Rebel Rookie

By Schwendy, in X-Wing Squad Lists

Hello all! I am a new player and just learning how to fly and play in general. My goal for this post is to show an army list that I will be taking this week to catch some pick up games at my FLGS and maybe get some feedback on beginner level strategies on how to fly in general. Things like how best to deploy certain ships, or key opening maneuvers, etc are welcome.

Overall, what I am thinking to accomplish here is to strike a single key target quick with the A-Wings which will then run interference after delivering their ordnance. Then the X- and B-Wings will engage mid- to late-game to clean up.

I'm sure there are a better mix of ships/upgrades to choose, but I am limited by what I own so far so this exercise is more for me to get used to flying a different variety of ships to understand how they perform more than anything else.

Feel free to provide any thoughts or advice for this newb. Thanks!

My First Rebels - 100pts

X-Wing - Wedge Antilles, Squad Leader, R2-F2

B-Wing - Dagger Squadron

A-Wing - Prototype Pilot, Cluster Missiles

A-Wing - Prototype Pilot, Cluster Missiles

What expansions do you have?

Looks like Core Set, two A-Wings, Bwing, TIE Adv, and Xwing so far.

If you have the Core Awakens set (but seems you have just Core Set), Wedge would love BB8. And squad leader doesnt go to well on him, as it costs an action as does r2-f2. And Wedge doesnt really want to support other ships, the other ships need to support Wedge. If you have BB8, then add Push The Limit (goes great with BB8 as you can barrell roll, push to focus, do your green, then TL, ending not stressed). Or else Marksmanship or even Swarm Tactics as its actionless and can make the Bwing PS9 as well. If you have VI,Adaptability, or Predator, those are most common on Wedgy.

The Bwing will be more dangerous by dropping him to Blue Sq and with those 2pts you can put Fire Control Systems on him. Makes the bwing hit really hard. Wedge with Swarm Tactics (if you choose that route) will make him a PS9 in combat phase, then Wedge and Bwing can focus down on one target and maybe eliminate him before he can attack that round.

A-wings love Proton Rockets. Get the rebel aces pack asap if you like flying Awings. You get two prockets, refit, and test pilot. Essential for all Awing pilots.

Not a bad list, 4ships with blockers and power. Good luck!

Agree with poster above me; easiest to help new players with limited resources if they let you know what expansions they have purchased. Once we know your resource pool, we can offer you solid introductory options to practice with.

Also, welcome.

Thanks for jumping in with advice. The expansions I have are below:

Original Core Set

X Wing

Y Wing

Tie Advanced

Tie Fighter

Rebel Aces

A wing

PRockets vs. Cluster Missiles. I would love to hear more about the pros/cons here. PRockets take advantage of the A's agility which will max the attack out at 5 dice and requires range 1. The Cluster Missiles will roll 6 dice and has a longer range of 1-2. Is there a huge pro to needing focus to fire vs. target lock?

With the Wedge build I was concerned that without a Biggs escort he needed something to provide some more survivability so the extra evade die seemed a versatile option. With Squad Leader I was trying to add options to all ships to ensure they can get the actions needed at the right time (particularly the B Wing).

The only system upgrade I have is Enhanced Scopes so no to the Fire control systems, but if there are any other suggestions to make the B more dangerous I am open. Just thinking on how to make the choice of which threat is more dangerous, Wedge or B Wing, more difficult.

If a ship has 2 or less green die in this game, dont waste time or squad points getting them more greens, especially if it costs you an action. Green die suck. Make ships hit harder, or move out of arcs. Relying on green die will make you cry and whine and pout like a little girl at the end of the day. R2D2 will do more for Wedge than an extra green.

Proton Rockets are nice because you only need a focus to fire it, you dont need to spend the focus to fire it. Cluster missiles require you to spend the target lock, leaving you no way to modify your attack. Cluster missiles are beasts in the right hands though.

EDIT: Another tip: Modify over adding die. If you cant modify a die, then dont add one. 3 red die + focus is better than having 4 naked red die with no way of modifying. Same with greens. 2 greens + focus is better than 3 naked greens. Always control what you can control. Dice will let you down.

Edited by wurms
Prototype Pilot (17)

Chardaan Refit (-2)


Blue Squadron Pilot (22)

Fire-Control System (2)


Wedge Antilles (29)

Push the Limit (3)

R2 Astromech (1)


"Dutch" Vander (23)

Ion Cannon Turret (5)


Total: 100

[/quote" post=2187491" timestamp="1461692842]Proton Rockets are nice because you only need a focus to fire it, you dont need to spend the focus to fire it. Cluster missiles require you to spend the target lock, leaving you no way to modify your attack. Cluster missiles are beasts in the right hands though.

Good tip on not needing to spend the focus to fire. That does make a difference as it leads to modifying the dice as you mention.

Prototype Pilot (17)

Chardaan Refit (-2)

Blue Squadron Pilot (22)

Fire-Control System (2)

Wedge Antilles (29)

Push the Limit (3)

R2 Astromech (1)

"Dutch" Vander (23)

Ion Cannon Turret (5)

Total: 100

Thanks for the suggestion! I like how this set up allows for the ion to help set up the fish in Wedge's barrel so to speak. I think I'll be list hopping to get the flavor of the ships so will definitely run this minus the FCS since I don't have that upgrade.