Does anyone know if there is a rebel list that does well against triple scouts?
I usually play rebels and am having a hard time against triple scouts.
Any help is appreciated.
Thanks in advance!!!
Does anyone know if there is a rebel list that does well against triple scouts?
I usually play rebels and am having a hard time against triple scouts.
Any help is appreciated.
Thanks in advance!!!
A Dash list beat it in Swiss at a tournament I was at and then narrowly lost to it in the cut round. I have played against it twice with an Imperial list and narrowly lost both times. I played it all wrong. It needs to be treated like a swarm. Asteroid placement and careful engagement is huge.
Basically, any list that is PS4 or higher and has decent damage output (like 12+ attack dice native, for example).
Here's some ideas:
Rebel z-swarm:
Blount w/ thread tracers = 18
4 talas w/ concussions & chips = 17 x 4
1 tala w/ thread tracers & chips = 14
100
Enough damage to destroy 1 u-boat before it fires, then PS 4 to make cleaning up the other two a little easier (and a 2nd thread tracer for some extra TL + focus R1 shots after missiles are spent)
Biggs walks the reds
Biggs w/ R4-D6 + integrated = 26
Dagger w/ FCS = 26
2 Red squad T-65s w/ R2 + integrated = 24 x 2
100
Ideally, try to rush for a range 2 or even range 1 first round of fire if you can pull it off (because range 3 is good for u-boats and bad for you).
Red Sabine
Sabine w/ lone wolf, TLT & chewbacca = 33
1 Red Vet w/ predator, R3-A2 & autothrusters = 33
1 Red Vet w/ crack shot, Target astro, flechette torps & autothrusters = 33
99
Your goal here is to kill 1 u-boat before losing both red vets. Sabine can't quite solo 2 full health u-boats, but she can solo 1.5 uboats (and there's little chance they can fire their munitions on her if you fly her right). When approaching, make sure you draw the u-boats in towards the asteroid field before turning to engage. You want the Target astro Red Vet to be in front because the R3-A2 guy won't be able to k-turn if he stresses himself. You also don't need to double stress a u-boat. 1 stress on 2 different u-boats is enough to disrupt their deadeye shenanigans (well, that's a situational call, really---you might have to double stress if they have an easy left move to shed stress---something you want to try and deny if you can).
Edited by blade_mercurialthe damage output of the jumpmaster jumps (heh) down to a depressing low if you arc-dodge it
the damage output of the jumpmaster also jumps down to a depressing low if it doesn't focus, so blocking (ie prototype awing) becomes a viable strategy especially due to large base problems
I usually use 48 pt. Corran Horn as he does ok against U-boats but not quite sure who to pair him with.
Using Wes to strip Focus tokens can be useful although it will only affect 1 per turn. Anything with good speed and boost will also be useful as it potentially allows you to go from out of range to Range 1 in a single turn if you judge it correctly. T70s with autothrusters are worth a look although you will need to be careful that your opponent doesn't use his U-boats to cover each other. As long as you take PS4s or higher you should be able to make sure your Boosts put you somewhere safe(ish).
Kanan in the Ghost with Rec Spec, Jan Ors and a Tactical Jammer with Biggs behind him is nice if you can pull it off. Those 4 hits go down to 3 for at least 2 attacks and Biggs will have 3 agility and an Evade token to help mitigate the hits. Meanwhile Ghost's big guns can start chewing through the U-Boats.
I usually use 48 pt. Corran Horn as he does ok against U-boats but not quite sure who to pair him with.
Personally, I'd use 49 point corran (advanced sensors instead of FCS). You lose some damage output, but become immune to blocking and can arc-dodge much better with advanced sensors, PTL + reveal green move shenanigans.
I would pair him with 26 pt Biggs (1 pt astro + integrated) so that Corran can focus on shooting until Biggs is dead, then switch to survival mode after. For the remaining 25 points, either Red squad w/ target astro + integrated, or perhaps just a dagger b-wing. Grey squad with ion turret could work too, but not sold on the idea...
This list dominates 3 Scout lists:
Kanan Jarrus, Recon Spec, Chopper, Tactical Jammer
Biggs Darklighter, R4-D6, Integrated astro
Wes Janson, BB8, VI, Integrated astro
Janson fires first, strips the ability to fire a torp from one boat. The other two can fire at Biggs who should be rolling 3 green dice (benefitting from the tac jammer), and both torps roll one less die due to Kanan spending 2 focus.
