Let's Talk about X - Rebel Aces

By bubblepopmei, in X-Wing

Finally a reason to run an A wing.

Finally a reason to never run anything other than A-wings.

Edited by Narcoleptic

Finally a reason to run an A wing.

Finally a reason to never run anything other than A-wings.

I don't hear about Awings being used often. I'd love to see them running away from my mighty Imperial squad. Wuahahah

I don't hear about Awings being used often. I'd love to see them running away from my mighty Imperial squad. Wuahahah

It certainly beats seeing them flying straight towards you...

Edit: Disappointed, Youtube - needs moar "Whatcha Say" at 0:11...

Edit 2: ****, I may have just set myself a project for tonight...

Edited by FTS Gecko

I'm pretending that you're cosplaying as Ysanne Isard in this video.I'm about 3 minutes into this video, so maybe you talk about this later on, but as a fellow Imperial, a solid reason to get 1 or 2 Aces packs is... Proton Rockets. Every time I run a Defender or Advanced, I'll be taking a _very_ hard look at those.

I will need more than Proton Rockets to choose an advanced but it helps.

Lol re: Ysanne. Is it because I'm wearing red?

Yes, the red. Although your red hair makes me think more of Mara Jade.

Goodness, that's a flattering comparison!

Finally a reason to run an A wing.

Finally a reason to never run anything other than A-wings.

I don't hear about Awings being used often. I'd love to see them running away from my mighty Imperial squad. Wuahahah

I want to run 4 PTL Royal Guard Squints against an all A-Wing squad. Battle of the Flankers!

Finally a reason to run an A wing.

Finally a reason to never run anything other than A-wings.

I don't hear about Awings being used often. I'd love to see them running away from my mighty Imperial squad. Wuahahah

I've ran a 3 A-wing list ever since wave 2 came out. :)

Finally a reason to run an A wing.

Finally a reason to never run anything other than A-wings.

I don't hear about Awings being used often. I'd love to see them running away from my mighty Imperial squad. Wuahahah

I want to run 4 PTL Royal Guard Squints against an all A-Wing squad. Battle of the Flankers!

Be my guest, where do you want my three homing missiles? ;)

I want to run 4 PTL Royal Guard Squints against an all A-Wing squad. Battle of the Flankers!

Be my guest, where do you want my three homing missiles? ;)

Pointed elsewhere. ;)

Not cluster missiles?

I don't trust the dice enough to roll 3 + 3 where I only have a focus to modify one of the rolls. TL + Focus on 4 dice on the other hand...

Beastly Keyan Farlander/Advance Sensors builds will be a lot of fun too - although he's expensive, and won't survive much longer than a standard B-Wing under fire. I'm looking forward to Jake Farrell as well.

Give the wookie a ride along.

My thoughts on the set pre-release:

I have seen someone with the set play Jake Farrell with Push, Outmaneuver, and Proton Rockets in a Furball game. Quite simply, he was quite difficult to pin down and he nuked an undamaged X-wing with his Rockets.

Gemmer has an interesting ability with potentially interesting upgrade interactions. Most people say Intimidation for him and Arvel. That's possible, but I'm not thrilled on the idea of giving up focus fire or sacrificing actions. I could be proven wrong, as the agility reduction could open up some damage potential from his buddies. Gemmer could be a great delivery platform for Proton Rockets, particularly against turrets, because he can probably survive a Range 1 shot or two to live long enough to release his missiles.

Keyan is the big standout in the box. He takes a hugely limiting effect and turns it into a bonus. It is a better version of Soontir Fel's ability on a more durable ship. B-wings have a lot of red, including a 2-speed K-turn to stay at close range, so it is a great ability without upgrades. There is obvious synergy with popular upgrades like Push the Limit, Opportunist, Advanced Sensors, Stay on Target, Heavy Laser Cannon, Experimental Interface, and others. He is powerful and versatile.

