Rebel Ion Storm (Stress Ion Build)

By Marinealver, in X-Wing Squad Lists

Well this list won against a Dash Outrider list and a Phantom Decimator List so something must have been done right.

Squadron 100 points Rebel

Nera Dantels 26

  • Flechette Torpedoes 2
  • Ion Torpedoes 5
  • Ion Cannon 3

36 points

Lt. Blount 17

  • Ion Pulse Missile 3

20 Points

Gold Squadron Pilot 18

  • R3-A2 2
  • Flechette Torpedoes 2
  • Flechette Torpedoes 2
  • Ion Cannon Turrert 5

29 Points

Bandit Squadron Pilot 12

  • Ion Pulse Missile 3

15 Points

Well the Z-95s are supposed to nail all those big turret ships that have bust out of Wave 5. If they can survive getting shot at they do nicely. So bring two. Remember you do not need to spend the target lock. Calling in missiles with hit effects no one does better than Blount.

Gold can add both Ion and stress in this configuration even to the big ships. With the small ships can double stress so woe to the phantom that ever finds itself in the firing arc.

Nera is a utility but with the trick shot firing torpedo weapons out of arc combined with the Gold Ion Turret it provides some good area control. Plus no one still expects a torpedo coming from behind or off to the sides.

As with all control it has to remove a ship from the fight and focus against the other ships as the stressed ion ship takes a couple turns to shake off the effects and get back into position. If you can catch them near an edge you can zap them off the table. It has been proven against builds that has fewer ships (2 and 3 ship builds) I think if a list matches ship to ship or outnumbers this list it will struggle. The rule of thumb is that you usually need 2 ships to control 1 ship.

Battle Report (with pictures) HERE

Edited by Marinealver

That Y-Wing looks overloaded. Did you manage to use both Flechettes before it crumpled? I might trade one of the Gold Flechettes for Deadeye on Nera and Blount or Wingman for one of them (most likely Blount) to open up the B and Y dials.

That Y-Wing looks overloaded. Did you manage to use both Flechettes before it crumpled? I might trade one of the Gold Flechettes for Deadeye on Nera and Blount or Wingman for one of them (most likely Blount) to open up the B and Y dials.

It did get focus allot and that was one of my concerns. If I could fit R3-A2 somewhere else I would.

In my battle report I only did a summary of the first round and I did blew a flechete torpedo on Dash at range 2 just to try and get some extra damage off (It didn't work). In the second round (with all the pictures) My Y-wing was at 1 hull (after Vader) and still had a single flechete torpedo. If the game went any further I don't think it would have had a chance to hit whisper again with out getting hit first. Nera expended both her munitions in both games. The extra damage on Ion torpedoes does great when compared to regular ion cannon shots. It almost makes up for the high point cost and spending the TL.

I might look into the Flechette for Deadeye or Wingman on Nera (Blount is too frail). Though once Flechette Cannons come out I might try to put in another B-wing to add stress.

Edited by Marinealver

The reason I would prefer the Blount Wingman over Nera is to differ shots away from Nera and the Y. Blount's ability isn't so terrifying once he's launched his ordnance (unless Stealth Devices are plentiful in your Meta). Spreading the upgrades forces your opponent to split fire, or focus on what appears to be your lynch pin. It's a matter of selling the bait.

Also if you're waiting on Flechette Cannons, I suggest consolidating your Y and Bandit for a Fringer with Outrider or forget the Title and take Vrill. You should have change for additional bells and whistles.

The reason I would prefer the Blount Wingman over Nera is to differ shots away from Nera and the Y. Blount's ability isn't so terrifying once he's launched his ordnance (unless Stealth Devices are plentiful in your Meta). Spreading the upgrades forces your opponent to split fire, or focus on what appears to be your lynch pin. It's a matter of selling the bait.

Also if you're waiting on Flechette Cannons, I suggest consolidating your Y and Bandit for a Fringer with Outrider or forget the Title and take Vrill. You should have change for additional bells and whistles.

