6 ship rebel exploration.

By Ravncat, in X-Wing

Been looking at using dual three ship deployments in rebel lists...

Hue idea bing, neve leave your wingman.

Rogue group. 100 points.

2 z95s flanking tarn with an r7

2 z95s flanking hobbie wig r3a2

Rookie cookie. 100 points

2 z95s flanking a rookie

Airen cracken w wingman and a bandit flanking a gold with dual flechette torps.

Edited by Ravncat

nice ideas. Though I'm a little sketchy on the idea of running Z-95's without missiles.

What if in the first example you dropped one Z-95, and put those 12 points into giving the other Z-95's each a concussion missile?

The bandits may struggle to target lock, and you may end up with an easier decision as to which group to go after first, 2 proton rockets and stealth devices might deter one from going after the smaller group first.

Rookies and Bandits!
3x Rookies
3x Bandits

99pts

I flew against this yesterday. If your opponent can arc dodge you will be in serious trouble.

Also if your opponent is flying with Predator he will rip you to shreds.

Easy ace. 100 points.

Group 1 Green w draw their fire, green w wingman, knave squadron.

Group. 3 bandits

Tactical smugglers

Group 1 ors w tactician and 2 bandits

Group 2 hwk w ion turret and tactician and 2 bandits.

Imperial methodtwo

Group 1 dagger + FCS and two tala's

Group 2 rookie + flechette + r2 and two bandits

Flew my XXXZZZ list yesterday, three games, three wins!

Very enjoyable to focus fire, and the Z's make excellent blockers.

I flew against this yesterday. If your opponent can arc dodge you will be in serious trouble.

Also if your opponent is flying with Predator he will rip you to shreds.

Yup, you did. And arc dodging with your E.U. falcon and Ibby was hard to pin down.

I flew my 3-2-1 squad:

3 bandits

2 X rookies

1 blue

I had to box in Chewie to kill him and I had one shot at catching him in a trap. If he broke free I was definitely going to lose.

P.S. I hope to be at your table you at regionals.

nice ideas. Though I'm a little sketchy on the idea of running Z-95's without missiles.

What if in the first example you dropped one Z-95, and put those 12 points into giving the other Z-95's each a concussion missile?

You think so? I feel the opposite... Similarly to TIE Fighters, I think it's rarely worth it to add upgrades or more points to a ship that's so fragile, weak, and cheap to boot. I like them to stay cheap. I don't see myself ever really giving missiles to any unnamed Z95s unless I end up with 3-4 points left. I'd rather have another ship than give 3 of them missiles. I feel the same about TIE Fighters. I am a big fan of many of the named TIEs, even ones that don't see play a lot. My favorite swarm to run is all six named TIE Fighters. But, as far as I'm concerned, the only generic that really exists is the Academy Pilot. With most Rebels I generally like to spend the 2 extra points for the midway generic, but for Zs and TIEs, in my opinion, its more efficient to save points for more of them.

for the OP

Try

ZZZ

XX

B

Its a modified Jim Blakely TM build incorporating wave 4.

Edited by Sergovan