Rebels vs the Vader, Fel, Palpmobile threat

By Sanguinary Dan, in X-Wing Squad Lists

Any wacky suggestions? I could just copy Paul Heaver's list from worlds, but I'd really rather bring out something a bit odder.

I've got many X-Wings and 2-4 of everything else. Only 1 each of the larges though.

Hit me!

And, Happy Thanksgiving to all in the USA.

You can't really out fly PS11 Vader and 1 point bid Soontir Fel very easily. The easiest way to beat them is to exploit their action dependency with stress mechanics, and the best way to do that is with Tactician K-Wings and a Stresshog.

If you really don't want to go that route, you can always try to force damage through on Soontir, the most fragile ship. That sounds like a job for RAC sporting Gunner and or Vader crew, or maybe Han Solo with Predator and Gunner or Luke. Fat turrets are bad against Soontir because of his autothrusters, but with Gunner effects you can try to force the damage through, and since Vader doesn't have autothrusters, fat turrets are fine against him once Fel has been dealt with.

If you don't like EITHER of those methods, consider running Deathrain with a Conner Net to stop either Vader or Soontir from getting defensive actions one turn, then be prepared to pounce with an alpha strike of your own.

If you're not bringing stress mechanics, I'd make sure I knew how my list was going to pop Soontir Fel QUICKLY. Once that's done, you can get behind the Shuttle and duke it out with Vader from there. So...you know, bombs, feedback arrays, Vader crew, gunner turrets, Oicunn, crack shot, etc. Just make sure you can get that 3 damage in.

Edit: Didn't notice you were looking for specifically Rebel advice. I hear that Ten Numb at PS10 with a Mangler Cannon isn't terrible for Handling Soontir Fel. Maybe he can run in conjunction with a C-3P0, Gunner, Predator type Han solo, or some such. Force Crit through at PS10, try to force another hit or two from Han, profit.

Edited by CBMarkham

I can meet it / match with my Imperials, but I'm looking for specific Rebel advice. Any thoughts?

PILOTS

Ten Numb (38)
B-Wing (31), Fire-Control System (2), “Mangler” Cannon (4), Veteran Instincts (1)

Biggs Darklighter (25)

Miranda Doni (37)
K-Wing (29), Twin Laser Turret (6), Tactician (2)

Ten Numb to smack Soontir and other dodgers in their face. Miranda to deliver stress and 360 degree coverage, and Biggs to help keep them alive long enough to do their jobs. Biggs also has the added benefit of being able to split fire from tlt builds, if he should hover back a bit and be in range of only some of the Y-Wings.

see above, but i get why Biggs is there, but for 25 points you can just chuck in another TLT Y wing.

What about this

Jake (24)

Title

V.I. (1)

PTL (3)

Prockets (3)

Autothrusters (2)

Tycho (26)

Title

V.I. (1)

PTL (3)

Prockets (3)

Autothrusters (2)

Red Squadren Vet (26)

R3-A2

Wired (1)

Autothrusters (2)

Puts you at 99 points, Tycho is ps 10, while Jake is ps 9. The T-70 provides some stress if he can get Fel in arc. I saw a guy run this at the Nova Open against a Whisper, Fel, Palp shuttle. If i remember correctly he lost, but i think that had more to do with him spending Tycho's prockets on the shuttle and not on Whisper. This list could struggle against a Vader with V.I. and ATC, though. The other option is go with Aaron Bonners worlds list.

Killing uber-freaking-arcdodger-aces

rquires either super-farseer-level precognition to block them (A-wing reporting in!)

or some stress mechanics. Either copy the stresshog, the stress-K or try your luck with TLT spam

PILOTS

Ten Numb (38)

B-Wing (31), Fire-Control System (2), “Mangler” Cannon (4), Veteran Instincts (1)

Biggs Darklighter (25)

Miranda Doni (37)

K-Wing (29), Twin Laser Turret (6), Tactician (2)

Ten Numb to smack Soontir and other dodgers in their face. Miranda to deliver stress and 360 degree coverage, and Biggs to help keep them alive long enough to do their jobs. Biggs also has the added benefit of being able to split fire from tlt builds, if he should hover back a bit and be in range of only some of the Y-Wings.