Then, we have Nera Dantels. Her ability, is in a word, terrible. Any ability that relies on ordnance to function is automatically bottom tier, quite likely DOA. Some will get use out of her, but in general, she is overpriced and relies on driving her price up more on expensive, unreliable torpedoes. After firing two torpedoes, you have an extremely overpriced B-wing that is only 1 PS higher than a Dagger for anywhere from 4-14 points more. If Nera sees tournament play, it will be because she is a PS5 B-wing with an EPT, which could be a very good thing, besides that she pays a premium for a terrible card ability. But, hey, if opponents want to waste valuable points on torpedoes, I welcome it. She will get played about as much as Major Rhymer, because she's about as good as he is.

I personally wouldn't disregard Nera that strongly. Yes, the general view on ordnance is that it is bad value. But if you work with it, you can spend 5 points plus the value of the torpedoes to have 1-2 360 degree focused shots. Get Deadeye and a Recon specialist. No stress from PtL or anything. You can shoot two rounds in a row without any complications whatsoever. I would gladly put two APTs on her. It'll be pretty much 10 guaranteed hit rolls, if you fly her well enough.

Nera is, in two words, NOT terrible. I assure you that I have flown and seen her flown to great effect. First, she's in a B-wing. Already good. Second, she can become a B-wing flanker/"kiter" and do things like, send stress your way with cheap Flechettes.

Incidentally, Major Rhymer isn't all that bad either.

My thoughts on the set pre-release:

I have seen someone with the set play Jake Farrell with Push, Outmaneuver, and Proton Rockets in a Furball game. Quite simply, he was quite difficult to pin down and he nuked an undamaged X-wing with his Rockets.

Gemmer has an interesting ability with potentially interesting upgrade interactions. Most people say Intimidation for him and Arvel. That's possible, but I'm not thrilled on the idea of giving up focus fire or sacrificing actions. I could be proven wrong, as the agility reduction could open up some damage potential from his buddies. Gemmer could be a great delivery platform for Proton Rockets, particularly against turrets, because he can probably survive a Range 1 shot or two to live long enough to release his missiles.

Keyan is the big standout in the box. He takes a hugely limiting effect and turns it into a bonus. It is a better version of Soontir Fel's ability on a more durable ship. B-wings have a lot of red, including a 2-speed K-turn to stay at close range, so it is a great ability without upgrades. There is obvious synergy with popular upgrades like Push the Limit, Opportunist, Advanced Sensors, Stay on Target, Heavy Laser Cannon, Experimental Interface, and others. He is powerful and versatile.

Then, we have Nera Dantels. Her ability, is in a word, terrible. Any ability that relies on ordnance to function is automatically bottom tier, quite likely DOA. Some will get use out of her, but in general, she is overpriced and relies on driving her price up more on expensive, unreliable torpedoes. After firing two torpedoes, you have an extremely overpriced B-wing that is only 1 PS higher than a Dagger for anywhere from 4-14 points more. If Nera sees tournament play, it will be because she is a PS5 B-wing with an EPT, which could be a very good thing, besides that she pays a premium for a terrible card ability. But, hey, if opponents want to waste valuable points on torpedoes, I welcome it. She will get played about as much as Major Rhymer, because she's about as good as he is.

I don't think Nera is terrible, but your obviously speaking in hyperbole so I get what you are saying. I agree, in fact. Her ability is exclusively useful if you add one shot ordinance. It is simply limited. When the stars align, she's a Goddess, though.

The point about Nera's ability, is that you are looking at it backwards. Rather than it being a bad ability because it relies on ordnance (which are historically bad buys), it is a good ability because it redeems your investment in ordnance by making the ordnance far, far easier to use effectively. Now you only need to worry about Range, and not Arc. It's very unlikely that you can't get your ordnance shots in. Even the humble Proton Torpedo is a wicked weapon in her hands.

