I don't do Rebels often but my best friend likes to run Phantoms right now so I drew this up. I think it's awfully fun looking.
Roark + Ion Turret + tactician
Rebel Op + ion turret + tactician
Biggs + Flechette
Bandit
Bandit
He also laughs at the Hwk so I figured this would teach him a lesson. Yes, I know I have 4pts in stress that will probably only happen twice a game each.
This list is all about denying options. It features 2 turrets, 2 ion threats, 3 stress threats, dictates your firing order for you, and ALWAYS shoots first. I don't know how you could take away any more options from your opponent.
The Ships:
Roark: He does a little bit of magic here with his PS tricks, turret, and stress. You would want to take him out first but Biggs says you can't. I prefer Blaster and recon (same cost) and that is probably the stronger list; I'll talk about that in Variants.
Rebel Op: a second turret, Ion, and a second stress source. 5 hp backed by 2 AG can last long enough to deliver the control needed. Especially when it can shoot at PS 12 when needed. Tactician on both HWK creates 2 phantom no fly zones. If they get caught there, they are getting stressed for sure and probably taking 1-2 ion shots.
Biggs: We all hate him. He's better here since he is pretty well garunteed 2 rounds of offense and if you get him to shoot 3 times (probably twice at PS 12) he's a pretty **** good value. Flechette gives him a better chance at dealing meaningful damage at range 3 AND makes the 2 HWKs a pain. WOE to the ship that lands in all 3 arcs at range 2; that's a pretty well garunteed round of ion and 3 stress for your trouble. You are out of the game. Not a bad addition for 2pts.
Bandits: Not PS 1 for total blocking but still can muck up the game well enough in tandem and provide more gunz and more hp.
Trix:
No fly Zones- The tacticians on the Ion Hwk's and the flechette on Biggs creates a range 2 no fly zone. Any ship that lands there is out of the game. Large ships too since there is double Ion action here. There are also 5 ships, 2 of which are turrets, and 2 dedicated "blockers". There are simply a lot of zones to consider.
Stress/Ion- Locks phantoms if it hits. Locks interceptors. Messes with just about any game plan. You can quickly find yourself double stressed too. The opening round(s) are going to key.
Biggs Shoots first: as dicussed above, getting an extra round of shooting out of Biggs is BIG. If you get 3 rounds of shooting out of him things are probably going your way fast if he was even mildly successful on offense.
PROBLEM AREAS:
5 ships, only 1 has anything resembling a big gun.
Variants:
Blast it: Trade in your Ion+Tactician for Blaster and Recon. Suddenly you're a list with 3 or 4 three red dice ships. Not sure if Blaster Turret is good enough. I'd be tempted to turn Biggs into Garven for that extra focus.
Bwing:
Bwingvs. bandits. You can do interesting things on the ion or flechette front with a bwing. Blaster Roark + Ion Rebel op + Bwing with ion or flechette and Biggs sounds good. Might need the big gun to punch. You could also turn that 23pt Rebel Captive into a Bwing and lose tactician on Roark for Ion Roark + Ion Bwing + Biggs +double bandit. Both are interesting.
So is this just a little too much of a good thing list? Where can it improve and still control most of the game state?