What's the Rebel equivalent of the Contracted Scout?

By Vorpal Sword, in X-Wing

I have 30-33 points to play with in a potential Wave 8 Rebel list for a March 26 Store Championship. I concluded after a practice game last night that this guy won't earn back his points:

Gray Squadron Pilot (20)
Autoblaster Turret (2)
Proton Torpedoes (4)
Extra Munitions (2)
R2-D6 (1)
Deadeye (1)
Guidance Chips (0)

He gets off one torpedo and, if the opposing player has any sense at all, he's toast. Of course, that takes a couple of rounds of heat off my other ships (currently Chopper and a TLT stresshog), but it felt rather lackluster to get a total of 2 points of damage out of a 30-point ship.

I've been thinking about it since, and I think I've identified the root problem: what I really want is a Rebel version of the Contracted Scout. I want something I can slot neatly into a three-ship list that can carry a couple of torpedoes or missiles and reliably deliver them, even against aces, before it dies. And I'm not sure I know what that ship is.

The Y-wing has the torpedo slots and an attractive base price, but it's out because it combines low PS with a lack of EPT. The B-wing is even more expensive, and it still can't mount Deadeye. (I can get Nera for 33, I guess? But she's not a lot more durable than the Gray Squadron Pilot.) The K-wing can also get fairly pricey, and while it can take Long-Range Sensors to solve the reliable-delivery problem, those aren't in Wave 8.

The generic A-wing is out because it can only take a single piece of ordnance, and it's fairly expensive given its value after it fires its ordnance. The generic T-70 and T-65 are out for similar reasons. The Z-95 is efficient enough to be worth running after the ordnance is gone (you can potentially run a pair of them for those 30 points!) But it also might not survive, and without some finesse it struggles with the reliable-delivery aspect.

Am I missing something? Is there a comparable Rebel ship to the Scout, or are we going to have to wait for some future release?

I guess you could drop Autoblaster, Deadeye and R2-D6 and just fly really, probably impossibly well?

I think the Rebels don't have a version of the Scout is because of the whole 'synergistic focus' the early Rebel ships had. So The Y-Wing and B-Wing need to rely on Dutch or Squad Leader to maintain the ridiculous action economy most Torpedo boats rely on.

If you're determined to make it work, I'd double up on Y-Wings and take Dutch + Gold, or give up the EPT slot on one of the other ships to take Squad Leader.

The Y-wing has the torpedo slots and an attractive base price, but it's out because it combines low PS with a lack of EPT. The B-wing is even more expensive, and it still can't mount Deadeye. (I can get Nera for 33, I guess? But she's not a lot more durable than the Gray Squadron Pilot.)

Nera is really good. Unlike the Y-Wing, guidance chips add a [crit] and not a [hit]. Unlike the Y-Wing she has 3-Primary and barrel roll to be a more effective dog-fighter. Also unlike the Y-Wing, she turrets those torpedoes so it's much easier to include her in the relevant action and harder to enemies to swarm and kill her early. I got a lot of mileage out of Deadeye, Nera, Flechette. She was never quite top-tier, but was always very solid match-up pending.

The only question is whether she takes Extra Munitions or a Flechette torpedo for control to add to an already obnoxious Stresshog. Even a double Flechette version for Nera is interesting, pending how aces keep up their presence.

there aren't any

the scout is its own beast, and the only other real solid dedicated ordnance platform is the bomber

Ys are too overpriced and can take turrets anyway

Ks also can take turrets and can't even K-turn (oh the irony!), though miranda is hilarious with homing missiles

I came up with a list the other day using 3 rebel ordnance carriers, this is what i came up with.

B-Wing: · Nera Dantels (26)

Deadeye (1)

Extra Munitions (2)

Proton Torpedoes (4)

Fire Control System (2)

Guidance Chips (0)

35 pts

Y-Wing: · Horton Salm (25)

Extra Munitions (2)

Proton Torpedoes (4)

· R2-D6 (1)

Guidance Chips (0)

Veteran Instincts (1)

33 pts

K-Wing: Guardian Squadron Pilot (25)

Extra Munitions (2)

Homing Missiles (5)

Long-Range Scanners (0)

32 pts (can also downgrade to warden and get adv SLAM)

But yeah, I think the Kwing with LRS will be the closest rebel equivalent to the Torpedo Scout.