Not sure if this would work, but I'd be inclined to try and get an Intelligence Agent in there somewhere. I imagine Soontir's pretty **** hard to block but if you can spy on his manoeuvre and block his action, you're on to a winner.

Maybe you could drop the FCS from Ten and do it that way? In my experience, Ten doesn't need the FCS, he target locks anyway as his action most of the time, and with his ability plus the mangler, you can knock the stealth device off Soontir straight off the bat and lay into him with whatever else you take.

see above, but i get why Biggs is there, but for 25 points you can just chuck in another TLT Y wing.

Agreed - I'd take a TLT gold over Biggs in this situation any day.

As I understand it in the Palpmobile, Soontir, ace build you typically kill whatever the other ace is, then the palpmobile, then soontir. The other ace will be easier to kill than soontir and once the popes down soontir becomes much more manageable.

Look into a YT2400 to act as a blocker. Add APS if you want extra damage on the block. I don't think Intel agent is really necessary because the big base makes blocking pretty easy, but it can help. Once either of those aces are blocked, they shouldn't be long for this world. Blocking was the original control build, and it's still very effective.

R3-a2

Conner Nets

TLTs

Blocking +/- int agent

Shoot Vader first, he hits much harder and dies much faster than soontir

Hobbie Kilvan

Stressdroid

Flechette Torp

Muniion Failsafe.

You arnt actually interested in hitting with the torpedo- if it misses, you get to keep shooting. That makes it great at bringing down stealth devices.

Agreed on Ten Numb. With a Mangler Cannon and Veteran Instincts, you can chop up Soontir pretty quickly.

The key to beating the stack of ridiculous dice modifiers from evade tokens, focus tokens, stealth devices, autothrusters and Dark Psoriasis wiggling his fingers in a semi-threatening manner is to not let him roll the **** things in the first place. Wedge Antilles, Crack Shot, and Outmanoeuvre are good for similar reasons. Throw in a Tactician riding in the spare seat of a B-wing E, and you can lay out stress tokens for cheap as well.

The trick is keeping him alive long enough to do the damage, and follow through and take out Palpatine, before Vader guts your squad.

In a rebel squad, if you want something protected, reach for Biggs. And if you want Biggs protected, reach for someone with shield regeneration and Draw Their Fire. This works doubly well against Vader, because the 'free hit' generated by his Advanced Targeting Computer is always a critical.

So:

  • Ten Numb - Veteran Instincts, Mangler Cannon, B-wing/E, Tactician
  • Biggs Darklighter - Hull Upgrade
  • Wedge Antilles - Draw Their Fire, R5-P9.

I play an ace/palp list, and usually I struggle against:

Miranda, TLT, Chewbacca

Jake, Test Pilot, VI, PTL, Thrusters, Prockets

Stresshog Y wing with TLT and BTL-A4 title.

98 pts

EDIT: Crackstim HLC brobots are also hell...

Edited by Sarcon

Agreed on Ten Numb. With a Mangler Cannon and Veteran Instincts, you can chop up Soontir pretty quickly.

The key to beating the stack of ridiculous dice modifiers from evade tokens, focus tokens, stealth devices, autothrusters and Dark Psoriasis wiggling his fingers in a semi-threatening manner is to not let him roll the **** things in the first place. Wedge Antilles, Crack Shot, and Outmanoeuvre are good for similar reasons. Throw in a Tactician riding in the spare seat of a B-wing E, and you can lay out stress tokens for cheap as well.

The trick is keeping him alive long enough to do the damage, and follow through and take out Palpatine, before Vader guts your squad.

In a rebel squad, if you want something protected, reach for Biggs. And if you want Biggs protected, reach for someone with shield regeneration and Draw Their Fire. This works doubly well against Vader, because the 'free hit' generated by his Advanced Targeting Computer is always a critical.

So:

  • Ten Numb - Veteran Instincts, Mangler Cannon, B-wing/E, Tactician
  • Biggs Darklighter - Hull Upgrade
  • Wedge Antilles - Draw Their Fire, R5-P9.

