4 ship rebel build

By asters89, in X-Wing Squad Lists

I played my first game on Thursday and somehow managed to get a win against a mini swarm (although this is probably mostly to do with my opponent flying Whisper off the board). Following that, I've had a go at refining my list slightly to:

A-wing - Prototype Pilot

Chardaan Refit

(15)

T-70 - Blue Sqn Novice

R2 astromech, integrated astromech

(25)

T-70 - Blue Ace

BB-8, integrated astromech

(29)

Y-wing - Dutch Vander

Proton torpedoes, extra munitions, guidance chips, autoblaster turret.

(31)

I guess the general plan is to pump out the proton torpedoes early game and use Dutch to give a target lock to one of the T-70s, which added to a focus will make them slightly more hitty. Then once the range is closed a bit Dutch will be able to get in amongst it with the autoblaster while still throwing around target locks. The T-70s effectively have 7 hull+shields with the integrated astromech so I am hoping they will be decent all rounders. The A-wing is basically there for blocking.

I'm still pretty new to the game so I don't expect to pull up any trees at a tournament; I am basically looking for a good list to learn the game with which will be reasonably competitive. Any thoughts?

Thanks

Lookin solid. Blue Ace with BB-8 is even less predictable and then he isn't afraid to boost because Dutch can pass him a target lock for his shot.

I'd probably fly the A-wing out front looking to block, the T-70s together but allow Blue Ace room to barrel roll, and Dutch coming in slow by himself to get those torps off. Once he blows his load he can just try to get R1 of anything for his autoblaster and keep passing Blue Ace target locks.

Looks fun, but definitely have to get blocks on aces or they will run circles around you. Don't be afraid to boost with the A-wing or the Novice to get into those really good blocking spots. Otherwise it should last a while and has firepower enough to hold its own.

Edited by Skeether

I've had a couple of weeks working on refining the list and this is what I am currently sitting on:

A-wing - Prototype Pilot

Chardaan Refit

(15)

Y-wing - Dutch Vander

TLT, R2 astromech

(30)

Y-wing - Gold Squadron Pilot

TLT, R2 astromech

(25)

T-70 - Red Veteran

R2 astromech, integrated astromech, crackshot, weapons guidance

(30)

The basic idea is that the A-wing is the blocker, the y's stick together and the t-70 acts like a bit of a sweeper slightly behind them to get a good shot off on enemies who try to get within range 1 of the TLTs. Dutch does his thing and dish out a target lock to whoever would benefit from it most at the time.

I'm pretty happy with the A and the two y's, I'm not entirely sold on the red veteran yet, 30 points seems like quite a lot, although he is a decent all rounder and can hit pretty hard if he can get a range 1 shot lined up right.

Any thoughts on an alternative use for that last 30 points?

Cheers