100pts Rebels with a little Heav'spiration

By brandonsosoli, in X-Wing Squad Lists

Hi guys and gals,

My names Brandon and I'm still fairly new to the game but have been playing games all my 23 years of life so far, so I thi k I've picked it up pretty well so far.

I just wanted to see what some people thought of this 100pts rebel list inspired by Paul Heavers championship list.

T-70 X-Wing: Red Squadron Veteran (Wired; Advanced Proton Torpedos; •Targeting Astromech; Intergrated Astromech; Weapons Guidance) 37

Y-Wing: Gold Squadron Pilot (Ion Cannon Turret; •R3-A2); BTL-A4 Y-Wing 25

Y-Wing: Gold Squadron Pilot (Ion Cannon Turret) 23

A-Wing: Prototype Pilot 17; Chardaan Refit -2

100 points

I feel that the control is a lot more consistent in this with both Y-Wings having the ability to hand out Ion tokens to slow people right down along side the stress is handed out like free candy.

Instead of Poe I've opted for Red Sauad Vet with Wired (my favourite card just about) Adavanced Protons, Targeting Astromech(Intergrated) and Weapon Guidence (another great card.)

RSV will fulfil the same role delivering the death blows with his T-rolls and speed advantage over the ionised and stressed ships. He's got the advanced protons to help deliver a serious message and if you manage to T-roll or K-turn into range 1, take the stress for the red move, take an auto target lock then fire the advanced protons and imagine you get 2 hits and 3 blanks. Change those 3 blanks into eyes, the because you're stressed and Wired you get to re-roll the eyes too!

Meanwhile the A-wing is zooming around nipping at the heels of everything!

Anyway, I hope that's okay for my first post on what I feel is a competitively list that flows well.

Props to Heaver on winning again and the core idea of this list is credited to him!

Brandon Sosoli :)

Right, so I think some of your assumptions about how this list will perform are a bit off. Not saying its a bad list, just that a few things are not going to go as well as you imagine.

For example, the control afforded by two ion turrets (one of which is locked forward). So the reason a lot of players (including Paul Heaver) went with the Twin Laser turret is for the fact that it can make attacks at Range 3. If you look at the firing arc, you will see that it gets wider the further away from the firing ship. This makes the R3 band the 'biggest' part of the arc, and therefore the hardest for an enemy ship to escape being shot at. So the reason that fewer players are running R3-A2 on the ion turret is because it is limited to R1 and 2, the comparatively smaller arcs simply because they have too much difficulty actually getting certain types of enemy ships into these firing arcs.

Another problem for rebels with the ion turret is dealing consistent damage. There are enough ships out there that can use tokens and other abilities to evade a single 3 die attack. To really make ions work, you either need to bring a lot of them, or have some other ways of denying your opponent defensive benefits. The a-wing you have can help if you use it as a blocker, but it won't be able to get blocks all the time. Putting a targeting astromech on your y-wing might be a way to help get more consistent hits on your ion turret.

Advanced proton torp is extremely expensive for what it does, and with only PS4, its not easy to fire it. You need a 'perfect storm' of events for it to happen: have the TL already, get a bump or ionization to stop the target's move, and then have the Red Vet able to get into R1 and take focus. Being able to coordinate all 3 of those things against an opponent trying to stop you is going to be extremely difficult...

Right, so I think some of your assumptions about how this list will perform are a bit off. Not saying its a bad list, just that a few things are not going to go as well as you imagine.

For example, the control afforded by two ion turrets (one of which is locked forward). So the reason a lot of players (including Paul Heaver) went with the Twin Laser turret is for the fact that it can make attacks at Range 3. If you look at the firing arc, you will see that it gets wider the further away from the firing ship. This makes the R3 band the 'biggest' part of the arc, and therefore the hardest for an enemy ship to escape being shot at. So the reason that fewer players are running R3-A2 on the ion turret is because it is limited to R1 and 2, the comparatively smaller arcs simply because they have too much difficulty actually getting certain types of enemy ships into these firing arcs.

