Revamping my Rebel Regen squad

By Karhedron, in X-Wing Squad Lists

I have been playing the following Rebel regen list for a couple of months now and I have only lost 1 match with it (and that was because time was called).

35 Poe Dameron (31), VI (1), R5-P9 (3), IA (0)

36 Red Ace (29), Comms Relay (3), R2-D2 (4), IA (0)

29 Kyle Katarn (21), Jan Ors (2), TLT (6)

100 Total

Now I haven't faced a triple U-boat list yet but Ordnance alpha strikes are looking like they will be all the rage this summer. ;) A lot of people are claiming that U-boats outright nerf Regen because they can generate the necessary damage spike to burn a ship down in one turn. Now I enjoy playing this list and I think rumours of regen's demise are slightly exaggerated. If you play a straight-up joust with ordnance carriers at Range 2-3 then yes, my T70s would most probably get burned down. However with a few changes I think I can make this list a lot more torpedo resilient.

36 Poe Dameron (31), Adaptability (0), R5-P9 (3), Autothrusters (2)

38 Red Ace (29), Comms Relay (3), R2-D2 (4), Autothrusters (2)

26 Biggs Darklighter (25), R4-D6 (1), IA (0)

100 Total

This loses some of the flexibility of my old list. I really loved the HWK for handing out the tokens that keep the T70s alive as well as being a general nuisance with the TLT. In exchange for that though, I have gained a lot of alpha-strike resilience in the shape of everyone's favourite bullet-catcher, Biggs!

Biggs is a strong addition to a Regen list against any opponent because anything that makes them split their fire will make it harder to do significant damage to the T70s. Against U-boats in particular, Biggs can eat half their torpedo stocks before dying meaning it is much harder for the U-boats to deal with the T70s. Of course against U-boats, I would never just fly straight towards them, I would be using my speed and boost moves wherever possible to try and dodge their front arc at Range 2-3, no sense in flying straight into their torpedoes.

The points saved by switching to Biggs also allows me to put Autothrusters on the T70s. This will help if my opponent manages to catch them in torpedo arc at Range 3. It will also help against turrets in general.

So, what do you think? Could this list keep Regen alive, even in the post-U-boat meta?

Regen is dead, long live Regen!

I'm obviously missing something (I'm an Imp player mostly) but how do you get an evade token for your Comm Relay in the second build?

I'm obviously missing something (I'm an Imp player mostly) but how do you get an evade token for your Comm Relay in the second build?

Some sneaky players have been known to put an asteroid close to their own starting area and fly over it deliberately in the hope of getting hit, generating a token and then flying a green in the next turn to bring the shield back up. Only a 50% chance of working of course but rather amusing. ;)

I'm obviously missing something (I'm an Imp player mostly) but how do you get an evade token for your Comm Relay in the second build?

Red Ace's special rule gives her an Evade token the first time she loses a shield each turn. Without Jan Ors she will not start the game with her Comms Relay "charged" but at least she will be able to save tokens that she gets via her ability.

Some sneaky players have been known to put an asteroid close to their own starting area and fly over it deliberately in the hope of getting hit, generating a token and then flying a green in the next turn to bring the shield back up. Only a 50% chance of working of course but rather amusing. ;)

Told you I was missing something obvious.... ;) Thanks

I'm also only the two astromechs (from the transport) and adaptability away from this build..... Hmmmmm......

Edited by Paul7926

If you are able to stay out of arc/reduce the number of good alpha strike opportunities IMO anything can beat the Jumpmasters. With that said, I think that this list can hold up against U-Boats. I haven't ran anything close to this list, but have a lot of success utilizing AT @ range 3, and asteroid placement to deny them solid ordnance shots. Biggs will help with that as well. If you can get behind them and correctly predict their s-loops or k-turn you should be able to whittle away.

As for the rest of the current meta, I worry about the TripAces/PalpAces match-up. Most will have an initiative bid, and if they cede initiative then most of them can just dodge Poe's arc. I imagine that solid flying could offset this, such as balancing your arc and Biggs being a pain, but once Biggs is down I worry that Poe/Red Ace couldn't get shots on. Yes, they can mitigate the damage they receive, but it seems like you would have to maximize what you could get on while they have to shoot at Biggs to get ahead for long-haul. You would know better then me whether the regen is enough to overcome arc-dodgers. But I also play Imp Aces and let's be honest, we believe we can dodge everything ;)

How have you done against swarms? That seems like the list I would be most afraid of as you can only mitigate so much damage each turn.