I like the general idea but I'd tweak it. Especially be better when Integrated Astromech comes.

I'd drop Hull upgrade anyway but doubly so when the new card drops. This lets Wedge upgrade to R2D2 and and Biggs take a droid for himself. Both take the IA card for their mod slot.

Keep Ten as he is.

Biggs - R7 - integrated astromech

Wedge - DTF - R2D2 - Integrated astromech.

Exactly 100.

Biggs takes TL. Well positioned he should have a real good idea who will be having to shoot him and R7 helps reduce that incoming damage. Artoo instead of R5P9 means Wedge can use his focus to wreck things. Be relying on Ten to get work done against arc dodging aces. He is fit to do that but I would wonder how well he can get shots while retaining the protection of Biggs.

"Really" needs the new card for the Xwings I think.

I like the general idea but I'd tweak it. Especially be better when Integrated Astromech comes.

I'd drop Hull upgrade anyway but doubly so when the new card drops. This lets Wedge upgrade to R2D2 and and Biggs take a droid for himself. Both take the IA card for their mod slot.

Keep Ten as he is.

Biggs - R7 - integrated astromech

Wedge - DTF - R2D2 - Integrated astromech.

Exactly 100.

Biggs takes TL. Well positioned he should have a real good idea who will be having to shoot him and R7 helps reduce that incoming damage. Artoo instead of R5P9 means Wedge can use his focus to wreck things. Be relying on Ten to get work done against arc dodging aces. He is fit to do that but I would wonder how well he can get shots while retaining the protection of Biggs.

"Really" needs the new card for the Xwings I think.

Agreed. I didn't want to list Integrated Astromech, because I don't know when the mythical "Boat" is going to turn up... but it is definitely better.

R7 is a nice call. I keep forgetting that one - I was thinking R4-D6, but with a Draw Their Fire buddy you don't end up with three hits getting through that often.

That said, is a defensive R7 target lock better or worse than a focus token for Biggs' own green roll? The latter should give you about 3/4 of an extra evade - is the former going to knock an incoming attack down that much on average?

.....Actually. Yes, it might. If you reroll a die, your opponent can't then reroll it after you, can they? Vader and Soontir in this list won't be using target locks or predator, but A.N.Other squad might well be.

As to "retaining the protection of Biggs" on Ten Numb - yes, we're trying to protect him - but he's still in a !*!!~%£!! B-wing. Short of parking him in front of a TIE swarm or 3+ heavy fighters at once, you're not going to take him out in a single turn.

If you can spread damage around your squad, so much the better - if he's under Biggs' protection on turn 2 (or whenever the first shots are exchanged) and then does a hard turn and barrel roll (or whatever) and ends up outside range 1 of Biggs....do you switch fire to him? Knowing you won't kill him in one turn (especially if Wedge is still in range) and he has the PS and close-in dial to potentially dodge at least Soontir's fire again next turn, or keep shooting the X-wing you fired at last turn?

Edited by Magnus Grendel

PILOTS

Ten Numb (38)

B-Wing (31), Fire-Control System (2), “Mangler” Cannon (4), Veteran Instincts (1)

Biggs Darklighter (25)

Miranda Doni (37)

K-Wing (29), Twin Laser Turret (6), Tactician (2)

Ten Numb to smack Soontir and other dodgers in their face. Miranda to deliver stress and 360 degree coverage, and Biggs to help keep them alive long enough to do their jobs. Biggs also has the added benefit of being able to split fire from tlt builds, if he should hover back a bit and be in range of only some of the Y-Wings.

Not sure if this would work, but I'd be inclined to try and get an Intelligence Agent in there somewhere. I imagine Soontir's pretty **** hard to block but if you can spy on his manoeuvre and block his action, you're on to a winner.

Maybe you could drop the FCS from Ten and do it that way? In my experience, Ten doesn't need the FCS, he target locks anyway as his action most of the time, and with his ability plus the mangler, you can knock the stealth device off Soontir straight off the bat and lay into him with whatever else you take.

see above, but i get why Biggs is there, but for 25 points you can just chuck in another TLT Y wing.

