in conjunction with other ships that enable them to use their vast array of options available, but their low PS means Knaves will often have to spend their focus on defense, leaving their offence weak.

Bloodmoon Squadron B+
The workhorse E-Wing, most flexible for building squadrons around, with respectable PS and a vast array of options. E-Wings are surprisingly versatile even without taking any upgrades, as their shields make them extremely resilient compared to Interceptors.

E'Tahn Abaht A+
E'Tahn is definitely the most cost efficient E-Wing. For 32 points, he essentially gives your entire Squadron the EPT Marksmanship. In Epic games, his value is multiplied exponentially, but even in small games his power has a huge effect on your opponent, as the crits from everyone start to hurt in the midgame against Rebels and from the first engagement against Imperials. Extremely effective against large ship builds, E'Tahn provides your opponents a dilemma; attack the Agi 3 ship with focus or keep taking potentially crippling crits?

Corran Horn B
Corran is now probably the most difficult Rebel ship to fly effectively. He has massive tempo issues with using his ability, as accurately predicting when you use it takes lots of experience- losing the following turns' shot is a large penalty, you soon find out. To get any performance out of him you also need to kit him out at least with FCS, and his base cost of 35 automatically makes him quite uncompetitive. R2-D2 on him however is quite trollface when fully kitted out- imagine Soontir Fel who can regen hitpoints while running away, then hit you with a double attack on the turn he comes in for the attack. Probably the strongest ship in the lategame when equipped for it, but the prohibitive cost of that means he won't be seen much competitively.

Edited by Darth Ruin

Nice. Liked reading that.

Very interesting.

Are you going to do the Imps?

Well since my final table Rebel squad was:

Wedge + R2 mech + PtL

Arien + Homing + Wingman + Munitions

E'Tahn + FCS + R7-T1 + VI

98 points

I have to agree with you on both Arien and E'Tahn's grades. Those 2 were amazing.

Corran Horn B

Corran is now probably the most difficult Rebel ship to fly effectively. He has massive tempo issues with using his ability, as accurately predicting when you use it takes lots of experience- losing the following turns' shot is a large penalty, you soon find out. To get any performance out of him you also need to kit him out at least with FCS, and his base cost of 35 automatically makes him quite uncompetitive. R2-D2 on him however is quite trollface when fully kitted out- imagine Soontir Fel who can regen hitpoints while running away, then hit you with a double attack on the turn he comes in for the attack. Probably the strongest ship in the lategame when equipped for it, but the prohibitive cost of that means he won't be seen much competitively.

Why would a base cost of 35 mean he's automatically uncompetitive?

Why would a base cost of 35 mean he's automatically uncompetitive?

Because people are trying to shoehorn the new ships into the current meta, and that's a bad way to look at it. FFG is clearly shifting the meta: obvious counters will challenge the ships currently dominating the meta, and there are several viable upgrades which increase either the number or value of red dice being thrown by higher value ships. The net result should be a shift away from several generic pilots with low PS, and towards fewer, more elite ones. Corran will flourish in that kind of meta, where his additional attack, when used at the right time, will effectively increase the number of ships in your list by one for a single turn. An elite three ship list that has a fourth at its disposal could be a force to be reckoned with.

Edited by WonderWAAAGH

Id say that 35 for a rebel ship is okay because you have good options to put it together with.

WonderWAAAGH, how do you foresee that shift coming to fruition? I don't. Other than people having more fun toys to play with.

I think the Phantoms will actually banish a lot of mid-tier PS type builds but won't do much to other things.

I'd be tempted to try out this list with the Horn the Cracken and the Bandit

http://xwing-builder.co.uk/view/82112/sound-the-horn-release-the-cracken

Corran Horn + FCS + Marksmanship + R7-T1 (43)

Airen Cracken + Swarm Tactics (21)

Bandit Sq Pilot x3

I'd like to think that a five ship rebel build with three ships firing at PS8, two at PS2 and one in the end phase could be competitive.

As for Horn, he could just turtle up the next round whilst the three Bandits provide cover/block.

Id say that 35 for a rebel ship is okay because you have good options to put it together with.

WonderWAAAGH, how do you foresee that shift coming to fruition? I don't. Other than people having more fun toys to play with.

I think the Phantoms will actually banish a lot of mid-tier PS type builds but won't do much to other things.

The writing's on the wall. I'm not saying that currently dominating lists will be completely obsoleted, but the more powerful a single ship is, the more it makes up for the loss of another. That's why Falcon lists continue to be successful, even though they cap at three ships.

Edited by WonderWAAAGH

...That's why Falcon lists continue to be successful, even though they cap at three ships.

Soon to be four!

Why would a base cost of 35 mean he's automatically uncompetitive?

Because people are trying to shoehorn the new ships into the current meta, and that's a bad way to look at it. FFG is clearly shifting the meta: obvious counters will challenge the ships currently dominating the meta, and there are several viable upgrades which increase either the number or value of red dice being thrown by higher value ships. The net result should be a shift away from several generic pilots with low PS, and towards fewer, more elite ones. Corran will flourish in that kind of meta, where his additional attack, when used at the right time, will effectively increase the number of ships in your list by one for a single turn. An elite three ship list that has a fourth at its disposal could be a force to be reckoned with.

That's how I see Corran too. He's the 4th ship in a 3 ship list or the 5th in a 4 ship and so on and so forth.

I think you are dismissing the Tala's PS bump. With Predator running around, that 1 pt is very well worth it.

I think you are dismissing the Tala's PS bump. With Predator running around, that 1 pt is very well worth it.

It's pretty good against Blue Squadron, too, and I think those guys will be sticking around for a while.

And I would imagine many will be seriously considering the PS bump for Blues and Rookies.

I think you are dismissing the Tala's PS bump. With Predator running around, that 1 pt is very well worth it.

It's pretty good against Blue Squadron, too, and I think those guys will be sticking around for a while.

The Tala also gets to move after PS1-3, allowing them to target lock for their missiles easier during the first engagement.