Edited by Deadwolf

Basically, there aren't a lot of generics with EPTs to fill the void you are looking for.

You know.....you can do something with the ordnance Y-wing. Go ahead like normal and fire the first Torpedo, but then expect that they will concentrate on that guy next. Zip him somewhere unexpected so that he's out of where your opponents are gunning for him. Maybe even that turn he's behind them with use of that turret. Get that one early shot off and then be a distraction.

I've found that sometimes you come up with good ideas, but then you need to work out trying to fly it in a way that works. Since everyone guns for the Y-wing after that, then use it as bait. I heard of someone using Howlrunner that way to good effect.

Gold Squadron Pilot (18)
Dorsal Turret (3)
Proton Torpedoes (4)
Extra Munitions (2)
Targeting Astromech (2)
Guidance Chips (0)
BTL-A4 Y-Wing (0)
Total: 29

This guy has a great kill box for 29 points. You can speed into range with a red 4. You're deadly from range 3 - 1 for different reasons.

I have 30-33 points to play with in a potential Wave 8 Rebel list for a March 26 Store Championship. I concluded after a practice game last night that this guy won't earn back his points: Gray Squadron Pilot (20)Autoblaster Turret (2)Proton Torpedoes (4)Extra Munitions (2)R2-D6 (1)Deadeye (1)Guidance Chips (0) He gets off one torpedo and, if the opposing player has any sense at all, he's toast. Of course, that takes a couple of rounds of heat off my other ships (currently Chopper and a TLT stresshog), but it felt rather lackluster to get a total of 2 points of damage out of a 30-point ship. I've been thinking about it since, and I think I've identified the root problem: what I really want is a Rebel version of the Contracted Scout. I want something I can slot neatly into a three-ship list that can carry a couple of torpedoes or missiles and reliably deliver them, even against aces, before it dies. And I'm not sure I know what that ship is. The Y-wing has the torpedo slots and an attractive base price, but it's out because it combines low PS with a lack of EPT. The B-wing is even more expensive, and it still can't mount Deadeye. (I can get Nera for 33, I guess? But she's not a lot more durable than the Gray Squadron Pilot.) The K-wing can also get fairly pricey, and while it can take Long-Range Sensors to solve the reliable-delivery problem, those aren't in Wave 8. The generic A-wing is out because it can only take a single piece of ordnance, and it's fairly expensive given its value after it fires its ordnance. The generic T-70 and T-65 are out for similar reasons. The Z-95 is efficient enough to be worth running after the ordnance is gone (you can potentially run a pair of them for those 30 points!) But it also might not survive, and without some finesse it struggles with the reliable-delivery aspect. Am I missing something? Is there a comparable Rebel ship to the Scout, or are we going to have to wait for some future release?

Guardian Squadron

Homing Missiles

Extra Munitions

Chips for now, LRS once it comes out.

32 points each. More room can be made of course by going down to Warden Squadron, which would allow you with LRS and Weapons Engineer to get turn 1 double TL's.

Another thing of note, Miranda can fire 5 dice Homing Missiles.

Basically, there aren't a lot of generics with EPTs to fill the void you are looking for.

You know.....you can do something with the ordnance Y-wing. Go ahead like normal and fire the first Torpedo, but then expect that they will concentrate on that guy next. Zip him somewhere unexpected so that he's out of where your opponents are gunning for him. Maybe even that turn he's behind them with use of that turret. Get that one early shot off and then be a distraction.

I've found that sometimes you come up with good ideas, but then you need to work out trying to fly it in a way that works. Since everyone guns for the Y-wing after that, then use it as bait. I heard of someone using Howlrunner that way to good effect.

The real problem here is that the Y-wing can do a limited amount of "zipping". Maybe that's an argument for replacing my Gray Squadron Pilot with a Warden? And as others pointed out, Nera isn't much more expensive than my current loadout, and a B-wing is a legitimate upgrade over a Y-wing.

