As a rebel only player way I see it at the moment is that I need a list that will combat the following:
- Palp Aces
- Triple Jumpmasters
- Rebel regen
- The new Defenders when they arrive which won't be long
In each case you need to get rid of a ship extremely early to limit their effectiveness (that could be said for every list I know).
How would you design a rebel alpha strike to go up against these?
At the moment I'm thinking Blount with tracers for the TL's but after that we have options:
- X-Wings, Y-Wings and B-Wings for torps
- A-Wings and Headhunters for missiles
- K-Wings for both
E-Wings are out as they're overcosted.
We also need to think about what happens after the alpha; we still need ships that can do a good job even without ordnance so are named pilots the way to go?
That's as far as I've got, your input would be great!
Edited by BCooper85