My thoughts on the set pre-release:

I have seen someone with the set play Jake Farrell with Push, Outmaneuver, and Proton Rockets in a Furball game. Quite simply, he was quite difficult to pin down and he nuked an undamaged X-wing with his Rockets.

Gemmer has an interesting ability with potentially interesting upgrade interactions. Most people say Intimidation for him and Arvel. That's possible, but I'm not thrilled on the idea of giving up focus fire or sacrificing actions. I could be proven wrong, as the agility reduction could open up some damage potential from his buddies. Gemmer could be a great delivery platform for Proton Rockets, particularly against turrets, because he can probably survive a Range 1 shot or two to live long enough to release his missiles.

Keyan is the big standout in the box. He takes a hugely limiting effect and turns it into a bonus. It is a better version of Soontir Fel's ability on a more durable ship. B-wings have a lot of red, including a 2-speed K-turn to stay at close range, so it is a great ability without upgrades. There is obvious synergy with popular upgrades like Push the Limit, Opportunist, Advanced Sensors, Stay on Target, Heavy Laser Cannon, Experimental Interface, and others. He is powerful and versatile.

Then, we have Nera Dantels. Her ability, is in a word, terrible. Any ability that relies on ordnance to function is automatically bottom tier, quite likely DOA. Some will get use out of her, but in general, she is overpriced and relies on driving her price up more on expensive, unreliable torpedoes. After firing two torpedoes, you have an extremely overpriced B-wing that is only 1 PS higher than a Dagger for anywhere from 4-14 points more. If Nera sees tournament play, it will be because she is a PS5 B-wing with an EPT, which could be a very good thing, besides that she pays a premium for a terrible card ability. But, hey, if opponents want to waste valuable points on torpedoes, I welcome it. She will get played about as much as Major Rhymer, because she's about as good as he is.

I don't think Nera is terrible, but your obviously speaking in hyperbole so I get what you are saying. I agree, in fact. Her ability is exclusively useful if you add one shot ordinance. It is simply limited. When the stars align, she's a Goddess, though.

Maybe I was a little overzealous, but let me clarify. Her ability relies on ordnance. Relying on ordnance is generally a weak strategy, and I doubt that will change, even with the greater number of target options. Most missiles and torpedoes are highly unreliable, with notable newer exceptions such as Proton Rockets and Flechette Torpedoes. In general, B-wings are typically high-priority targets, so to make sure she can get one or more torpedo shots off, you have to spend more points on protecting her. Then, if you shoot off one or more torpedoes, you now have a B-wing that effectively now costs anywhere from 28-38 points, depending on loadout. A PS5 B-wing should cost 25 points. Her ability is a trap to make her cost far too much. Even with just a Flechette, Ibtisam is probably a better investment for the same price. Or, instead of taking 2 APTs, it is much more cost effective to take a naked Z95.

Now, I DO see a boon on her card, and that is that she is a PS5 B-wing with an EPT. She can load systems and EPT combinations that make her a more formidable foe than just a Dagger with FCS or Advanced Sensors. And yes, those combinations can yield more reliable torpedoes. But, doing so, you have yet again increased the cost.

Her ability simply becomes an unjustifiable expense, particularly if your torpedoes are wasted by misses or if she is destroyed. The point of my post was, if you spend extra points on a named pilot, there is no good reason that his/her ability shouldn't last the whole match or until that ship is cleared. You are paying too much of a premium for too short-lived a benefit, and are left with a ship that costs significantly more that is, at that point, effectively the same as a 24 point Dagger Squadron.

Edited by Engine25

The point about Nera's ability, is that you are looking at it backwards. Rather than it being a bad ability because it relies on ordnance (which are historically bad buys), it is a good ability because it redeems your investment in ordnance by making the ordnance far, far easier to use effectively. Now you only need to worry about Range, and not Arc. It's very unlikely that you can't get your ordnance shots in. Even the humble Proton Torpedo is a wicked weapon in her hands.

