Looking for critiques of some Rebel 100 pt control lists

By Gibarian, in X-Wing

These are all fairly similar, so I'm wondering if anyone thinks any variant has a particular edge.

Version 1

Blue Sq. B-Wing

>Ion Cannon

>Tactician

>B-W/E2

Blue Sq. B-Wing

>Ion Cannon

>Tactician

>B-W/E2

Rookie X-Wing

>R3-A2

Rookie X-Wing

Has the most raw firepower, good against Decimators, but might have trouble ionizing another type of large ship in one round.

Version 2

Blue Sq. B-Wing

>Ion Cannon

>Tactician

>B-W/E2

>Fire-Control System

Blue Sq. B-Wing

>Ion Cannon

>Tactician

>B-W/E2

>Fire-Control System

Rookie X-Wing

>R3-A2

>Flechette Torpedo

Bandit Sq. Z-95

>Ion Pulse Missiles

Trades the raw firepower of the second Rookie for a Z-95 that can solo-ionize anything with a decent roll. Frees up points for FCS's on the B's, and a Flechette that will allow the Rook to double-stress somebody once per game.

Version 3

Blue Sq. B-Wing

>Ion Cannon

>Tactician

>B-W/E2

Blue Sq. B-Wing

>Ion Cannon

>Tactician

>B-W/E2

Rookie X-Wing

>R3-A2

Airen Cracken

>Swarm Tactics

Sacrifices the fourth ship's role as a heavy hitter or control piece for the utility of Cracken.

Version 3

Blue Sq. B-Wing

>Ion Cannon

>Tactician

>B-W/E2

Blue Sq. B-Wing

>Ion Cannon

>Tactician

>B-W/E2

Rookie X-Wing

>R3-A2

Lt. Blount

>Draw Their Fire

>Ion Pulse Missile

Tags in Blount for a guaranteed ionization shot, after which he becomes a bullet sponge for the more expensive ships. But his higher PS could lead to bumpage situations, and possibly deny him a target lock right when he needs it most.

I kind of like all of them. Anybody see an advantage to one or another?

What is a Rebel 100 point control list? (I'm relatively new to this game and am not familiar with that terminology.)

Edited by gundamv

1 is the better build imo. Did you see the control list from top 32 at World's?

3 blue's with tactician and a gold squadron Y with ion cannon turret and r3a2. Brutally effective.

I like one the best also. But with Rainbow in suggesting the worlds build which has more health and ion turret.

Also:

Roark Garnet (19)
Ion Cannon Turret (5)
Blue Squadron Pilot (22)
Tactician (2)
B-Wing/E2 (1)
Blue Squadron Pilot (22)
Tactician (2)
B-Wing/E2 (1)
Gold Squadron Pilot (18)
Ion Cannon Turret (5)
R3-A2 (2)
Total: 99
Stay are 99 for initiative or add intelligence agent to HWK for help tracking your prey.
Edited by Rhoaran

I really wanted to work a Y-Wing in there, but I find the range 3 ionization of the B-Wings to be immensely useful. If you can get something ionized at range 3 it makes it much easier to spring the trap the next round, whereas if you're hitting something at range 2 with an ion turret it can become problematic getting your stuff in position to capitalize.

I also love the evil feeling of ionizing + stressing something with a single range 2 shot.



What is a Rebel 100 point control list? (I'm relatively new to this game and am not familiar with that terminology.)

Control lists aim to apply ionization tokens and stress tokens to enemy ships. That allows you to "control" (or "influence", really, since the targeted ship will frequently retain some amount of choice) the movements and action options of the affected ship.

Edited by Gibarian

Personally, I will always take Airen over a rookie. I find the utility he provides to be far more useful then the extra attack die. I also like having Blount in there. That guaranteed ion shot can make a game.

I do think there is one form of Rebel Control that isn't currently under consideration, and I'd like to throw it out there.

Outer Rim Smuggler

+ Intelligence Agent

+ Navigator

+ Anti Pursuit Lasers / Tactical Jammer

.-=33/32=-.

The beautify of this ship is subtle and potent.

Once you have a victim in place (you'll need to practice this, but your fellow ships make this easier), you never actually need to let them go. Your banks and/or turns, when combined with Navigator and a knowledge of where they'll be, cover almost all arcs.

When they ram you, they lose their action and MOST OF THEIR MANEUVER. The only way they can prevent this is with free-actions.

Eventually, you removing their maneuver-space means that the central location of combat is out of their arc. Now you've also removed that ships' damage.

On top of all of this, you're still a ship with a 2 attack-die turret and with full action economy. Even when they still have a shot, your damage is still better than theirs with either of the modifications listed (1 free damage to your victim, or even more damage reduction from them).

It's harder to arrange this to occur than the stress-fire and ionizations, but its also substantially more effective for me.

Moreover, if they decide to concentrate fire on the ORS instead, you've essentially got a 33 point Biggs with 10 hp. If you can't turn that into a victory...

Edited by DraconPyrothayan

3 outer rim smuggelers! They park in front of you, and cause you to get in a fender bender over and over again till your engine explodes.

3 outer rim smuggelers! They park in front of you, and cause you to get in a fender bender over and over again till your engine explodes.

Hobbie called it the "Stop Hitting Yourself list"

I've been trying out rebel control lists and I find having Blount with deadeye and an ion missile is a nice combo. It makes it easier to ion anyone who has a higher PS than you and keeps your options open in the shooting phase.