Another problem for rebels with the ion turret is dealing consistent damage. There are enough ships out there that can use tokens and other abilities to evade a single 3 die attack. To really make ions work, you either need to bring a lot of them, or have some other ways of denying your opponent defensive benefits. The a-wing you have can help if you use it as a blocker, but it won't be able to get blocks all the time. Putting a targeting astromech on your y-wing might be a way to help get more consistent hits on your ion turret.

Advanced proton torp is extremely expensive for what it does, and with only PS4, its not easy to fire it. You need a 'perfect storm' of events for it to happen: have the TL already, get a bump or ionization to stop the target's move, and then have the Red Vet able to get into R1 and take focus. Being able to coordinate all 3 of those things against an opponent trying to stop you is going to be extremely difficult...

Phew, for a second there I thought you were going to tell me I had the rules wrong or something.

Yeah I can see that the Ion Turret is only R1-R2 which limits the arc of shooting for Ion Stress Hog but the other Y wing can dish out Ion shots too. So I feel that they'll be able to ionise them and stress them well enough. I feel that most people take the TLT over the Ion based on that extra range for 1 point and the chance they'll get an extra hit in. I guess I'm just willing to risk sacrificing the extra range for more control over the other ship. Especially if it turns into a close quarters dogfight in the middle of all the asteroids which the Ion-Stress Hog will most likely be in R1-R2 for most of that anyway.

Meanwhile the other Y wing is on the outside hitting a few Ion shots off as well, or at least pecking away with his Primary Weapon. I believe the Stress Hog Y-Wing will be the biggest target so as long as the outside Y-wing is flanking properly he should be able to ionise an enemy ship then hopefully the Ill be able to place the stress hog in the right position for the next turn to get off the next lot of moves.

I just believe the Ion Stress combo gives me that many more turns where that ship will be stressed.

eg; Primary Weapon attack, give stress, double tap with ion turret, Ionise and give another stress. The next movement phase they'll do a white 1 forward maneuver. Not lose any stress this turn and lose an action.

Depending on what else is happening the next turn they might try and perform green maneuver and lose 1 stress and repeat on the next turn OR I might have bought 1 of the y wings closer to get another ion shot on it which would become at least another 2 turns of trying to lose stress (provided the second ion shots came from the 2nd y-wing and not the stress hog)

Meanwhile, Prototype Pilot can block when he can block or nip at the heels at anything else whether it is the ionised ships or something trying to pick off the Y-wings. Red Squad Vet can line up everyone else to dish the damge around at anything else. The Advanced Protons are there in case I come up against a Decimator or Millenium Falcon with a decent amount of hull points.

I'll play test it with Red Squadron Vet and see how he goes with his lower pilot skill. Otherwise I can adjust the list to look like this for similar results.

T-70 X-Wing: Ello Asty (Wired; Targeting Astromech; Intergrated Astromech; Weapon Guidance) 35

Y-Wing: Gold Squadron Pilot (Ion Cannon Turret; •R3-A2); BTL-A4 Y-Wing 25

Y-Wing: Gold Squadron Pilot (Ion Cannon Turret; Targeting Astromech) 25

A-Wing: Prototype Pilot (Chardaan Refit (-2)) 17(15)

100 points

All the ships are performing the same rolls, however I now have a targeting Y-Wing on the outside the when he does a Hard 3 maneuver he will get auto target locks (which I believe can be outside of the firing arc with a turret? Doesn't worry me too much if that doesn't work that way or not)

The T-70 Asty can move alot better with T-Rolls giving you the option of treating them as white if you're not stressed. (You might end up in a situation where you T-roll as a white move then next turn T-Roll again as a red move to claim the auto target lock as well as letting him become Wired)

I can also change list to fill the same roles with Poe Dameron, I just remove Weapon Guidance and get a 99 point Initiative bid on top.

Thoughts?