Nera will be fun for those looking to use ordinance. Her ability is ordinance specific, and requires investment in one off torpedos. It isn't bad or good, it is.

Interesting, here I thought the whole "Fly casual" bid was about picking a list that seems fun, flying it, and just enjoying a game of x-wing with someone, being a good sportsman and all, not flaming on a ship that makes ordnance easier to use being cost ineffective. No, we may not see her on the tournament stage due to that, but she's not useless.

I disagree. Dantels with flechettes will become the go to anti phantom ship.

With her, rebels can make a squad with four, 3-dice attacks that doesn't have to fear phantoms.

Consider the effectiveness of a 4 bwing build before the phantom. Nera brings low ps 4- ship rebel builds back to usefulness.

For a few points more than a dagger, this is a massive boon to rebel squads.

I am most looking forward to this in aces.

Dantels with flechettes will become the go to anti phantom ship.

Not really. With only three dice it's no better than a Falcon and much worse than a Falcon with gunner/Luke, you don't get to shoot before the phantom shoots and re-cloaks, and you apply stress way too late to prevent the phantom from re-cloaking and doing a green maneuver next turn to clear it. And with the limited maneuverability and tank of a b-wing it's going to be pretty easy to kill the one anti-phantom threat before it accomplishes anything.

Nera brings low ps 4- ship rebel builds back to usefulness.

I don't think so. The biggest strength of the old XXBB lists was that there was no real weak point to attack, all four ships were roughly equal threats with a roughly equal share of your points. By investing more in a single elite ship you're creating an obvious target that your opponent can focus on and quickly kill, leaving three mediocre ships.

For a few points more than a dagger, this is a massive boon to rebel squads.

But that's a few more points in a list that is incredibly tight on points. A four-ship list can afford 25 points per ship, anything over that means sacrificing elsewhere. And the absolute lowest you can go is 21 points per ship. With a pair of AS daggers you're already at 27/27/23/23 or 27/27/25/21 (depending on if you take Biggs + rookie or 2x red), so good luck freeing up at least another 6 points to upgrade one of the b-wings.

Edited by iPeregrine

A phantom has only got 3 green maneuvers. A ship that can stress a phantom at least twice in a 360 arc is going to drastically reduce its effectiveness and unpredictability

I think the following list would be a very solid match for anything your opponent could field, and this is just something I slapped together for the sake of discussion. I also think this list answers the problem of target priority you brought up, tarn and the b wings are both tough as nails, offering no real clear highest priority target after Dantels.

Nera Dantels — B-Wing 26

Deadeye 1

Flechette Torpedoes 2

Flechette Torpedoes 2

Tarn Mison — X-Wing 23

R7 Astromech 2

Blue Squadron Pilot — B-Wing 22

Blue Squadron Pilot — B-Wing 22

Edited by force kin

I'm wondering whether to pick this release up right away. I do want more Rebel ships for guests and my brother to use, maybe me occasionally, but I'm underwhelmed by the upgrade cards for non Rebel use.

Yt-2400 is choc full of usable upgrades, but aces seems more Rebel specific than the Imperial Aces release was. Do you feel this way?

My thoughts on the set pre-release:

I have seen someone with the set play Jake Farrell with Push, Outmaneuver, and Proton Rockets in a Furball game. Quite simply, he was quite difficult to pin down and he nuked an undamaged X-wing with his Rockets.

Gemmer has an interesting ability with potentially interesting upgrade interactions. Most people say Intimidation for him and Arvel. That's possible, but I'm not thrilled on the idea of giving up focus fire or sacrificing actions. I could be proven wrong, as the agility reduction could open up some damage potential from his buddies. Gemmer could be a great delivery platform for Proton Rockets, particularly against turrets, because he can probably survive a Range 1 shot or two to live long enough to release his missiles.