Blounts only purpose is to well hit a big ship with Ion Pulse missiles. After that I consider him a mid skill throw away. considering he can be one shot by all the HLCs out there (and with Outrider there is a boat-load of HLCs.) In the first match my opponent should have shot at Blount first instead of the Bandit and take it out, I guess he considered 2 pilot skill to be the bigger threat as a blocker.

Understandable that the addition of Wingman on Blount may make him bigger Alpha-Strike target especially with all the HLC's around.

Anyways while responding to the Horton thread I was tinkering with list builders and I stumbled upon a possible future incarnation off your Ion Storm list.

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Nera Dantels — B-Wing 26 "Miss Stress"
Flechette Cannon 2
Flechette Torpedoes 2
Tactician 2
B-Wing/E2 1

Gold Squadron Pilot — Y-Wing 18 (x2)
Ion Cannon Turret 5

BTL-A4 0

Lieutenant Blount — Z-95 Headhunter 17
Deadeye 1
Ion Pulse Missiles 3
----

One of the amazing combinations I noticed is Nera's loadout. Flechette Cannon and Tactican Stack, FC's stress trigger is "If it hits" and "no stress on target" whereas Tactican's trigger is "After performing an Attack" and "Range 2"

Although the above list again isn't helping Blount's survival chances since he's becomes the easiest target to destroy with the list.

Im looking for a rebel lockdown list thats tourney legal. this thread has got me thinking

what about

blount+ion missile+deadeye ( the meta has ships with high PS. Blount with ordinance would be an early target so i think deadeye is wise here)

nera+2Xflachette+wingman (i am thinking that nera and the ywing will be in formation and wingman plus the y-wing's stressbot seems logical)

Dutch+stressbot+ICT

Tala+ion missiles

=99

Im looking for a rebel lockdown list thats tourney legal. this thread has got me thinking

what about

blount+ion missile+deadeye ( the meta has ships with high PS. Blount with ordinance would be an early target so i think deadeye is wise here)

nera+2Xflachette+wingman (i am thinking that nera and the ywing will be in formation and wingman plus the y-wing's stressbot seems logical)

Dutch+stressbot+ICT

Tala+ion missiles

=99

Problem with depending on 2 Ion missiles is that you only have 2 Ion shots for the entire game. You want something a little more permanent like the cannon or turret. I brought two for all the big ships out there but I also had 2 other reusable Ion weapons so I can either hit other smaller ships or have them focus down a big ship. R3-A2 was my reusable stress and Big Ship stress. Good thing stress torps are only 2 points so I can squeeze 3.

I really like the ideas in here - great discussion thread! OP sounds pretty solid to me, and I like that "Miss Stress" Nera - she'd be a beast to go up against!

I've been trying to incorporate a Y into my builds since they're such good workhorses. However, what's your plan for going in for the kill after you've Ioned or Stressed everyone?

Usually once I've Ion-Locked a target I attempt to "walk it off" and use the rest of the squad shifts their attention to defending the Ionizer.

It's highly dependent on the target I managed to catch and if I can afford delegating 'losing' as ship for the next few turns to locking.

I really like the ideas in here - great discussion thread! OP sounds pretty solid to me, and I like that "Miss Stress" Nera - she'd be a beast to go up against!

I've been trying to incorporate a Y into my builds since they're such good workhorses. However, what's your plan for going in for the kill after you've Ioned or Stressed everyone?

The best bet is to use control to remove a ship from the fight for a couple of turns and focus on other ships. In my first match I was able to send of Dash to the other side of the table as I wailed on Farlander removing it from the game. It also helped that I was able to Ion Farlander in the back too.

With the second game ionizing and double stressing the Phantom (in reflection I realized I should have triple stressed Whisper) left my opponent with a tough decision. Either to decloak Whisper and leave it exposed for a couple of turns. Or keep Whisper out of the fight allowing me to focus on Kenkirk with my entire squadron in which the latter is exactly what happened.

Walking a ship of the table is a nice bonus if you can pull it off (technically it was Vader that destroyed Kenkirk) but in reality you want to position and control with stress or ion to remove a ship from the fight and shooting back to which you can make some quick kills via focus firing down other targets. It is merely a matter of divide and conquer.

Edited by Marinealver