100 pts of Rebels

By Armond, in X-Wing

Ok, so this is my first post. I am pretty new at this game, when I say new, I mean I have played 4 total games.

Below is the list I want to use as a base in regards to what I field.

So here we go with my noobish list:

"Dutch" Vander (Y-Wing)

-Shield Upgrade

-Ion Cannon Turret

Bandit Squadron Pilot (Headhunter)

-Munitions Failsafe

-Assault Missiles

Blue Squadron Pilot (B-Wing)

-Advanced Sensors

Blue Squadron Pilot (B-Wing)

-Ion Cannon

So of course C&C is always welcome, and the reason I am wanting to use the above models is because I repainted these guys tonight:

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annnnd a Group Shot

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I am open to suggested list changes that also require a model replacement. I have the following in my inventory:

1 x X-Wing

1 x A-Wing

1 x E-Wing

1 x YT-2400

1 x YT-1300

Using the models you painted:

Airen Cracken (19)
"Dutch" Vander (23)
Ion Cannon Turret (5)
R2 Astromech (1)
Dagger Squadron Pilot (24)
Fire-Control System (2)
Dagger Squadron Pilot (24)
Fire-Control System (2)
Total: 100
Airen can have Dutch get a target lock early during combat, who can then pass it off to Airen to use on his next turn.
The Daggers attack with target locks as well.
Dutch, during the activation phase takes a focus, not telegraphing his intent until combat has started.

I always preferred FCS on my B-Wings, but Adv Sensors is useful, too. Not sure about the redundant Ion Cannons...I'd probably keep the turret and drop the one from the B-Wing. Your ships won't be able to evade much fire, due to their low agility, so the only way to stay alive is to kill the enemy ships fast. Using two ion cannons won't output enough damage, in my opinion. Maybe switch it for a Flechette Torp and try to double up on the ion/stress combo?

I would demote Dutch to a Grey or Gold Squadron and use the points to bump up one of your other ships. Lt Blount is always good for Assault Missiles if you're set on them, or Cracken, as someone else mentioned.

I think the named B's are a little ineffective/overpriced, but if you put Swarm Tactics on Cracken, you can stay in formation and get some high PS shots.

if you have two B wings, these would be my choices for them

Keyan, HLC, PTL.... you've got two actions a turn and a 4 die attack at range 3 every time, you stress yourself and clear it shooting... its lethal.

Nera with Proton torps, advanced proton torps (possibly add FCS) and munitions failsafe. You've got 360 degree hurt at every range, great for putting the knockout punch on anyone keyan cant kill or for hitting any one who gets on your flanks or nailin that phantom that decloakcs behind you.

Add in Dutch as your third ship to hand out TLs to nera (and less likely Keyan)

With those three you've a silly amount of hit points on three ships and you're able to reliably do a lot of damage.

Suffers a little once nera ordnance is gone but you save it to 'knock out' the enemy key players like phantoms and hard targets.

Its worth losing the Z95 for more lethal B wings IMO.

Awesome paint job! I would love to have a squad all painted up in the same scheme, but alas, I have a grand total of 0 experience painting.

I agree with the squad suggested by Dragonet above. It has decent firepower, a control element, and some nice pilot ability synergies.

FCS on the B's is pretty much required, but I will say that the paint job is fantastic. Really beautiful work! Do you have a name for the color scheme/squadron?

Edited by RepCommando

I also like the look of the second list, and am considering using it but with Blue Squadron pilots to free up four points towards maybe a shield upgrade for Airen. Thoughts?

Also no squadron name yet. Thinking I want them to be a small "band of rogues" selected by Rebellion leadership to carry out seek and destroy missions. But yah, nothing concrete yet.

Using some of the advice given, I used the following in two games today:

"Dutch" Vander (Y-Wing)

-R2 Astromech

-Ion Cannon Turret

Airen Cracken (Headhunter)

-Shield Upgrade

Blue Squadron Pilot (B-Wing)

-Fire Control System

Blue Squadron Pilot (B-Wing)

-Fire Control System

I won both games! First game was against a Vader, Kath, and I think Mauler list. Vader was the first to die, I used the Ion Cannon on him and he was basically a sitting duck from two B-Wings who executed a K Turn to end up in his rear arc and at range one with target locks from earlier. I then knocked out the Tie Fighter and the Firespray in rapid order. The target lock pass-ons from Dutch were CLUTCH! Being able to reroll on 3-4 dice was awesome, and reliable! Cracken was great because occasionally I could get one of my lower PS guys a chance to focus due to the action after he attacks.

The second game was a bit more hectic. I don't even remember all the guys. One Tie Bomber for sure, two named Fighters, and two named Interceptors. One was definitely the one who when within range 1 you cannot use or generate focus/evade. In any case, I just made to try and be in range one to maximize damage potential and just continued to target lock and reacquire target lock.

With Dutch running around and Airen playing wingman to him, I was able to consistently keep the target locks going and to also continue getting focus every turn almost. If I happened to mosey on past the B-Wings, I would sometime, after shooting with Airen and in range 1, give the B-Wing a free action if it was advantageous, especially if I could let him barrel roll to get out of an arc and or get a focus/target lock if they didn't need to barrel roll!

I loved the synergy! I am looking to play this list a few more time, and then determine what does and doesn't work. So far I am happy, but I think my deployment needs to be a bit better to ensure I can pull full benefits from the two named pilot's abilities.

Also, I finished painting several more of my Rebel faction!

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And all together now!

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