Rebels vs. Imperials - Faction-specific Options

By Rapture, in X-Wing

I regularly spend a few minutes (or an hour or two) just throwing together lists with one of the online list creator tools. I always find that I spend a lot more time making each rebel list than I do making each imperial list. My rebel lists also have a bit more variety and are, generally, more interesting.

In an effort to waste more time, I looked into the number of cards and unique pilots that each faction has all to itself. The count is:

Imperials:

-Pilots - 27

-Upgrades - 10

Rebels:

-Pilots - 28

-Upgrades - 28

Upgrades includes everything from bombs to titles. Pilots is limited to unique pilot cards. Anything that can potentially be taken by current ships in both of the factions was disregarded. This takes into account the upcoming Rebel Aces release as I think we now know all cards in the pack, but it does not include cards from the upcoming wave 5 release. I did not count any cards that are only available for huge ships.

As far as accuracy goes, it was difficult to find a complete source of which expansions came with which cards. There may be a mistake or this may be incomplete, but I wrote them down as I went, so it should be pretty close.

My own personal conclusion from looking at my lists is that there is a lot of opportunity for rebel builds to work off of synergy while my imperial builds are typically some variation of a tank and a flanker. That said, there is a huge difference in the number of options available.

I haven't looked into it, but does the larger number of options actually translate into more diversity in competitive lists, or are most of the cards used more for fun/quirkiness than for competition?

Imperial Pilots

Backstabber

Boba Fett

Captain Jonus

Captain Kagi

Captain Yorr

Carnor Jax

Colonel Jendon

Colonel Vessery

Dark Curse

Darth Vader

Echo

Fel's Wrath

Howlrunner

Kath Scarlett

Kir Kanos

Krassis Trelix

Lieutenant Lorrir

Maarek Stele

Major Rhymer

Mauler Mithel

Night Beast

Rexler Brath

Soontir Fel

Tetran Cowall

Turr Phennir

Whisper

Winged Gundark

Imperial Upgrades

Advanced Cloaking Device

Darth Vader

Proton Bomb

Proximity Mines

Rebel Captive

Royal Guard TIE

Seismic Charges

Slave I

ST-321

Stygium Particle Accelerator

Rebel Pilots

Airen Cracken

Arvel Crynyd

Biggs Darklighter

Chewbacca

Corran Horn

"Dutch" Vander

Etahn A'baht

Garven Dreis

Gemmer Sojan

Han Solo

"Hobbie" Klivian

Horton Salm

Ibtisam

Jake Farrell

Jan Ors

Jek Porkins

Keyan Farlander

Kyle Katarn

Lando Calrissian

Lieutenant Blount

Luke Skywalker

Nera Dantels

Roark Garnet

Tarn Mison

Ten Numb

Tycho Celchu

Wedge Antilles

Wes Janson

Rebel Upgrades

Blaster Turret

B-Wing/E2

C-3PO

Chardaan Refit

Chewbacca

Han Solo

Ion Cannon Turret

Jan Ors

Kyle Katarn

Leia Organa

Luke Skywalker

Millennium Falcon

Moldy Crow

Nien Nunb

Prototype Veteran

R2 Astromech

R2-D2

R2-D2 (crew)

R2-D6

R2-F2

R3-A2

R4-D6

R5 Astromech

R5-D8

R5-K6

R5-P9

R7 Astromech

R7-T1

Please let me know if you notice that I am missing anything.

Edited by Rapture

"Imperial Upgrades" should include the Royal Guard TIE title. It's not exactly a problem, since Wave 5 hasn't been spoiled in as much detail as Rebel Aces, but there are upcoming faction-specific cards there: at least three named pilots and a new title for each side, plus Lando and what looks like Dash crew for the Rebels, and the Fleet Officer and what looks like Ysanne Isard for the Empire.

As for the issue of imbalance, I think it might be informative to mark the upgrades that came with the Tantive IV and Transport with an asterisk or something. It seems safe to assume that FFG will releaseEpic Imperial stuff eventually, which ought to come with a similar bonanza of faction-specific content, which will help balance the scales a bit.

My gut instinct is that the Rebels will always have some kind of edge on Rebel Only upgrades if only because of who the protagonists tend to be. We see so many more Rebels (take the New Hope crew for instance, 6 unique characters with 2 versions for several [crew/astromech or crew/pilot]).