Agreed - I'd take a TLT gold over Biggs in this situation any day.

My only question is whether or not the Mangler on Ten is accurate enough to deal with a Stealthed Interceptor backed up by the Emperor. I may try the list as is and then try swapping the Y for a cheap A and give Ten a HLC. Or is that kind of wasting Ten's ability?

You really do want the Mangler on Ten. Palp is a problem, but between the Target Lock rerolls and the Mangler I reckon you can reliably get at least 1 crit, and your other ships will be shooting too. Ultimately if you get Palp to burn his ability to turn Ten's uncancellable critical into a blank then he doesn't have it to defend against wedge or whatever else. With the right squadron, it's a tough choice for Palp to decide what to modify. Make him choose between a poke in the eye and a kick in the balls. He wants neither, but he has to take at least one of them...

What do y'all think about replacing the FCS with the E-2 mod. and Nein Numb? Turn those red straight 4 to green for dramatically improved mobility.

You really do want the Mangler on Ten. Palp is a problem, but between the Target Lock rerolls and the Mangler I reckon you can reliably get at least 1 crit, and your other ships will be shooting too. Ultimately if you get Palp to burn his ability to turn Ten's uncancellable critical into a blank then he doesn't have it to defend against wedge or whatever else. With the right squadron, it's a tough choice for Palp to decide what to modify. Make him choose between a poke in the eye and a kick in the balls. He wants neither, but he has to take at least one of them...

No can do. Palpatine only works on friendly dice rolls. If Ten rolls a hit with a Mangler, it's going through.

You really do want the Mangler on Ten. Palp is a problem, but between the Target Lock rerolls and the Mangler I reckon you can reliably get at least 1 crit, and your other ships will be shooting too. Ultimately if you get Palp to burn his ability to turn Ten's uncancellable critical into a blank then he doesn't have it to defend against wedge or whatever else. With the right squadron, it's a tough choice for Palp to decide what to modify. Make him choose between a poke in the eye and a kick in the balls. He wants neither, but he has to take at least one of them...

No can do. Palpatine only works on friendly dice rolls. If Ten rolls a hit with a Mangler, it's going through.

Ah, I missed that bit. Worth knowing, thanks!

In which case there's no problem - except the only remaining issue with Ten shooting Soontir is if Soontir has an evade token, but that can't be helped. But if he's burning it to dodge that crit, Wedge can lay the smackdown with impunity.

What do y'all think about replacing the FCS with the E-2 mod. and Nein Numb? Turn those red straight 4 to green for dramatically improved mobility.

Didn't work so well for me. I found that most of the time I don't want to be doing long straights in the B, which kinda stunts Nien's usefulness IMO. Not saying it's necessarily a bad idea, just that I didn't find Nien to be all that helpful.

But, maybe. Fly in, TL, Mangler, then next turn 4-green away ready for a flip and repeat. Possible.

Except evade token doesn't work agaisnt Tens crit. According to FAQ, evade token adds a green die with the evade result to your dice roll.

If what im saying there is right, Ten cares not about evade tokens.

Except evade token doesn't work agaisnt Tens crit. According to FAQ, evade token adds a green die with the evade result to your dice roll.

If what im saying there is right, Ten cares not about evade tokens.

That is correct, sir.

Look into a YT2400 to act as a blocker. Add APS if you want extra damage on the block. I don't think Intel agent is really necessary because the big base makes blocking pretty easy, but it can help. Once either of those aces are blocked, they shouldn't be long for this world. Blocking was the original control build, and it's still very effective.

I have built a list with a 2400 which may fit the OP requirements for dealing with the Dark Pope and entourage, although I've never actually flown it. I call it "Vrilly Annoying"

Eaden Vrill (Ion Cannon, Tactician)

Miranda Doni (TLT, Tactician)

Gold Squadron (R3 A2, TLT, Title)

I think it's bang on 100 points, but have no list builder access right now. Like I say it was just me theorycrafting a list that would be a real fricken ball ache to fly against, and those elements are what the Palp lists hate. I do wonder if it is actually viable and not just a gimmick list...