Lothal Rebels List

By Thalasarian, in X-Wing Squad Lists

Okay, so like everybody I picked up my new rebels toys last night, and feverishly made a squad list. I have to say, I can't believe how powerful the Ghost/Phantom combo is...

Here is what I played:

Kanan Jarrus (VCX-100)

-Autoblaster Turret

-Accuracy Corrector

-Recon Specialist

-Zeb

-Ghost Title

Sabine Wren (Attack Shuttle)

-Push the Limit

-Kyle Katarn

-Phantom

Roark Garnet (HWK-290)

-Ion cannon Turret

-Jan Ors

Wow....

The ghost was unstoppable. It rolls into range one and get a 5 die primary, and then finishes off it's target at the end of the combat phase with 2 unavoidable (unless you have evade tokens set up) shots from the autoblaster/accuracy combo. I took out a Kharaxiz ship a turn, and then dog tailed TLT y's for 3 turns mopping up.

And then I played against a fat han, and he wasn't even scary. Roark makes the ghost PS12, which lets me out shoot Han, and then with the autoblasters again, just rips though. And to top off the combo, recon with Kanan means that the enemy can barely throw the punches back because you just drop his attack down a die.

I am playing with refining this more, but with this one combo, why even bother spending lots of points on the shuttle, when it is so much more powerful when it is docked to the ghost....? Going to see what I can come up with.

Okay, so like everybody I picked up my new rebels toys last night, and feverishly made a squad list. I have to say, I can't believe how powerful the Ghost/Phantom combo is...

Here is what I played:

Kanan Jarrus (VCX-100)

-Autoblaster Turret

-Accuracy Corrector

-Recon Specialist

-Zeb

-Ghost Title

Sabine Wren (Attack Shuttle)

-Push the Limit

-Kyle Katarn

-Phantom

Roark Garnet (HWK-290)

-Ion cannon Turret

-Jan Ors

Wow....

The ghost was unstoppable. It rolls into range one and get a 5 die primary, and then finishes off it's target at the end of the combat phase with 2 unavoidable (unless you have evade tokens set up) shots from the autoblaster/accuracy combo. I took out a Kharaxiz ship a turn, and then dog tailed TLT y's for 3 turns mopping up.

And then I played against a fat han, and he wasn't even scary. Roark makes the ghost PS12, which lets me out shoot Han, and then with the autoblasters again, just rips though. And to top off the combo, recon with Kanan means that the enemy can barely throw the punches back because you just drop his attack down a die.

I am playing with refining this more, but with this one combo, why even bother spending lots of points on the shuttle, when it is so much more powerful when it is docked to the ghost....? Going to see what I can come up with.

The title is on the Phantom for the secondary attack. I believe this means for the end of round attack you need to have the turret on the Shuttle... correct me if I'm wrong...

You're wrong.

All references on the phantom title upgrade refer to the ghost. You would use the turret that the Ghost has equipped for the second attack at end of combat phase.

You're wrong.

All references on the phantom title upgrade refer to the ghost. You would use the turret that the Ghost has equipped for the second attack at end of combat phase.

Interesting, I didn't read it that way. thanks

Okay, so like everybody I picked up my new rebels toys last night, and feverishly made a squad list. I have to say, I can't believe how powerful the Ghost/Phantom combo is...

Here is what I played:

Kanan Jarrus (VCX-100)

-Autoblaster Turret

-Accuracy Corrector

-Recon Specialist

-Zeb

-Ghost Title

Sabine Wren (Attack Shuttle)

-Push the Limit

-Kyle Katarn

-Phantom

Roark Garnet (HWK-290)

-Ion cannon Turret

-Jan Ors

Wow....

The ghost was unstoppable. It rolls into range one and get a 5 die primary, and then finishes off it's target at the end of the combat phase with 2 unavoidable (unless you have evade tokens set up) shots from the autoblaster/accuracy combo. I took out a Kharaxiz ship a turn, and then dog tailed TLT y's for 3 turns mopping up.

And then I played against a fat han, and he wasn't even scary. Roark makes the ghost PS12, which lets me out shoot Han, and then with the autoblasters again, just rips though. And to top off the combo, recon with Kanan means that the enemy can barely throw the punches back because you just drop his attack down a die.

I am playing with refining this more, but with this one combo, why even bother spending lots of points on the shuttle, when it is so much more powerful when it is docked to the ghost....? Going to see what I can come up with.

Do you mean two unavoidable attacks or two unavoidable damage? As the title only lets you do it once, however you can use the autoblaster turret as normal in the combat phase and then again at the end of the round for 4 unavoidable hits via accuracy corrector - makes for a dead Fel/Whisper/any 4 Health ship.

I'm interested why PTL with Sabine. If he's stressed from PTL then he can't perform his free actions per his pilot ability. Ezra might be a better combo. PTL to activate his ability then Kyle for free focus each turn

I'm interested why PTL with Sabine. If he's stressed from PTL then he can't perform his free actions per his pilot ability. Ezra might be a better combo. PTL to activate his ability then Kyle for free focus each turn

With Kyle Katarn it works as follows;

Pick a green move. Before you reveal, boost/barrel roll action.

Activate PTL on that action for a stress and focus/barrel roll/evade.

Reveal green move, drop stress gain a focus.

Action phase for focus/barrel roll/evade.