At range 2-3 it throws 10 red dice. Should be plenty to bring a scout down in 2 rounds if you can concentrate fire.
ach, forgot about r4-d6 biggs
also, if you're willing to overlook the dicey offense,
VI regen droid thruster Poe is 37/38
-general use good
VI bb-8 integrated Wes is 32
-ticks off vader
-pisses off ordnance users something fierce
-Poor Omega Leader
-may assist in peeling tokens off of soontir (ability + whatever is spent on defense)
two refit prototype pilots are 30
-pisses off everyone with blocks
99/100 points
2nd place at worlds was won by basically the same, if you schlorp Wes and a prototype into as much Corran as possible
Edited by ficklegreendiceThe best part of most U-boat lists is they really want to keep their token so defense dice stay unmodified, so you can just beat them over the head with red dice and higher PS. This means they die outright or they have to spend the Focus to stay alive.
I've been musing about a Wes/Poe/Wedge list at PS10. A SC in Sweden had someone win with a similar list. Anyway, you could have Wes attack one target just to strip tokens and then let Poe and Wedge engage a second target to try and force the token to be spent defensively. This leaves you with only one Torp to deal with if there's no Bumpmaster.
It's also important to remember which Sloop is white and which red. Lower PS can block the white Sloop and higher PS can maneuver out of that arc easier if they keep it in mind.
Biggs and VI Wes mess with ordnance something fierce. I've seen them defang a Blount concussion missile barrage, too. And you've got more than enough points left for a pretty well equipped Poe Dameron and maybe even give wes some ordnance of his own (flechette torps let you play the crippling game even better against other small ships or aggressors).
Edited by Magnus GrendelA Dash list beat it in Swiss at a tournament I was at and then narrowly lost to it in the cut round. I have played against it twice with an Imperial list and narrowly lost both times. I played it all wrong. It needs to be treated like a swarm. Asteroid placement and careful engagement is huge.
Interesting, do u you know what Dash list it was?
Edited by CelesBasically, any list that is PS4 or higher and has decent damage output (like 12+ attack dice native, for example).
This.
The Hoth Open had multiple players running triple U-boats, and most of those players were taken out before the final four matches. U-boats bring a lot of attack dice and a lot of hit points (hull + shields) to the table but they are all low pilot skill so they are particularly vulnerable to lists that bring a lot of attack dice with higher pilot skill. Heck, four naked Dagger Squadron B-wings can kill 3 loaded U-boats if the B-wings move right and focus fire well enough to take out at least 1 U-boat before one of the B-wings go down.
Conversely, if the player running U-boats is smart he will quickly angle his U-boats with overlapping defensive fire arcs whenever he spots a hard-hitting list with higher pilot skill across the table. That way, it's harder for higher pilot skill ships to take out his U-boats if they fail to kill a U-boat in the opening turn of attacks.
One of the lists I've had do well against scouts is 4x Tala Z-95s, a ps4 stress hog and 20 points to taste. Missiles for the Z-95s, an A-Wing Flanker. or reduce 2 Z-95s for a pair of b-wings. All of those have done well.
My issue is they can struggle with the also-popular 3 imperial ace lists.
Edited by ToadPhxSquadronIn our local meta we see two U-boats and another ship (usually a Slaver crewed up). This list won our local all-star tournament (all the local SC). I have to admit this is a tough list for Rebels. The few which might fare well against it have bad match ups vs some other lists. I'm going to try this:
Poe Dameron — T-70 X-Wing 31
Veteran Instincts 1
R5-P9 3
Comm Relay 3
Autothrusters 2
Ship Total: 40
Ezra Bridger — Attack Shuttle 20
Push the Limit 3
Twin Laser Turret 6
Jan Ors 2
Shield Upgrade 4
Ship Total: 35
Bandit Squadron Pilot — Z-95 Headhunter 12
Ship Total: 12
Bandit Squadron Pilot — Z-95 Headhunter 12
Ship Total: 12
99 total pts
Poe with the Comm Relay evade can take a Torp shot with likely just 1 shield lost. Using PTL and Jan Ezra can double Evade, gain stress and proc his evade dice skill. Again he's likely to take zero to one shields. Not sure how well this is going to work but with just average luck those Torps will do little to nothing. Of course don't get one of the two uniques double arced. I'll report back after this weekend.
Biggs [R4-D6, Integrated] can tank 3-4 torpedoes by himself, so that's pretty **** good value.
Otherwise, Wes is decent until he blows up.