Once FFG has finished up most of the movie-relevant upgrades, we'll be more likely to see something akin to parity in faction-specific upgrades, though even in the EU (Legends now, I guess) the Rebels will tend to be favored since, again, they're the protagonists most of the time.

I always find that I spend a lot more time making each rebel list than I do making each imperial list. My rebel lists also have a bit more variety and are, generally, more interesting.

Total opposite for me. I find the rebel ships a lot more generic than the Imperial fighters so take more time and get a lot more variety from my imperial list building. So even if they have more unique upgrades (mainly some crew and astromech), I find them somewhat lackluster in diversity between ships.

Obviously, that is only my personal taste.

I didn't mind the disparity so much before the Z-95. I looked at the game as the rebels having more options because they had better ships and the imperials countered with swarms of ships. I see the Z-95 as treading on what was always the imperials strongest asset. Now though I think the pendulum is firmly swung to the Rebels side for customization. I hope for more imperial customization but so far FFG doesn't seem to be heading down that path and we have yet to get rebel aces which will put the imperials in an even deeper hole as far as options go.

And I still prefer the Empire, greettings.

Wow, good list. I knew the Rebels had a lot of ways to "add this action" or "get that ability", but didn't realize the upgrade cards (especially because of the astromechs) were so lopsided. It's also a bit frustrating that Rebels have all the abilities to pass target locks, focus, evades, and give actions (without using squad leader), but Imperial only has one who can give target locks (Jendon).

The fact that in the tournament scene, it's still pretty balanced is surprising, with interesting lists abound. I guess the Empire is just *that* cool (can you guess which side I favor? ;-) )

I wouldn't read too much into this--many of those upgrades are droids, and most of the droids are surprisingly bad for the cost. Pretty much only R2D2 and plain R2 were useful until the transport came out.

Also, speaking of the transport, I'm sure the Imps will get huge ships soon along with some nice Imp-only crew. There's a ton of untapped potential Imperial crew options.

I can't say I'm too surprised by the rebel "lead" when it comes to uniques. I mean they do have two huge ships to draw from and if you are including the Rebel Aces that quickly cancels out any momentum Imperial Aces gives the Empire. It may also help when the rebels have exclusive access to Turret and Astromech upgrades where the Empire only has Bombs going for it.

Can we get some awesome Bombs that either cost less or deal more damage? ;-)

never mind.. disregard this..

Edited by oneway

Can we get some awesome Bombs that either cost less or deal more damage? ;-)

Actually, I think I would rather have some with a bigger area of effect.

Or maybe a mine laying mechanic. One upgrade card that drops 3-4 small, weak mines behind the ship.

Yeah, or like you said, a R2 bomb would be cool. Maybe a R2 "stress" bomb for better control?

Yeah, or like you said, a R2 bomb would be cool.

That would be when you strap explosives to an astromech and then jettison the droid behind you, right? ;)

Can we get some awesome Bombs that either cost less or deal more damage? ;-)

Actually, I think I would rather have some with a bigger area of effect.

Or maybe a mine laying mechanic. One upgrade card that drops 3-4 small, weak mines behind the ship.

I think this Mine layer would be an awesome add on for the Bombers.. they have that capability to begin with.

Maybe something like this.

Mine layer may sub out for either missile or torp slot, no more than 2 on a given ship.

Lay mines, use either a 1 straight or a 1 bank and lay 2 mines. Mines react as proximity mine, and activate when a ship is within 1 range (or maybe half a range 1) EDIT(or use a similar proximity 'mine' marker)

Mines: roll 1 die on Explo, or Crit cause ship to suffer 1 damage.

IDK.. something like that.. I think it would be cool, and give the enemy more than just asteroids to be wary of.. though.. mines aren't friendly to anyone, so the one who lays them will have to be wary of them as well..

Edited by oneway

LOL! Speaking of astromechs (and crew), a bomb that can disable astromechs or crew would be a welcome relief against ones like C3PO or the stress inducing astromechs.

LOL! Speaking of astromechs (and crew), a bomb that can disable astromechs or crew would be a welcome relief against ones like C3PO or the stress inducing astromechs.

Ala Star Trek it should be card called "Panel Explosion" that causes your crew member/astromech to die. :P

LOL! Speaking of astromechs (and crew), a bomb that can disable astromechs or crew would be a welcome relief against ones like C3PO or the stress inducing astromechs.

Ala Star Trek it should be card called "Panel Explosion" that causes your crew member/astromech to die. :P

Epic ships actually do have crit cards that kill crew.

In an effort to waste more time

+1 to you, good sir!