Will Rebel Aces Bring the Return of the 4 Ship Rebel Build?

By EvilEd209, in X-Wing

Will we see a return of four-ship rebel lists? Probably. I'm sure that, out of all the possible combinations for a competitive list, at least one of them has four ships in it.

Will we see a return of four-ship rebel lists using the old BBXX archetype? No. Those lists depended on generic x-wings, and generic x-wings have been mostly replaced by a larger number of generic z-95s. So BBXX probably would become BBZZZ, or even BBZZZZ, and no longer be a four-ship list.

2x 2b has been here for a while and is competitive.

My current view on 4 ships rebels is 3 named pilots with upgrades + 1 z-95 to fill points. It gives you access to incredible number of usefull comboes

I say 3-4 ships are average rebel squadrons.

Now with wave 5 we will probably see more 2-3 ship imperial builds where as imperial were often between 4 and 5 ships.

Nera+ 2 flechette's

Roark + ICT

Biggs

Rookie

Everything that can drop Biggs fast doesn't want to go anywhere near Nera and Roark.

Edited by Engine25

TIE swarm is not paper to the Phantom Scissors. It just requires more skill to take down a phantom with a swarm but if you get good at blocking it and don't stubbornly keep formation it's easily doable.

you are relying on a multitude of one-hit wonders that needs specific actions before using them.

Deadeye, Recon Specialist, Advanced Proton Torpedoes.

My point exactly; you just spent 11 points for a single shot. If your dice fluff then there goes your 11pts. Compare that to a TIE Fighter or Z-95 for a single point more that are less prone to being totally dead in the water due to bad dice.

TIE swarm is not paper to the Phantom Scissors. It just requires more skill to take down a phantom with a swarm but if you get good at blocking it and don't stubbornly keep formation it's easily doable.

you are relying on a multitude of one-hit wonders that needs specific actions before using them.

Deadeye, Recon Specialist, Advanced Proton Torpedoes.

My point exactly; you just spent 11 points for a single shot. If your dice fluff then there goes your 11pts. Compare that to a TIE Fighter or Z-95 for a single point more that are less prone to being totally dead in the water due to bad dice.

Yeah, but dice don't flub up on a Adv. Proton Torpedo attack. It just doesn't happen. Now maneuvering to the proper range is a factor, and that's where dumping all the points into those shots might be problematic.

Still, this is nice because you don't rely on any other ship to get that APT off, and it makes a REALLY scary range 1 bubble around Nera.

I still would like to see the ten Z-95 list. That is the new standard for the swarm.

Where are you getting your spare 2 Zs from?

I really do think 4 ship rebel is MUCH weaker after wave 4, and to a lesser extent wave 5. Between phantoms, turrets, and tons of cheap swarm ships, it really is hard to be dominant now with a small 4 ship rebel build, no matter how good it is.

It was definitely my list type of choice prior to wave 4 and did very well at the store championships earlier this year. However now even with some tweaking to make it better with new options available, it is overall worse because of the competition now.

I'm still gamely trying to make a go of it with Rebel 4 and 3 ship builds, but it's going to take some serious commitment and play on behalf of the entire X-Wing community to get them back up the competitive food chain.

That said, I'm looking forward to giving these three a try:

Wedge Antilles - Push the Limit, R2 Astromech, Engine Upgrade

Wes Janson - Veteran Instincts

Keyan Farlander - Advanced Sensors, Veteran Instincts

Flying ace pilots is great fun, but man it can be an uphill struggle at times

Big fan of Wedge and the Engine Upgrade!

Big fan of Wedge and the Engine Upgrade!

Absolutely - it's almost becoming essential when you're facing the likes of arc-dodging Phantoms, K-turning Defenders, PtL Interceptors and turrets with any kind of regularity. Wedge can't shoot what he can't see.

Trouble is, it's a 4 point upgrade to an already expensive ship, and it requires an action.

I was thinking something like

Horn + PTL

Nera + Munitions Failsalf + Flachette(x 2)

Dutch + R7T1 + ICT

Being able to throw out ions and stress in 360 arcs is crippling if you hit. And while Nera should probably be your primary target against this, I'm not sure I'd want to face Horn + Dutch toward the end game.

This is pretty nice. Have to give it a shot. Just Dutch/Horn as a starter might make a few great lists.

I've been having fun with this one lately.

100 points

Pilots
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Keyan Farlander (39)
B-Wing (29), Heavy Laser Cannon (7), Push the Limit (3)

Roark Garnet (25)
HWK-290 (19), Ion Cannon Turret (5), Nien Nunb (1)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)

Bandit Squadron Pilot (12)