Messing with an experimental 4-ship Rebel list (A-wing and 3 T70s), some observations and a request for discussion.

By Biophysical, in X-Wing

I threw this list together for a 3-round tournament over the weekend, it was based in part on what cards I had, and in part on just wanting to try a lot of new things.

Prototype Pilot, Chardaan Refit = 15

Red Squadron Veteran, Crack Shot, R3A2, Integrated Astromech = 29

Red Squadron Veteran, Adrenaline Rush, R4D6, Integrated Astromech = 28

Red Squadron Veteran, Adrenaline Rush, R5X3, Integrated Astromech = 28

100 points

I wanted to play with some T70s, and was going to run a 4x Blue Squadron Novice list. I decided to change it up in the last minute, swapping in a better blocker (A-wing) to free up points for the other three T70s. I liked this because (1) I'd never played A-wings, and (2) I got to try out some different Astromechs and EPTs.

There are definitely improvements that could be made to the squad, which I would have made if I had even one test game with it, but the general point of the tournament for me was to get a feel for how it worked. I came away with some observations, and I wanted to compare them to other experiences that people have had with generic T70s, because I feel like I've almost never seen people discuss them here.

Initial impressions:

1.) T70s are tough. I've read a lot of complaints about them not being tough enough, and maybe that's true when you pay ace levels for them, but for something in the mid to high 20's, with Integrated Astromech, they take a lot of work to kill. I read a lot of hate against AGI2 because it's not enough to be effective, but is often paired with lower hit points and requires some successes to be rolled to work. I found that I really loved the defensive profile of the ship. 7 hit points meant I could blank some rolls, even under combined fire, and keep on rolling, but 2 AGI meant I was a bit resistant to swarms (one of the squads I faced was the A-wing Crack Swarm). I didn't have a problem with the defenses, even on rounds where I didn't get much green-dice affection. They were neither brittle like a TIE, nor soft, like a Y-wing. I was continually surprised by how long these ships stayed in the fight.

2.) It's really great to have a squad that's so fast. T70s (and A-wings) are really fast, and that helps set up the right initial engagement. They're also slow, though, with the 1-straight. That's a great set of movement options, and it's pretty unpredictable.

3.) I think, on ships like this, I actually like Adrenaline Rush better than Crack Shot. I only owned one Crack Shot and two Adrenaline Rushes, which is why my EPTs were mixed. I put Crack Shot on the StressX, because I figured he'd be the primary target, and so it would be easier to use the Crack Shot earlier than Adrenaline Rush. Adrenaline Rush would have been pretty great on the StressX, both because it survived longer than expected, and because it would allow a K-turn or Talon Roll even if stressed, so he could stress a target and prevent a target's K-turn, and still turn around when the target couldn't. Adrenaline Rush was just great. I could get the action when I shouldn't, I could keep my dial open in later rounds, and I could do back-to-back red moves. Overall, I think it was better than Crack Shot, principally because the T70s were tough enough to take advantage of Adrenaline Rush's longer-term ripple effects.

4.) This sort of squad has some solid firepower, especially up close, especially if you're shooting at ships the A-wing blocked. It's a lot of fun, even with just basic single-action modifications. It's a lot of chances for your red dice to get lucky and a lot of chances for opposing green dice to crap out.

5.) R5X3 was ridiculously fun, and actually pretty good. I had him mostly as a 1-point astromech to trigger Integrated Astromech to try something new, but found that 2 out of 3 games I used him for his ability instead of Integrated Astromech. IA is worth a hit point, effectively. If asteroids are used, R5X3 is worth a 50% chance at a hit point, and an action, and potentially a reduction of opposing green dice. That's a pretty fair trade for IA, I think. So basically, I used IA if he got focused on early, and used his ability if some other ship was taking the first shots. I understand why it's not used on aces, but for these lower teir ships, I found it to be quality.

So my question is, are my experiences unique? These ships seem solid, if not very flashy. They have good maneuvers, can take a hit, and can throw a punch, and can act as blockers when needed. PS-wise, they seem to be well positioned against Scouts as well (which I haven't faced), with the Boost action available to avoid the torpedoes.

You may do decently against scouts with proper range control, blocking, and 4 PS. But against Palp Aces I don't see how you have a chance. If you block Soontir and he only has 4 naked agility and Palpatine, the Soontir player has a 48% chance of taking no damage IF you get 3 hits. Let's assume you go after the shuttle first. By the time that happens you've probably lost a ship. Now you only have 3, which in reality means you only have 2 because one's attack has to be sacrificed in order to block. Without Palpatine your odds are decent at actually hitting but since they're arc dodgers you're probably out of position to capitalize on a bump. Against a non-idiot you're at a disadvantage. Against a good aces player it's an autolose.

Also, against PS 4 Rebel ships like Daggers and such, You can fling a PS 3 Jumpmaster out front in order to block them. I'd make sure to spread out a little. If you fly in a formation you're screwed.

@Para I think his answer to aces is the StressX. They only need one extra stress to be screwed for a round. That said, it's still a pretty tough matchup with only one arc for aces to really worry about.

@Bio I really like the list, and I really like R5-X3 in particular. He's the single most underrated Astro in the game, IMO. The positional shenanigans that he allows are pretty fantastic. Personally, though, I would want more Crack Shot--both to alpha uboats and to actually threaten aces.