Edited by Chillmire

I'm interested why PTL with Sabine. If he's stressed from PTL then he can't perform his free actions per his pilot ability. Ezra might be a better combo. PTL to activate his ability then Kyle for free focus each turn

That is potentially 4 actions in a single turn, with no stress and the only requirement is to perform a green maneuver. If Kanan (crew card) is nearby, she can even pull this trick on white maneuvers.

you seem to say the autoblaster turrets are avoidable with tokens. that's not how it works. as in the FAQ, evade tokens let you add a defence die with an evade result, so you can't avoid blaster turret hits at all.

you seem to say the autoblaster turrets are avoidable with tokens. that's not how it works. as in the FAQ, evade tokens let you add a defence die with an evade result, so you can't avoid blaster turret hits at all.

The age of aces is over...

The time of the Ghost... has come.

*Besieges Minas Tirith*

it does feel fun when the random ship falls within range 1.

"OH OK you can roll 4 def. dice, have 2 focus tokens and one evade token? that will be 2 dmg."

"..."

"No, it's really 2 dmg"

"..."

"No you can't evade it"

Edited by XBear

And then you do it again.

it does feel fun when the random ship falls within range 1.

"OH OK you can roll 4 def. dice, have 2 focus tokens and one evade token? that will be 2 dmg."

"..."

"No, it's really 2 dmg"

"..."

"No you can't evade it"

This was more or less my conversation over several matches as I played Omega Leader against opponents who've yet to face her.

I am very much looking forward to Accuracy Corrector & Autoblaster Ghosts. Drop Zeb on there, and you can cause even worse shenanigans with bumping.

Almost worth sticking Ion Projectors on there just to add insult to injury but there are too many tasty modifications to consider.

^That's not a bad idea at all, though I'd miss being able to Palpy the result (I have fond memories of Palp on Oicunn)...

I took a variant of this list to my city championships this weekend. I took 5th overall. One thing though, DON'T take ion projector. Not a single soul bumped me, and it was a giant waste of 2 points.

Lothal Rebels

Kanan Jarrus (VCX-100)

-Ghost title

-Autoblaster Turret

-Accuracy Corrector

-Recon Specialist

-Zeb

-Ion Projector

Ezra (Attack Shuttle)

-Phantom title

-Rage

-Chopper

Roark Garnet (HWK-290)

-Twin Laser Turret

-Tactician

-Hull Upgrade

So like I said, this list took 5th overall out of 24 ppl. I was very impressed with how I did considering I've never attended an official tournament before.

Things I would change though:

-Get rid of Ion Projectors, Rage, and Tactician.

Tactician on the HWK didn't do as well as I thought it would, mainly because the stress is only applied if target is in the firing arc of it, which didn't happen lots as it needed to stay in 3 of the ghost, which was flying all over the place.

So, I would take those 5 points and do the following:

-Upgrade Ezra to Sabine

-Give Sabine Dorsal Turret, and Hera Crew

Why?

Well, the attack shuttle is going to spend most of your game docked anyways, so why dump a ton of points into something that may never launch. Also, from my championships, when I DID have to undock, I always found with Ezra that I was *never* in a good firing arc, and 70% of the time, not in arc at all. So having a turret on the phantom is something I really want to experiment with.

So, that's my 2 cents.

Edited by Thalasarian

Ion projector would be something you take on Hera, with Intelligence Agent and Nien Nunb as crew -- you can predict where the enemy is going as of range 2, and now all of your straights are open for Hera's ability.

I'm playing with a super offensive Hera or a slightly tankier Kanan. Still haven't decided, but I hope to playtest one/both this weekend. And REALLY piss my brother off (as he's my only practice outside of tournaments).

Thoughts on attack shuttle Sabine + PTL + Kanan crew + Dorsel? 30pts, a little costly, but super maneuverable. PTL lets her br/boost + take action, then kanan lets her do whites to remove that stress, then she can take her action.

Or maybe her with Lone Wolf + Chewie + SD? Cause when she is deployed she is gonna be last man (err woman) standing anyways. So a 3-3-3-3 ship that can br/boost and reroll blanks is nice to have then.

Now I just need my ghost to test these out!!! Should be here Wednesday. Fed Ex, why you so slow!?!?!?

Everyone running Kanan, is his ability paying off by reducing attack die? I just imagine you are focused on, so one attack die outta like 10 isnt gonna do much in terms of living an extra round.

Everyone running Kanan, is his ability paying off by reducing attack die? I just imagine you are focused on, so one attack die outta like 10 isnt gonna do much in terms of living an extra round.

Im running Kanan with 2 recon specialists. 3 dice get mitigated every turn... so yeah, it makes a difference.

I found him to be very tanky. Forcing your opponent 1-2 less dice in their attack really plays head games with them. It's almost like you having an extra shield or hull per attack. I tell you, a ship getting into range 1 with 4-5 atk dice is nice to know you are only going to take 3-4 damage as opposed to the potential of 5.... :S

I never thought of double rec spec on him... I'm getting new ideas now...!

This is the build I'm toying with currently.

Kanan
Accuracy
Autoblaster
Recon Specialist
Jan Ors
Engine Upgrade
Ghost

Zeb
Phantom

Biggs
R2-D2
Integrated Astromech.

Biggs stays next to the ghost for his ability, giving me some breathing room. I had originally used the tactical jammers instead of engine upgrade but I found I wanted the upgrade more.