I don't know. I went back through my game notes again, and given that I would have paid 26 points for Biggs, 30 points to give your opponent an obvious target priority plus a potent damage spike isn't so bad. I did win my practice matches, although not by the margin I would have liked.

True, the Y-wing doesn't really zip, but it does have the turret. You just need to be where they don't expect you (not in their firing arc). It just means you take that 3 bank instead of the 1 forward. Things like that.

Nera is a good idea and can be pretty useful without ordnance. Great with the 360.

I've got no experience with the K-wing to add.

Edited by heychadwick

I'm not able to look up costs wtc at the moment, but I'm guessing you can't comfortably fit a Horton build into that points level?

Nera + Crackshot + Proton Torps + EM + Chips = 34pts (or 33pts for Plasma Torps)

Love crackshot with chips and proton to get that crit through anybody. With Nera it doesnt matter if you telegraph your target because its range 2-3 360 degrees. Just as easy as TLTs to get your shot off. You are getting basically four hits, two are gonna be crits.

"Whats the rebel equivalent of the contracted scout"?
​5 points more expensive, with a different upgrade bar.

Contracted scouts have an EPT slot, which running Deadeye and either of the R4 mechs allowing 'full modification' with chips makes them, capability-wise, the single best ordnance platform in the game.

Which is a little embarrassing for the Y-wings and TIE Bombers, the, y'know, supposed ordnance craft. :P At least with Long Range Sensors TIE Bombers will partially solve the problem - though only partially, because there's still a big difference to firing a focused missile after calling your target a round previously and firing a TL+chipped torpedo at anything in your arc at the time.

I actually wonder if they overdid it a little. Presumably the Large size is meant to counteract it, but I guess we'll find out. Real soon, like. ;)

This Nera build looks pretty solid.

Nera Dantels (26)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
Guidance Chips (0)
Total: 33
Range 2-3 ordnance, capable of shooting out of arc and with a decent amount of inbuilt dice modification including changing any one dice to a crit. It seems like it should pack a punch. :)

Contracted scouts have an EPT slot, which running Deadeye and either of the R4 mechs allowing 'full modification' with chips makes them, capability-wise, the single best ordnance platform in the game.

Which is a little embarrassing for the Y-wings and TIE Bombers, the, y'know, supposed ordnance craft. :P At least with Long Range Sensors TIE Bombers will partially solve the problem - though only partially, because there's still a big difference to firing a focused missile after calling your target a round previously and firing a TL+chipped torpedo at anything in your arc at the time.

I actually wonder if they overdid it a little. Presumably the Large size is meant to counteract it, but I guess we'll find out. Real soon, like. ;)

If Ghost players are stupid enough to waste points on AC and Autoblaster Turret instead of Reinforced Deflectors, you should be able to just drop a Ghost in about 4 Homing Missiles.

Edited by ParaGoomba Slayer

For Rebel ordnance carriers your choices are the Y-wing, K-wing and B-wing or if you're feeling like splashing out two Z-95 Headhunters.

Your stated needs are the ability to reliably catch aces in arc, deliver two buckets of alpha strike ordnance, screw with enemy target priority and fit into 33 points.

Y-WING: Horton Salm with Plasma Torpedoes, Dorsal Turret, EM and Guidance Chips

For the Y-wing, Horton Salm is an option. Horton's main problem is fitting him into the space: he's mean with a Twin Laser Turret but you'd need to free up three points for him. Likewise, his astromech slot is empty, and the point restriction is the only reason he's packing Plasma instead of Proton. His ability is going to give you consistently high damage Alpha Strike though. I'd find the three points for the Twin Laser if you look into this route, however.

