Up next in our little series will be the rebel fighters. In this article I will be discussing the fighters and how to use them along with their carriers. I Have decided to devote a separate article to the Aces so they will not be included in this article.
Rebels have 4 different Types of Fighters, each filling a different role:
X-wing: all purpose fighter/bomber
A-wing: Interceptor
B-wing: heavy assault fighter/bomber
Y-wing: Bomber
Each of these also come with an elite pilot variant who have an additional ability (x-wings have 2):
Wedge Antilles: X-wing
Luke Skywalker: X-wing
Tycho Clechu: A-wing
Keyan Farlander: B-wing
"Dutch" Vander: Y-wing
Note: Rebel fighters strength comes in there versatility. unlike Imp fighters which are generally really good at 1 thing, rebel fighters are almost all capable of doing anything (except the y-wing which is just a specialized bomber)
X-Wing:
X-wings are the Swiss army knife of the rebel fleet capable of performing any task necessary, when in doubt an x-wing will get it done.
At a cost of 13 points an X-wing Squadron has 5 hit points, 4 Blue anti-squadron dice and 1 Red Battery armament and a maximum speed of 3.
X-wings also have the keywords, Escort and Bomber
Using X-wings:
X-wings will primarily be used as Escorts to protect more valuable allies such as Keyan Farlander but are proficient at anything.
Escort: Using X-wings as an escort is very simple...Put it next to the Squad you don't want to die.
For more advanced players the x-wing's Escort ability can be used to divide enemy fire and keep all of your squadrons alive longer. This is achieved by using another squad to engage several enemy fighters (A-wings are a good choice for this) then you bring X-wings to the edge of the engagement zone were they engage 1 or 2 enemies at a time each and force the opponents squadrons to fire at several different targets instead of focus firing on 1.
For those of you that think x-wings are dead ^this^ is how x-wings are going to remain in a nitch and continue to be effective.
Bomber: the nice thing about X-wings is that after the Squad battle is over they are able to do significant damage to Capital ships and the bomber ability allows them to resolve crits which is huge, especially when using General Dodonna or the Precision Strike Objective
A-Wings:
my personal favorite Fighter from the rebels (mostly because I am an imperial player and they feel much more like the tie's then the other rebels) A-wings are Fast and Great at bringing down enemy Fighters.
At a cost of 11 points A-wings are Fastest Fighter in the rebel arsenal with a speed of 5, they have 4 hull, 3 Blue Anti-squad dice and 1 black die battery armament. They also have the Keyword Counter with a value of 2.
Using A-wings: A-wings are interceptors by design and use their speed to engage and destroy enemy fighters before the can close on the main force.
A-wings are REALLY good at killing ties, their 3 dice attack plus counter will consistently kill 1 tie fighter a turn (well just under 1 per turn)and their speed makes them the only rebel ship that can actively hunt imperial fighters, us that speed and chase them down. The great thing about a-wings is that after the fighter engagement is done they still have expected damage against ships of .75 per attack, do not be afraid to use them as fast bombers.
B-wings:
B-wings are interesting, think of them like Juggernauts in call of duty, unstoppable but slow as molasses. These are the rebels most effective Area denial weapon.
B-wings ring in as the most expensive and the slowest Squadron in the game currently costing a whooping 14 points and having a speed of 2 but bringing a reasonable 3 blue dice anti-squad armament and an amazing Battery armament of 1 Blue AND 1 Black!!! all while still having 5 hull points. They also have the Bomber Keyword.
Using B-wings: when you bring a group of b-wings they will probably be the most dangerous thing on the battle field, likely capable of throwing dice equal to a victory's front arc, but they are SLOOOOOW, slower then The Victory-class in fact this makes them harder to use effectively then other fighters.
Generally with B-wings you want to place them at a point of interest or use them as a deterrent to flanking your primary force (these generally are effective against GSD Hunters) but sometimes you will want to make sure to do a ton of damage with them, this requires moving them to were your opponent is going and sitting right in front of the target ship. using a-wings in tandem with B-wings is an excellent idea so that the A-wings can speed ahead and engage the enemy fighters leaving the b-wings free to make an attack run on the capital ships.
It Has been mentioned that the best way to use b-wings is an escort to your capital ships, close range gun extensions of them per-say who's purpose is to deter the enemy and punish enemy ships for getting close.
Y-Wings:
Y-wings are the rebels only dedicated bomber and are the cheapest rebel Fighter costing 10 points. The have a speed of 3, 2 Blue anti-squad dice and 1 Black Battery Armament, They also have the most hit points in the game with a value of 6!! They also have the keywords Bomber and Heavy.
Using Y-wings: When you bring Y-wings you are probably going to want to have a very solid fighter screen that can either distract the enemy while they do there job or are capable of destroying the enemy allowing you squadron superiority.
Using Squadrons in general:
Squadrons are going to be used in 3 different roles for a fleet, Screen, Superiority,and bomber.
