Rebel Juke

By Kentc86, in X-Wing Squad Lists

Recently had a lot of fun flying this list, everybody is a ps4 and having the evade dice for defense and offense really has helped punch damage through. I've tried the juke on the A's but unless i'm running 4 of them I felt it wasn't as effective cuz of the two dice attack.

I guess i want to discuss this list's pros/cons and offer it for others to try.


Red Squadron Veteran (26)

Juke (2)

R2 Astromech (1)

Comm Relay (3)

Integrated Astromech (0)


Dagger Squadron Pilot (24)

Fire-Control System (2)

Heavy Laser Cannon (7)

Jan Ors (2)

B-Wing/E2 (1)


Red Squadron Veteran (26)

Juke (2)

R2 Astromech (1)

Comm Relay (3)

Integrated Astromech (0)


Total: 100



But you can just build these for two points less:

Red Squadron Veteran (26)
Predator (3)
R2 Astromech (1)
Integrated Astromech (0)
Total: 30
In addition to being cheaper, they have more accurate dice and aren't dependent on each other. A single Juke doesn't do much against an Imperial Ship if it has a focus token, where as Predator is good even against ships like Decimators and Ghosts who don't have any green dice to begin with.
It seems like a fun trick you might run in a casual game or two, but the cons of actually attempting such a strategy are so numerous it's almost not worth listing them. Good times.

thats true, and Imps are usually squirrelly enough to avoid staying in arc of both juke's. Yeah the lack of effect 0 agility ships does make it a waste of the two points, but at least the token is there for defense. I think its a pretty hard hitting joust list though.

I think it's the novelty of it that I like, definitely for casual play. I'd run it a smaller tournament just for the surprise factor :P

taking into consideration your feedback, this is probably the better of the two lists.

Ten Numb (31)
Veteran Instincts (1)
Fire-Control System (2)
"Mangler" Cannon (4)
Hera Syndulla (1)
B-Wing/E2 (1)
Red Squadron Veteran (26)
Predator (3)
R2 Astromech (1)
Integrated Astromech (0)
Red Squadron Veteran (26)
Predator (3)
R2 Astromech (1)
Integrated Astromech (0)
Total: 100

Interesting build. But those evades won't last likely, thus making juke worthless. Getting them back may be harder than you think.

Interesting build. But those evades won't last likely, thus making juke worthless. Getting them back may be harder than you think.

Agreed, i think i'd have to take longer turning around in order to "reload" the jukes so i can still target lock or focus once i'd get back in the fight. and of course being ps4 i'd have to decide vs Ace's if I just take the damage or spend it and not have the juke.

Juke is a great card, but you do need to build your squadron around it, either by taking lots of it, or by having a way to strip/deny tokens (or both).

Best rebel juke squadrons I've played have been:

34 Sabine w/ Juke, TLT, Jan, Hull.

66 (2x) RSV w/ Juke, Comms, AT.

0 Initiative.

This squad has 4 attacks with Juke to leverage the extra damage. Also those RSVs are quite tough ships and Sabine can arc dodge well enough to avoid heavy fire.

34 Wes w/ VI, BB8, FT, Integrated.

66 (3x) Green w/ PtL, Refit, Test, Juke.

0 Initiative.

This is my Rebel version of the Carnor and Juke-FOs list. Wes strips focus and acts as an ace counter, and the A-wings put the hurt on the tokenless stuff.

As noted here, Wes is going to be a key player in any rebel Juke list. Stripping the focus BEFORE they can use it to block Juke is by far the best option.

If you're set on Juke, Wes and a miniswarm of a-wings with Juke and Crack would probably be vicious.

Thanks CRCL and thespaceinvader, I like the list ideas, and yeah adding Wes to the mix would make it hurt all the more. Going to try a variation today and report back!

Thanks CRCL and thespaceinvader, I like the list ideas, and yeah adding Wes to the mix would make it hurt all the more. Going to try a variation today and report back!

Wes is also just good in the meta right now in his own right. There's quite a lot of ordnance and omega leader, which he's very good against.

Juke is good on something that can use gunner, can attack something multiple times, or has some inate dice modifying attack, and has a very high pilot skill, so it can basically bash someone with the evade token then spend it on defense. So far the Attack shuttle and a specific rebel Y wing pilot are my favorites. Oh Horton, R2D6 would love to take a spin in your Y wing today :P

Jan can be either in a Hwk or a Attack Shuttle with TLT's nearby to get that evade to Horton and to lay on bristling firepower of 4 attacks from 2 ships that all debuff evade dice and have defensive token stacks.