A Rebel alpha strike?

By BCooper85, in X-Wing

I managed to get a game in at my FLGS tonight and used this:

Blount with VI and Tracers

Wes with Plasma Torps and Chimps

Wedge with Adaptability (decrease), Proton Torps and Chimps

Bandit with Concussions and Chimps

The thinking is the named guys are all PS8 so Blount fires the tracers first, then Wes fires his torps and maybe stripping an extra shield followed by a token. Then Wedge fires his whilst reducing the opponent's agility. If the Bandit hasn't already died then he fires his concussions.

It worked just how I planned but honestly it was against a new guy with a list that was....inadequate. It did have Biggs though and I destroyed him with just Wes and Wedge.

I have to admit that I don't rate Tracers too much. Maybe for 2 other Z's, but no more than that. It's an expensive ship that doesn't do damage and that's too much.

I have to admit that I don't rate Tracers too much. Maybe for 2 other Z's, but no more than that. It's an expensive ship that doesn't do damage and that's too much.

It's a very fair point, afterall after that first round he's just a Z albeit with a high PS!

Edit: Another thought -- the closest Rebel equivalent to a torpedo boat may be Nera Dantels B-Wing. For 35 points (Deadeye, FCS, Proton Torps, Extra Munitions, Guidance Chips) you have two 360 torpedo shots, plus subsequent dice modification with your three-dice attack and FCS. The downside being that one Agility -- you run the risk of being focus-fired down, especially against a triple Jumpmaster list where two torps can do you in..

A guy I know loves to run Nera, he almost won a small tourney this past weekend.

The list, as far as I remember it; Nera w/ Deadeye, Proton Torp, EM, Chips, Dutch w/ TLT, Esege w/ Rec Spec. That comes to 93 points; I am sure he was at 100, probably with some more torps on either Dutch or Esege and maybe FCS on Nera.

There is so much Rebel synergy to be had there. It is a nasty list, he went 4-0 in swiss.

Nera with recon spec, with dead eye is very nice. Especially if you drop advanced proton torps on her. Do the math and you have a 90%+ chance of 5 hits.

Flechette torpedo does not stress scouts.

I've run this with some success (even beating a good Palp aces player):

Airen Cracken, VI, Concussion Missiles, Guidance Chips

Wedge Antilles, Crack Shot, BB-8, Proton Torpedos, Guidance Chips

Horton Salm, R2-D6, VI, Proton Torpedos, Extra Munitions, Guidance Chips, Twin Laser Turret

Cracken/Salm are at 10 so easy to get target locks and aces have to move before you. Cracken gives a focus to Salm or Wedge after shooting first. Wedge shooting a torp at any TIE (minus stealth device) means they roll 2 dice, he can crack shot an evade, so they are probably either dead or about dead (hit and crit at the least).

It takes a lot of people by surprise. Low survivability so really have to take at least one ship off the board before they shoot back. Fun to play though.

Horton Salm (25):


  • Plasma Torpedoes (3)
  • Extra Munitions (2)
  • Guidance Chips (0)
  • Twin Laser Turret (6)
  • Targeting Astromech (2)

Total: 38 pts




Nera Dantels (26):


  • Deadeye (1)
  • Proton Torpedoes (4)
  • Extra Munitions (2)
  • Fire-Control System (2)
  • Guidance Chips (0)

Total: 35 pts




Biggs Darklighter (25):


  • R2-D6 (1)
  • Integrated Astromech (0)
  • Determination (1)

Total: 27 pts



Taken from a recent discussion.



Horton barely has issues with super accurate torpedoes and TargetMech.


Nera just does her thing, where she is awesome for those two rounds of turretpedoes, then becomes a jousting B.


Biggs makes sure both stay alive to fire everything.



Against U-Boats, they'll burn one down before return fire. If Biggs survives, it's over.


Against PalpAces, it's a bit harder due to range control. Play to their endurance factor and burn the PalpMobile as fast as possible.


People seems to be stuck on plasma torps while building alpha strike lists. On U-boat with oveclocked astro plasma torps are more cost effective and gives more damage at right sutuation ( rare, but shield removal effect happens). But if you have simple plain gold squadron with chimps you are better at using Proton torps, you have to get awfully bad roll to make less than 3 hits. For 24 points you get Gold squadron with proton torps, extra munitions and guidance chimps. Add two of those to your list and you still have 52 points left for real threat, like Dash.

How about 3 Y-wings?

"Dutch" Vander — Y-Wing 23

Twin Laser Turret 6

Proton Torpedoes 4

Extra Munitions 2

R2-D6 1

Predator 3

Guidance Chips 0

Ship Total: 39

Gold Squadron Pilot — Y-Wing 18

Ion Cannon Turret 5

Plasma Torpedoes 3

Extra Munitions 2

R5-K6 2

Guidance Chips 0

Ship Total: 30

Gold Squadron Pilot — Y-Wing 18

Twin Laser Turret 6

Plasma Torpedoes 3

Extra Munitions 2

R3-A2 2

Guidance Chips 0

BTL-A4 Y-Wing 0

Ship Total: 31

Squad Total: 100 points

I've considered dropping the TLT on Dutch down to a Dorsal Turret and replacing the Plasma Torps with Proton Torps. Would bring squad total down to 99, not that this squad would be too worried about initiative with all the aces running around.

Edited by SWO Daddy

Flechette torpedo does not stress scouts.

This is true, but they do throw out 3 dice with no range modifier. Guidance Chip works for them. It's not optimized for U-boats, but still works for them. It's really geared towards Imperial Aces. He did ask for a list that was good vs. both list types. If you are able to Flechette someone like Vader, Inquisitor, or Soontir Fel with a couple of torpedoes, he's not going to last long.