Looks like a plan, but inq/Jax/Fel will still give you nightmares. You might catch one with the stress, but 2 is a stretch against an opponent of equivalent experience.

I think that AR flip on a stressed R3-A2 is your only shot in later competitive rounds. And it won't work once you've done it to one person in a playgroup. They'll tell the others by the time elims come around.

I guess there are two primary concerns: Palp Aces and Triple Aces.

Palp Aces: I think the only option, really, is to try and sink the Lambda first. It's easy to get to, and the tactics of PS1 and 4 ships against aces will likely a while and give Palpatine too many opportunities to activate. So you go for the shuttle, probably trading a T70 in the process, leaving you an A-wing and 2 T70s against 2 aces. In this scenarios the Rebels can (and will) take some hits in order to set up TL+Focused shots on blocked aces. Crack Shot, here, either helps to take Palpatine off the board earlier or to punch through lucky un-Palped green dice. I think the aces have to play a little honestly before Palp is dead, just because if they attack too hard, one could be blocked with 3 T70s staring it down. While one might not get through a blocked Fel with Palp support, the 2nd and 3rd can punch through. I guess this is what Crack Shot really buys you, the option to try and sink an Ace before Palpatine is dead.

Triple Aces. This matchup kind of seems harder to me than the PalpAces matchup, because there's no predictable target to engage. The standard "run away with whichever ship they chase" is a strong play, and without experience against it, I don't have a good counter-play in my head other than turtling up in formation and using the board edge and asteroids to limit the directions you can be attacked from. It kind of strikes me kind of like horse archers attacking a phalanx, though. It will take a long time for the archers to take the phalanx down if they're cautious, but it will be tough for the phalanx to do anything about it. Maybe some test games will illuminate other strategies. Crack Shot is probably better, here, as well, because you'll need to make your limited opportunities count.

This is similar to a list I have a lot of experience with, that has won me a tournament.

Red vet, r4d6, crack, IA

Red vet, r3a2, crack, IA

Red , r2d6, crack IA

Green, adaptability, crack, title, refit.

I get all p.s. 4 which is nice, lose the asteroid trick, have similar durability and mobility with the t-65 in there (r4d6 prevents damage around the same -1 hp) , but I would not give up the cracks, as they give an alpha strike that can tear down a jump master, and allow each ship damage on a cloaked phantom/soontir. The stress-bot also gives some nice control - which is a no fly zone/no ptl zone for aces.

The speed is great, and the damage output is good, with quite a bit of health and maneuverability, especially with endgame talon rolls.

This is similar to a list I have a lot of experience with, that has won me a tournament.

Red vet, r4d6, crack, IA

Red vet, r3a2, crack, IA

Red , r2d6, crack IA

Green, adaptability, crack, title, refit.

I get all p.s. 4 which is nice, lose the asteroid trick, have similar durability and mobility with the t-65 in there (r4d6 prevents damage around the same -1 hp) , but I would not give up the cracks, as they give an alpha strike that can tear down a jump master, and allow each ship damage on a cloaked phantom/soontir. The stress-bot also gives some nice control - which is a no fly zone/no ptl zone for aces.

The speed is great, and the damage output is good, with quite a bit of health and maneuverability, especially with endgame talon rolls.

I dig this list a lot. Against aces, you have three boosting blockers. Against jumps, you have three PS4 attackers with crack.

Seems like what I have always felt like with generic T-65's. They are fairly hardy ships even more so with IA and they aren't too expensive. The T-70 is even better for not much more. Six or seven hits behind two agility is really good! I don't get the people who can't appreciate that. Even if you roll only 1-2 evades you can live through several solid attacks. Good report!

I dig this list a lot. Against aces, you have three boosting blockers. Against jumps, you have three PS4 attackers with crack.

The green adapts up to p.s 4 usually

I really like the idea of using generic T-70s; they're tough, fast, manoeuvrable and do decent damage, making them a great all-rounder.

I think running three of them is a little too far. You really need something that can challenge Aces through either Pilot Skill or Control. So I'd propose something like either of the following:

Red Squadron Veteran (26)
Crack Shot (1)
R2 Astromech (1)
Integrated Astromech (0)
Red Squadron Veteran (26)
Crack Shot (1)
R2 Astromech (1)
Integrated Astromech (0)
Wes Janson (29)
Veteran Instincts (1)
BB-8 (2)
Integrated Astromech (0)
Bandit Squadron Pilot (12)
Total: 100

Red Squadron Veteran (26)
Crack Shot (1)
R2 Astromech (1)
Integrated Astromech (0)
Red Squadron Veteran (26)
Crack Shot (1)
R2 Astromech (1)
Integrated Astromech (0)
Gray Squadron Pilot (20)
Twin Laser Turret (6)
R3-A2 (2)
BTL-A4 Y-Wing (0)
Prototype Pilot (17)
Chardaan Refit (-2)
Total: 99

Trip aces, you need to block and you need to feint, start in corner. As well as judge opponents approach, charging can jump a target, slow approach can force your targets together. If opponent thinks you are going for ace A, you can jump ace B. Your firepower will usually kill an ace quickly, then the real game begins.

Palp shuttle, I agree - slam the shuttle fast and hard. I like to fly through the aces if I can, since they may think you're going to engage, and spend actions on reposition- and you might get a lucky opportunity on an ace - but don't take the bait - fly on to the shuttle. - then deal with the aces with what's left - you should go into that with 2-3 healthy ships