Team Epic: Better with Buddies

By What, in X-Wing

My LGS has a Team Epic event coming up, so I thought I'd take a pause from my normal Imperial Shenanigans to give Rebels a try... and maybe, just a little, to try and justify to myself the $150 of huge ships I bought.

So, I put together two lists - which is better, why, and what would you tweak?

My team mate will have a CR90, but I don't know anything else about their list, nor what we'll be facing.

List One: CR90 + Bodyguards

List Two: GR-75 and So, So, Many Actions

Thanks!

I like the second list a bit more if your friend will be using the CR90, I have a few suggestions although the list is really good.

I would drop down the two rookie x-wings, Turn one into Biggs and give him R2-F2, Shield Upgrade. Next take one of the comms boosters off of the Transport and run (Bright Hope) title and Shield Projector. These two side by side would be a great way to make sure those headhunters get off those Assault missiles, in a 400 per side game those 4 hit points are just going to fall over if they shoot PS 2. Also lower PS headhunters have trouble getting target locks on higher PS as they move so early. If you use some of those points from the Rookie Pilot you could upgrade one Headhunter to Lt. Blount. Now when Dutch gets a Target lock he can pass the second lock to the PS 2 head hunter and Blount can take his lock at PS 6 as well. The Transport can then pass the focus's needed to get that TL+focus combo.(Pass one focus to Lt Blount one to Biggs.)

Biggs can only pull shots off of Small-large ships so if the enemy decides to focus down your transport that Double reinforce is really going keep him healthy , if they decide to focus Biggs you have the comms booster focus + R2-F2 agi to keep Biggs tanky. IF the enemy gets rid of that focus on Biggs you can pull one high Dice roll to the transport using the Shield projector.

GR-75 Transport

-Comms Booster

-Comms Booster

-Shield Projector

-Bright Hope

Blue Squadron Pilot

-Advanced Sensor

-Flet. Torp

-Flet. Torp

Dutch

-Ion Turret

Gold Squadron Pilot

-Ion Turret

Bandit Squadron Pilot

-Munitions Failsafe

-Assault Missile

Lt. Blount

-Assault Missile

Biggs

-R2-F2

-Shield Upgrade

I'm kinda proud of this list lol. Thank you for the inspiration, Best of luck to you tell me how you do.

That's a good point with the headhunters, I'm not sure how I missed that! I'm not sure Blount is the way to go though over Cracken though; if we're killing one of the rookies entirely to make room for upgrades, I feel like the extra 3 points (including failsafe) is worth it to keep him useful after the missiles go off. Either way, swarm tactics is probably a pretty good addition as well, and the points are there if we drop the second rook to a third headhunter.

I like the idea of turning one of rooks into Biggs to keep the headhunters safe, my concern is that with the amount of firepower available in epic it may not be worth it. For the same reason I don't run Howlrunner in epic - they're even bigger targets than they are in standard, except now there's x3 or x4 the guns aiming at them. Shield projector could certainly help with this, except that it takes three energy per attack you redirect. Without tibanna gas reserves, that's an entire turn's worth of energy generation just to soak 1-2 damage from Biggs, which also means no two free stress removals and focus tokens.

My current thought is that the Ys and B run together. Dutch gives the B target lock, GR-75 gives it focus, and it barrel rolls to fire a flet. torp at somebody ionized...

The now 3 Z95s and Rook run in 2x2 towards the biggest concentration of TIEs. Cracken and one Z fire off assault missiles (both with TL+Focus due to GR75) while the other two wingmen in front do their best to get in the way and pick off stragglers.

It's basically running two 80pt squads with free focus generation and stress removal, which hopefully leads to a strong enough alpha strike to make it worthwhile.