Horton Salm (25):

Nera Dantels (26):

Biggs Darklighter (25):

There is a local guy who has flown Horton w/ TLT, Dutch w/ TLT, and Nera w/ Proton Torps and Extra Munitions. It's been really effective against a lot of lists as the Y-wings can strip tokens and get some hits through as Nera just smashes what is left. I don't know if he's tried it much vs. U-boats and how it works, but I should ask him. He might have dropped Dutch for a Y-wing?

How about 3 Y-wings?

<snip>

Would you not be better to put the protons on one of the golds as Dutch will shoot first? If he has the plasmas he has the best chance of getting the extra shield stripping, which in turn means a better chance of the Protons landing a crit rather than wasting it on a shield.

It's really funny, and awesome, how after all this time Biggs is STILL one of the best pilots in the whole damned game.

I played this on Regionals... Let off the gas and made a critical 2 mistakes to lose to Palp (the guy who made top 4) and then losses to Ghost lists (one game I threw 4 hits in 44 dice). Bad prep and I am a slightly below average player. So it is a very good list in my opinion... Just needs a competent player.

B-Wing: · Nera Dantels (26)

Deadeye (1)

Extra Munitions (2)

Proton Torpedoes (4)

Fire Control System (2)

Guidance Chips (0)

B-Wing: · Keyan Farlander (29)

Veteran Instincts (1)

Extra Munitions (2)

Proton Torpedoes (4)

Fire Control System (2)

Guidance Chips (0)

X-Wing: · Biggs Darklighter (25)

· R4-D6 (1)

Integrated Astromech (0)

-- TOTAL ------- 99/100p. --

I usually don't fly traitors but I might try this for the lols

Wedge Antilles (29)

Crack Shot (1)

Proton Torpedoes (4)

BB-8 (2)

Guidance Chips (0)

Miranda Doni (29)

Autoblaster Turret (2)

Extra Munitions (2)

Homing Missiles (5)

Guidance Chips (0)

Airen Cracken (19)

Crack Shot (1)

Homing Missiles (5)

Guidance Chips (0)

Total: 99

Warden

*conners

*A-SLAM

*extras

[31]

Tala

*homing

*chips

[18]

Tala

*homing

*chips

[18]

Jake

*VI

*PTL

*prockets

*thrusters

[33]

B-Wing: · Nera Dantels (26)

Deadeye (1)

Extra Munitions (2)

Proton Torpedoes (4)

Guidance Chips (0)

B-Wing: · Ibtisam (28)

Deadeye (1)

Extra Munitions (2)

Proton Torpedoes (4)

Guidance Chips (0)

Y-Wing: · Horton Salm (25)

Extra Munitions (2)

Plasma Torpedoes (3)

· R2-D6 (1)

Guidance Chips (0)

Deadeye (1)

I call this list Alpha Squadron. If you can manage to focus fire on one ship, it has a pretty good chance of handling the U-boats.

Edited by LacklusterBrown

How about THIS ?

Super simple, and has a pretty big punch.

Possible name for the Squad... KISS (keep it super simple)

True rebel alpha incoming.

Blount Force Trauma.

(100)

Lieutenant Blount (19) - Z-95 Headhunter

Veteran Instincts (1), XX-23 S-Thread Tracers (1)

Tala Squadron Pilot (17) - Z-95 Headhunter

Concussion Missiles (4), Guidance Chips (0)

Tala Squadron Pilot (17) - Z-95 Headhunter

Concussion Missiles (4), Guidance Chips (0)

Tala Squadron Pilot (18) - Z-95 Headhunter

Homing Missiles (5), Guidance Chips (0)

Gray Squadron Pilot (29) - Y-Wing

Autoblaster Turret (2), Plasma Torpedoes (3), Extra Munitions (2), R2-D6 (1), Guidance Chips (0), Crack Shot (1)

Blount fires tracers, the grey takes all the shields. The tala's then concuss the biggest threat. Save the homing missile for a pesky ace that loves tokens. The grey has a second plasma for bigger threats, and the autoblaster keeps aces off your tail. Made the cut in Atlanta with this. Never lost to u-boats, beat the guy that won in the final round of Swiss after he tried to talk me into a ID without the TO present.

Edited by nikk whyte

There are really a lot of options for this. Unforetuneately everything seems way match up dependant. I really like Ten Gemmar Jake. You get tractor and baffle on Ten for the odd ion match. Ten has VI plasma torp and chips. It's hard to play, and works well fairly often. I don't have a strong enough A wing/Ten drive to play it consistently for a solid game.

The other squad I really like is Cracken VI homing chips, crack shot homing Jake, and 40 points you can season the squad up to taste, 2 talas with missiles or Poe...

Fun stuff, but on the whole, I find the discipline to play Cracken squads lacking. My magpie squad switching nature is my own worst enemy.

Edited by Jisforjets

Blount looks cool but in certain matchups you could end up in trouble. Against Wes you will probably never get to fire those tracers as he will just strip Blount's Focus each turn.

Also it means your homing missiles all have to go on one target or you are back to picking up your own TLs.

We straight up don't see Wes in Atlanta. He just isn't a thing.

Besides, if you can shoot me, I can shoot you. I'm stilling gonna sling 5 ships worth of dice with 4 of them being modified.

Wes probably dies that round of firing regardless.

Not completely competitive but hugely fun.

Wes Janson

Adaptability

BB-8

IA

2x Guardian Sq Pilot

EM

Homing Missiles

Autoblaster

Turret

LRS

Hit and run. Autoblaster is for discourging aces.