Screen: A screen will be the most common use of squadrons and a fighter screen generally consist of less then 50 points of fighters, and purpose is to delay enemy bombers from attacking friendly ships.
This is best achieved with 3-5 a-wings placed in a fan in front of your main force. They should engage the enemy fighters early but stay away from heavy aa from ships. Remember when you are using a screen it is not important to kill the enemy just prevent them from attacking your ships, as such it is not important to attack, let your counter attacks do the job.
Superiority: A Squadron superiority list generally will have 60-70 points of fighters that are meant to kill enemy fighters and is usually supported by a carrier.
This is usually achieved using a-wings and x-wings along with the ace pilots Wedge and dutch and requires Squadron commands to be successful, You will find yavaris using wedge and dutch to double type high priority targets to be an effective and common combo.
When you are using a superiority build you likely want to engage enemy fighter on the second round and kill them as fast as possible, generally you will want a carrier to escort them and this carrier should be taking squadron commands exclusively for at least the first 3 turns to give your fighters the edge and fire power they need to win. after Squad superiority is achieved this fighters will assist the capitals in destroying enemy ships.
Bomber: The third type of fighter group is a bomber list. This generally refers to having maxed out fighters (100 points) and its primary purpose is to destroy enemy capital ships. these list are supported by a carrier and sometimes even 2 and are the main focus of the fleet in general.
This is a mixture of all fighters with x-wings and a-wings playing an air superiority role like in the superiority list, but then there should be dedicated bombers in the form of y-wings and b-wings whose sole purpose is to attack the enemy capital ships.
When using a bomber group it is crucial to engage the enemy fighters as soon as possible with your fighters (A-wings and X-wings) to give your Bombers (B-Wings And Y-Wings) freedom to make attack runs on the enemy ships. This means that the fighters should be engaged on turn 2 and then your bombers should start attacking by turn 3, hopefully your fighters win their engagement so they can join the bombers by turn 4 but it is not crucial that they win as long as your bombers are unmolested. This list should be supported by a carrier and that carrier needs to take squadron commands every turn except in extreme circumstances.
Carrier: Squadrons rely on their Carrier to win so it is crucial to understand how to use your carrier effectively.
The Rebels have 2 ships that can be used as carriers, The Assault Frigate Mk2 B and the Nebulan-b Escort Frigate.
Assault Frigate mk2:
The Assault frigate is the best carrier available to the rebel Alliance capable of taking expanded hanger bays giving it a maximum squadron value of 4. The Mk2 is plenty fast to keep pace with all rebel fighters save for the speedy A-wing and provides a strong amount of firepower to make any ship think twice about coming near.
Load outs:
a fully loaded mk2 carrier will look something like this...
This load out comes to about 107 points and allows the Mk2 to activate 4 fighters a turn(expanded hanger bay), and then toggles (Adar Tallon) one of them allowing him to either shoot or move a second time. Flight controllers also adds extra dice to the attacks of any fighters that it activates and Gallant Haven protects the fighters from some damage as long as they are near the mk2. Advance projectors is there to make sure you stay alive.
Using the Gallant Haven(assuming a bomber type list):
setup: you are going to want to set up with at least 4 fighter squads (these will be your fighters not your bombers) set up next to it, keep in mind objectives and enemy placement. I recommend starting at speed 2.
opening(turns 1-2): First turn take a navigate token for emergency, don't be afraid of the enemy you want to close with them, you probably want to be angle to cut across there line of travel around turn 3. Keep your fighters close and turn 2 either activate them for an alpha strike on the enemy fighters or bank a squad token if enemy fighters are still to far away. move your bombers in the squadron phase on an intercept course for the enemy ships but keep them well clear of any enemy fighters.
Middle game(turns 3-4): now your fighters should be engaged and your carrier needs to stay close to reduce damage with Haven, and at this point you need you dials (all 3) set to squadron commands, SPAM THOSE SQUAD COMMANDS! activate any key fighters to tip the engagement in your favor and activate your bombers which should be in a place to start throwing dice at there lead ships, Focus Fire, Use all of your squadrons and ships to shoot at 1 target
Late game(turns 5-6): By now the squadron engagement should be done and you can focus all of your attention on bombing the crud out of enemy ships, continue taking all of the squadron commands!! (it might be a good idea to put 1 engineering command in here somewhere but I recommend squad commands) use your bombers as long range missiles and throw everything you got at destroying the enemy.
Nebulon-b Escort Frigate:
I classify the nebulan-b as a light carrier (because of the squadron value of 2) and generally you need at least 2 light carriers to make an effective bomber list but 1 light carrier will probably suffice for a superiority list.
Load outs:
the load out that is best for your light carrier is...
I think that concludes my fighter article. Thanks for reading and remember YOU are my Editors. Comments, corrections and suggestions are welcome.
I will continue to review these articles and try to keep them up to date.
note: I was unable to Hyperlink anything today for some reason, I will fix that as soon as possible
Edited by clontroper5