Keyan is the big standout in the box. He takes a hugely limiting effect and turns it into a bonus. It is a better version of Soontir Fel's ability on a more durable ship. B-wings have a lot of red, including a 2-speed K-turn to stay at close range, so it is a great ability without upgrades. There is obvious synergy with popular upgrades like Push the Limit, Opportunist, Advanced Sensors, Stay on Target, Heavy Laser Cannon, Experimental Interface, and others. He is powerful and versatile.

Then, we have Nera Dantels. Her ability, is in a word, terrible. Any ability that relies on ordnance to function is automatically bottom tier, quite likely DOA. Some will get use out of her, but in general, she is overpriced and relies on driving her price up more on expensive, unreliable torpedoes. After firing two torpedoes, you have an extremely overpriced B-wing that is only 1 PS higher than a Dagger for anywhere from 4-14 points more. If Nera sees tournament play, it will be because she is a PS5 B-wing with an EPT, which could be a very good thing, besides that she pays a premium for a terrible card ability. But, hey, if opponents want to waste valuable points on torpedoes, I welcome it. She will get played about as much as Major Rhymer, because she's about as good as he is.

I don't think Nera is terrible, but your obviously speaking in hyperbole so I get what you are saying. I agree, in fact. Her ability is exclusively useful if you add one shot ordinance. It is simply limited. When the stars align, she's a Goddess, though.

Maybe I was a little overzealous, but let me clarify. Her ability relies on ordnance. Relying on ordnance is generally a weak strategy, and I doubt that will change, even with the greater number of target options. Most missiles and torpedoes are highly unreliable, with notable newer exceptions such as Proton Rockets and Flechette Torpedoes. In general, B-wings are typically high-priority targets, so to make sure she can get one or more torpedo shots off, you have to spend more points on protecting her. Then, if you shoot off one or more torpedoes, you now have a B-wing that effectively now costs anywhere from 28-38 points, depending on loadout. A PS5 B-wing should cost 25 points. Her ability is a trap to make her cost far too much. Even with just a Flechette, Ibtisam is probably a better investment for the same price. Or, instead of taking 2 APTs, it is much more cost effective to take a naked Z95.

Now, I DO see a boon on her card, and that is that she is a PS5 B-wing with an EPT. She can load systems and EPT combinations that make her a more formidable foe than just a Dagger with FCS or Advanced Sensors. And yes, those combinations can yield more reliable torpedoes. But, doing so, you have yet again increased the cost.

Her ability simply becomes an unjustifiable expense, particularly if your torpedoes are wasted by misses or if she is destroyed. The point of my post was, if you spend extra points on a named pilot, there is no good reason that his/her ability shouldn't last the whole match or until that ship is cleared. You are paying too much of a premium for too short-lived a benefit, and are left with a ship that costs significantly more that is, at that point, effectively the same as a 24 point Dagger Squadron.

I guess you missed or overlooked my post. My preferred build on her (if you can afford it) is Deadeye, Proton Torps, Flechette torps, Munitions failsafe.

This is a really good ship with versitile attack profile. It can stress/hit Phantoms, can pop low agility enemies at a distance, and can do so without worrying about having a TL.

And once the Ordnance is gone, you still have a B-wing, which is a great ship anyways.

Edited by magadizer

This looks fun. Fly Dantels right at the opponent with Biggs alongside, a wings blocking.

Should be a nearly guaranteed 10 damage from her as she'll likely get both torps off before she and Biggs are killed. A wings block and pot shot , then clean up. Might not be all that competitive , but should merc any elite 3-4 ship builds I would think , and would be fun to fly.

Unnamed Squadron (98)

Nera Dantels — B-Wing 26

Deadeye 1

Advanced Proton Torpedoes 6

Advanced Proton Torpedoes 6

Recon Specialist 3

B-Wing/E2 1

Biggs Darklighter — X-Wing 25

Prototype Pilot — A-Wing 17

Chardaan Refit -2

Prototype Pilot — A-Wing 17

Chardaan Refit -2