Tournie build advice (Rebels)

By Pijero, in X-Wing Squad Lists

Greetings! So I participated in my local FLGS Store Wars tournament. 25 participants mainly playing Scum and Empire. There were some Rebel players but they were mainly flying Fat Hans/Chewbos/Dash. This was my first X-wing tournie and there was some really seasoned vets there. I was running a Rebel stress list that landed me 9th (two places shy from getting a gift certificate):

Wes Janson
-Vet Instincts
-R3-A2
-Flechette torps

Nera Dantels
-Deadeye
-Flechette torps x2

Eaden Vrill
-Intelligence Agent
-Anti-Pursuit Lasers

My question to everyone is: do you see some flaws or have experience running one of these ships more effectviely? I relied on the ability to lay huge amounts of stress on single ships and have Eaden barrel in as a distraction/APL blocker and then follow the triple stressed ship until it was destroyed. Wes was great but always considered a threat by my opponents and always died by turn three or so. Nera was the MVP laying down stress left and right and once taking out three scum ships single-handedly near the end of a game. Having Dead Eye was great as many high PS ships would be out of range before she could get a chance to TL them. IA and APL were interesting with Eaden as he is such a low PS, he would almost always move first and set up effective traps for enemy ships to land on. Wes was strong in the early turns but would be blasted off the table after stressing himself and being at the mercy of more maneuverable ships. Let me know what you think and feel free to share your own effective Rebel stress lists to see if any pilots might have a place in my roster. Thanks again!

I like it and it seems fun. I would definitely consider cutting the second fletche torpedo on near for munitions failsafe and then giving the same to wes. You can get repeated stress that way. Definitely worth playtesting though. I'd be worried that wes' token stripping will end up making them hit so the double may yyyyup be better on nera.