Rebel Convoy Epic List

By Xander Krane, in X-Wing Squad Lists

Those not privy to a comment I made on the main forum, this is a 3 Transport and 2 Corvette list. It isn't an every week list, it is for a special scenario I'm thinking up.

Simply put, the game would be played across an 8x4 board with each narrow side being deployment zones. Epic ships would enter at the end of the first turn, with any ships held in reserve. This gives both sides a bit of breathing room rather than deploy everything.

Rebel objective is to get their Epic ships off the opposite board edge.

Empire objective is to prevent this with extreme prejudice.

So my Rebel Convoy comes with Engine Boosters across and Tibanna Gas supplies. Transports, being the most valuable ships with holds full of Passengers, Supplies and Equipment, have been given backup shield generators.

Like I said, this fleet has been designed with an objective in mind:

RUN!

REBEL TRANSPORT: GR-75 Medium Transport (30)

Shield Upgrade (4)

WED-15 Repair Droid (2)

· Bright Hope (+2 Energy) (5)

Engine Booster (3)

Tibanna Gas Supplies (4)

Backup Shield Generator (3)

REBEL TRANSPORT: GR-75 Medium Transport (30)

Shield Upgrade (4)

WED-15 Repair Droid (2)

· Dutyfree (+0 Energy) (2)

Engine Booster (3)

Tibanna Gas Supplies (4)

Backup Shield Generator (3)

REBEL TRANSPORT: GR-75 Medium Transport (30)

Shield Upgrade (4)

WED-15 Repair Droid (2)

· Quantum Storm (+1 Energy) (4)

Engine Booster (3)

Tibanna Gas Supplies (4)

Backup Shield Generator (3)

TANTIVE IV: CR90 Corvette (Aft) (40)

Engineering Team (4)

Engine Booster (3)

Quad Laser Cannons (2 Energy) (6)

TANTIVE IV: CR90 Corvette (Aft) (40)

Engineering Team (4)

Engine Booster (3)

Quad Laser Cannons (2 Energy) (6)

TANTIVE IV: CR90 Corvette (Fore) (50)

Mercenary Copilot (2)

· Dodonna's Pride (4)

Sensor Team (4)

Gunnery Team (4)

Tibanna Gas Supplies (4)

Quad Laser Cannons (2 Energy) (6)

Single Turbolasers (2 Energy) (8)

TANTIVE IV: CR90 Corvette (Fore) (50)

Mercenary Copilot (2)

· Jaina's Light (2)

Sensor Team (4)

Gunnery Team (4)

Tibanna Gas Supplies (4)

Quad Laser Cannons (2 Energy) (6)

Single Turbolasers (2 Energy) (8)

Copied straight out of my squadron builder! Sadly it never kept fore and aft together.

Edited by Xander Krane

I'd be careful about how far you want your huge ships to move over the course of the mission - they move very slowly when they're in combat and need energy, and can't disengage effectively enough to simply punch it when they're on the other side of an enemy formation. Corvettes also have a terrible blind spot in their aft at close range.

I'd make their escape point about 4 feet away from their start point, just a little over one normal board length. And be careful about how many ships you give the Imps; they should probably have significantly fewer points than the rebels here.

You might need to rework your transports, as the only modification they can take is the Combat Retrofit. They can't take regular upgrades like Shield Upgrade, Hull Upgrade or Targeting Computer.