But if you want something other than X-wings, then spam A-wings.
Generics are excellent at blocking and shutting down the Deadeye/R4 cycle while the named pilots can arc-dodge like crazy.
We have a local player here that runs 4 A-wings (2 naked prototypes, Tycho and Jake with Proton Rockets) that terrorizes 3 Scouts.
I just discovered that this list is the hardest counter to triple scouts. They should only fire one single torpedo in the opening. After that, it is virtually impossible to fire another torpedo unless you screw up:
Wes w/ Veteran Instincts, R2 astro & integrated = 31
Biggs w/ R4-D6 + integrated = 26
Grey pilot w/ R3-A2, TLT & BTL-A4 = 28
Proto pilot w/ chardaan = 15
100
You could also take adaptability on Wes and then you get access to a 2 point droid (whatever you prefer).
I'm not sure how it stacks up against Palp + aces, although it does have some options to ruin an ace's day, but its definitely a deadeye scout's worst nightmare...
Wes on Palp aces works okay
If you're lucky enough to force soonts to spend a token on the attack, Wes can rip the other one off with his ability
Helps to be at PS 10 + bb8 for that
Doesn't do much vs vi Vader (though force TL reacquisition gets REALLY annoying really fast) but hell piss off Omega L + inq variants
Wes is interesting in this meta
Only issue, ofc, is that he's a squishy fragile X
Edited by ficklegreendiceA 5 Awing Crack swarm won the Albuquerque regionals against triple scouts.
Basically, any list that is PS4 or higher and has decent damage output (like 12+ attack dice native, for example).
Here's some ideas:
Rebel z-swarm:
Blount w/ thread tracers = 18
4 talas w/ concussions & chips = 17 x 4
1 tala w/ thread tracers & chips = 14
100
Enough damage to destroy 1 u-boat before it fires, then PS 4 to make cleaning up the other two a little easier (and a 2nd thread tracer for some extra TL + focus R1 shots after missiles are spent)
Biggs walks the reds
Biggs w/ R4-D6 + integrated = 26
Dagger w/ FCS = 26
2 Red squad T-65s w/ R2 + integrated = 24 x 2
100
Ideally, try to rush for a range 2 or even range 1 first round of fire if you can pull it off (because range 3 is good for u-boats and bad for you).
Red Sabine
Sabine w/ lone wolf, TLT & chewbacca = 33
1 Red Vet w/ predator, R3-A2 & autothrusters = 33
1 Red Vet w/ crack shot, Target astro, flechette torps & autothrusters = 33
99
Your goal here is to kill 1 u-boat before losing both red vets. Sabine can't quite solo 2 full health u-boats, but she can solo 1.5 uboats (and there's little chance they can fire their munitions on her if you fly her right). When approaching, make sure you draw the u-boats in towards the asteroid field before turning to engage. You want the Target astro Red Vet to be in front because the R3-A2 guy won't be able to k-turn if he stresses himself. You also don't need to double stress a u-boat. 1 stress on 2 different u-boats is enough to disrupt their deadeye shenanigans (well, that's a situational call, really---you might have to double stress if they have an easy left move to shed stress---something you want to try and deny if you can).
To add one more list to Blade's ideas, you might look into the following if you like running more of a swarm list.
B-Wing (Dagger) [24]
B-Wing (Dagger) [24]
Z-95 (Tala) [13]
Z-95 (Tala) [13]
Z-95 (Tala) [13]
Z-95 (Tala) [13]
As others have said, the key would be to eliminate one boat before it even gets to shoot.
Up until Wave 8, I had fun with YB4Z list. The problem was the Y also had a TLT, so I had to downgrade it to a Gold pilot.
That meant it was shooting after the boats, so I wasn't always eliminating a boat before all three got to shoot.
I think getting rid of the PS2 Y, and adding a PS4 B back into the mix, may actually end up being a little better.
4x Green Squad A-wing w/Prockets,autothrusters and adaptability.
This leaves 4 points for other upgrades.
The A-wings can easily evade the u-boats arcs,which activates autothrusters and then they can easily get to r1 and hopefully take out a dumpster before it can do much to them.
I would be very interested to try the following once LRS comes into play.
X2 Guardian Sq. Pilot
ABT
EM
Homing Missiles
LRS
Wes Janson
Adaptability (increase)
BB-8
IA
The question isnt whether Rebels can beat uboats, its whether they can field a squad that can beat them and be viable against the rest of the meta at the same time.