B-WING: Nera Dantels with Deadeye, Proton Torpedoes, EM and Guidance Chips

For the B-wing, Nera can take Deadeye and is an ordnance turret, meaning she'll have little trouble hitting aces. As a three dicer her torpedoes are bit more painful, and if you're willing to drop to Plasma or lose Deadeye you can fit her with an Electronic Baffle to allow her to pull some wild maneuvers when she needs to and to shake off enemy stress effects. You could do both (or get an FCS) if you drop to Flechette, which is only a three die attack but has the crit modifier from Guidance Chips and can chuck out stress on demand, which combined with your Stresshog is going to deprive one ship of actions forever.

K-WING: Warden or Guardian with Extra Munitions and ???

The K-wing was built for this job. Taking the K-wing has a price in pilot skill, but after fitting Warden with EM you have eight points to play with. This means as well as arming it with a torpedo or missile (you have the choice here and can take the AoEs if you want to be really scary) you have room to play with crew options. Weapons Engineer could solve your targeting problems: if you lock both it doesn't matter which one you catch in arc. You could even ditch ordnance entirely and go with Warden with Advanced SLAM and Conner Nets, which still leaves you with three points to further arm it or aid your other ships. A netlayer is going to draw some major flak. This also gets around the K-wing's inability to Deadeye.

Z-95: Tala Squadron Pilot and Bandit Squadron Pilot with Concussion Missiles and Guidance Chips

Two rockets in two packages and four ships instead of three. I can see the case for it. You could also, if you're willing to leave one Z-95 unarmed, up one to Blount with Deadeye and enjoy an automatic hit from Ion Pulse or AHM.

Their problems are that they're dodgeable, no Deadeye on the generics, low PS and no getting around Target Lock.

X-WING: Biggs Darklighter with Integrated Astromech and R4-D6

You've got a Y-wing and a VCX already, both of which have double torpedo slots and with an aux arc on the Ghost. You could take a 26 point Biggs and use those seven points to arm one of them with the ordnance you want. Not ideal as if they're using ordnance they're not doing their things, but worth considering.

Edited by Blue Five

Eaden vrill hlc IA? I wish he had an ept.

"Best ordnance platform" is a bit of a misnomer

see, jumpies have the most flexible ordnance dispenser system in the game with deadeye + mods, but that doesn't make them the "best" as they're also more expensive and large based. Plus they only get two shots

by contrast, the bomber is less flexible but far cheaper and can take homing missiles for same mods at the slight detriment of requiring TLs. Plus they can take bombs :P

also Ks were not made for ordnance. They can't even k-turn (The irony). They were made for A-SLAM conner nets into the opponents face, or for TLT platform as either tactician or Miranda (and miranda doubles up as a good seismic platform)

Edited by ficklegreendice

For Rebel ordnance carriers your choices are the Y-wing, K-wing and B-wing or if you're feeling like splashing out two Z-95 Headhunters.

Y-WING: Horton Salm with Plasma Torpedoes, Dorsal Turret, EM and Guidance Chips

For the Y-wing, Horton Salm is an option. Horton's main problem is fitting him into the space: he's mean with a Twin Laser Turret but you'd need to free up three points for him. Likewise, his astromech slot is empty, and the point restriction is the only reason he's packing Plasma instead of Proton. His ability is going to give you consistently high damage Alpha Strike though. I'd find the three points for the Twin Laser if you look into this route, however.

It's a shame you can't get R2-D6 on a Rookie X-wing with a Proton Torpedo and Deadeye. That would be worth it.

I think you have to find the extra point in a list to give Horton a Proton Torpedo over Plasma. His ability lets you re-roll blanks, but not eyeballs. The free eyeball to crit is needed if you want to really improve your damage averages.

One of the best Rebel ordnance lists I saw was Nera w/ Marksman and 2 Torps, Horton w/ TLT, and Dutch with TLT. Nera went first. She usually got a free TL from Dutch and was able to put the hurt out with her Proton Torpedoes. Horton and Dutch would strip tokens and whittle people down for Nera to slam them with a Torpedo. People usually fired at Nera, but once her 2 torps were down, she was just a B-wing. Others went for Dutch as he gave out the torpedoes and was a TLT. I think the real target should be Horton, but he's always in the very back. It's a tough list and can really pound a list in the first few rounds, especially if your a 3 ship list.