First rebel squad

By Droidlover, in X-Wing Squad Lists

For my first rebel squad, I'm very happy with how this played. But wondering if anyone has any suggestions for improvements.

99 points

3x Z-95 Bandits with cluster missiles

Leebo 2400 with determination, outrider title, mangler cannon, recon specialist, and shield upgrade

I did get second place with this in a tournament yesterday. My only loss (100-50) was against 3 B-wings and a Y. Too much hull/shields to chew through.

I like the staying power and 360 arc of Leebo, but I wonder if two dagger squadrons with fire control would be better. Thoughts?

I did get second place with this in a tournament yesterday. My only loss (100-50) was against 3 B-wings and a Y. Too much hull/shields to chew through.

For a list with 3 Cluster missiles in it? Ouch.

I'm guessing they were running Stress-Wing (Tacticians on the Bs, R3-A2 and Ion on the Y), whose greatest strength is that it completely saps your action economy.

Since you went with Recon Spec, you sacrifice some of your action variety in favor of making one action more efficient, but you're sunk if you have no actions at all.

Kyle Katarn, Navigator, and R2-Dcrew might have been better choices, as they're action-independent.

  • Katarn's more often used on Super Dash, due to Dash's insistence of Push the Limit, and doesn't have that sort of synergy here, but he's the only crew that actively improves your damage action-free remaining to you.
  • The YT-2400 is Navigator's best ship, hands down. It improves your damage/survivability through mobility shenanigans, and also improves your Barrel-Roll options drastically. Also makes your Barrel-Roll less important, oddly.
  • R2-Dcrew is the best of the tanky-crew options for you. What he cares about is that you have a lot of hull, high mitigation, and at least 1 shield value. Check, Check, and Check as far as the 2400's concerned.

Notably, Cluster Missiles with no ability to buff them, have the same expected damage value as Concussion Missiles, though the range difference means the Clusters are easier to launch.

Concussions, however, have fewer possible outcomes, and fewer attacks to get their damage off, so are far less vulnerable to damage mitigation, resulting in more relative damage per green die rolled by your opponent.

Ultimately, though, Leebomination is supposed to deal far more damage over the course of a game than 2x Daggers + FCS (due to having the superior firing arc and a heckofalot higher survivability), and your Z-95 Missiles should help with that. A solid list, in theory :)

Thanks for the input. I will consider those options.