I've been mostly stocking up on various Imperial ships since I started, but I'm starting to bulk up my Rebel forces, and consequently, I'm thinking about them more. I'd like to put together a nice 4X build, because I like X-wings, but the general consensus is painting them as fine, but losing their edge against things like B-wings or Z-95s, depending on the purpose in a list. The problem I'm running into is that 4 X-wings don't leave much room for upgrades. I'm going to throw a few ideas out there anyway, to see what people think. 4 X-wings doesn't leave a lot of room for customization and named pilots, so I'm initially just looking at (forgive the goofy squad names):
Biggs, 3 Rookies, 4 Stealth Devices "The Lightspeed Black Panthers"
-Use Biggs and the Stealth Devices to make the opponent's early shots bad (split and/or vs. high Agility), then just try and run them over with 3 dice attacks. No real trick to this one.
4 Reds, 4 Flechette Torpedoes
Flechettes are nice for taking long range shots (compared to primary weapons). This is another jousting specialized squad, you take the Flechette shots at long range to hamper the other squad before the critical short-range turns.
(Not 4X, but nothing I've ever seen before)
3 Rookies, ORS (90 pts), or 2 Rookies/2 Ors (96 points) -"From Dantooine with Love"
I don't know what to do with this, but it seems like a lot of beef on the board with a nice combination of cheap turret and 3-dice attacks. The first iteration has a few points for upgrades, but I don't know what would be good in this situation.