Question about my Rebel Strategy

By CharlieSocks, in X-Wing

Hi, this is my first post here and I wanted to get a read on what issues I might face taking a particular strategy to tournaments. For a 100 pt game I run a 3 ship team:

Lando- YT-1300 44 pts

Dutch Vander - Y-wing 23 pts

-Shield Upgrade 4 pts

-Ion Cannon Turret - 5 pts

-R2-D2 - 4 pts

Prototype Pilot - A-Wing 17 pts

-Stealth Device - 3 pts

100/100 pts

The main show of my team is the YT-1300/Y-wing combo. I keep them following the edge of the border (free of astroids) and I keep the YT-1300 on the inside to the left of the Y-Wing so that at anytime other ships have to shoot through the YT-1300 giving the y-wing an additional agility dice. I keep them at a pace of 1-2-3 forwards, mostly green maneuvers. Because they both fire with a 360 cannon they dont need the benefit of out maneuvering. This allows Lando to give free focuses to Dutch and Dutch free targets to Lando. It also allows the Y-Wing to continually recover any damage he receives. I think that opponents are likely to go for the easier to hit YT-1300 which will buy time for my a-wing to run around causing damage and my y-wing to hit a few imperials with ion cannons, potentially taking them out for a turn or two. The trick of this strategy is getting it to come down between Y-wing and one to two other enemy ships. Dutch can get behind them and use the 360 degree ion cannon to freeze a ship in the opposite direction. Then he just needs to keep getting one hits until the last few ships either blow up or fall off the map. All the while making green maneuvers to rebuild his 4 shield threshold.

I've only practiced this on one other guy, but I'm starting to get into the local game nights so I can try it out on other builds. Any constructive criticism would be great. Thanks!

I think the A wing is your weak point. With a 3 ship build tossing out only 5 attack dice and one ion, you're not going to win any wars of attrition. I'd cut down on the upgrades given to Dutch to replace that a-wing with an X or B and find the points for Nien Numb.

Dutch and Lando is always a solid combo, and there are several valid ways of running it. Dutch usually gets focused down first, however, so I think in your case you've invested a few too many points on him.

First, shooting through another ship doesn't add a green dice to the ship fired upon.

Second, Dutch's turret is only range 2, a smart opponent will stay at range three blasting away at Lando. Once he is gone (your only three attack dice ship) you are done for.

As an opponent, I'd focus fire on the YWing until gone, three turns would be my bet! I might lose one of my three ships, but that's ok, as 1-2 turns later the AWing would be gone. That leaves Lando to be picked off or time to run out if it goes to attrition!

JMHO,

With no upgrades or mitigation to attack or evade, you're just begging for lando to be focused out first. At that point, no one is even going to care that they're ioned because it helps them keep pace and only does one damage. Nothing here forces stress, so they'll probably be fine. Interceptors are a big threat to 1 agility ships due to their high damage output and range 1 command, and Defenders (especially Brath) will rip this list apart while eating a pop tart. The A-Wing can be saved for last, or for not at all thanks to time, since a low PS A-Wing will have immense difficulty closing out any game. I agree with what some said earlier, spread your upgrades, take a more serviceable ship like a B-Wing or X-Wing.

With such an easy flight path, you'll be in trouble against Bombers and Firesprays as well, both of which can get in front of you and plant bombs, and/or use their rear arc. Proximity Mines and Proton Bombs will be very dangerous, as the crits bestowed by the latter can last a long time on high HP pilots.

Perhaps try Airen Cracken on a Z-95 instead of the Prototype A-Wing. At least Airen's higher PS will allow him to attack earlier and he could help pass out focus tokens.

Also any list featuring Outmaneuver will prove terrifying.