What other lists are you considering 'in' the meta? What is your meta like?

Obviously you have had success with it so far and I am a big proponent of playing what you know. I look forward to putting this together and annoying some folks at game night! The game is called X-Wing after all!

As for the rest of the current meta, I worry about the TripAces/PalpAces match-up. Most will have an initiative bid, and if they cede initiative then most of them can just dodge Poe's arc. I imagine that solid flying could offset this, such as balancing your arc and Biggs being a pain, but once Biggs is down I worry that Poe/Red Ace couldn't get shots on. Yes, they can mitigate the damage they receive, but it seems like you would have to maximize what you could get on while they have to shoot at Biggs to get ahead for long-haul. You would know better then me whether the regen is enough to overcome arc-dodgers. But I also play Imp Aces and let's be honest, we believe we can dodge everything ;)

My previous version had VI Poe which made dealing with Aces a little easier. Dropping to PS9 is risky, you are right (especially if I run into Soonts or Vader with no Init bid). My hope is that the increasing number of PS8 Aces in Imperial lists (OL, Inquisitor etc) will mean Poe won't suffer too much. I haven't actually faced a Palp-Ace list yet which is odd.

How have you done against swarms? That seems like the list I would be most afraid of as you can only mitigate so much damage each turn.

We only have one swarm player and he is still in the learning curve. This is another staple I really haven't flown against competitively.

What other lists are you considering 'in' the meta? What is your meta like?

The Meta round here seems to favour triple aces or DeciAce for Imperial lists.

Scum is really popular here (you should meet the players ;)). Plenty of variety from Bossk's battle bus, Brobots, to mixed MistHunter + JM lists and 1 quad Y TLT list. No triple U-boats yet but I am sure it is only a matter of time.

Rebels are a bit behind the power curve among other players. The most consistent performer I have seen seems to a quad B-wing list.

I run a list with regen VI Poe, regen Ello and Biggs, it's done pretty well for me. I have DTF on Ello, would love to have a PS9 Ello, but I have kept Biggs alive and extra round or 2 every game with DTF, and many of my wins Biggs doesn't even die. Even if my dice completely fail against an alpha torpedo strike(U-boats), Biggs is still likely to survive past the first round of fire.

Those white Trolls come in handy as well.

I run a list with regen VI Poe, regen Ello and Biggs, it's done pretty well for me. I have DTF on Ello, would love to have a PS9 Ello, but I have kept Biggs alive and extra round or 2 every game with DTF, and many of my wins Biggs doesn't even die. Even if my dice completely fail against an alpha torpedo strike(U-boats), Biggs is still likely to survive past the first round of fire.

Those white Trolls come in handy as well.

Would you mind posting the full list for us, please?

Karhedron,

I am beginning to question whether you need to change the list by adding autothrusters if you are having success in your current meta. With how you describe your meta, Adding AT would absolutely help , but I have started seriously question losing the TLT for Biggs unless Triple Jump rears its head and actually causes you problems. TLT's consuistency should chew into the big base ships and you can continue avoiding arcs. Find a friend and play with both against the types of lists you expect/concern you and decide which feels best!

Solid advice. Maybe I should try the current setup before I throw the baby out with the bathwater. ;)

I would just hate to mess with a good list if your comfortable with it and you don't 'have' to. At the very least try to find someone that will play some lists (inc Jumpmasters) against both a couple times so you can get a feel for how they play/compete against a variety.

Contracted Scoits are one heck of a ship, but they are fallable. The only loss I have to Jumps so far was because I revealed a red maneuver with my stressed IG-88B during the final round of activation after time was called. Ship gets reditected off the map, and Bro doesn't get the second cannon shot to leave me 1 hit from winning on points.

As requested. 4-2 at one regional, 3-3 (should have been 4-2,but misjudged a 3 turn)at another. I think with some better flying it could do better.

T-70 X-Wing: •Poe Dameron (37)

Autothrusters (2)

Veteran Instincts (1)

•R5-P9 (3)

T-70 X-Wing: •Ello Asty (37)

Autothrusters (2)

Draw Their Fire (1)

•R2-D2 (4)

X-Wing: •Biggs Darklighter (26)

Integrated Astromech (0)

•R4-D6 (1)

Total: 100/100

Thanks Mrk1984! What do you think would take it to 5-1/6-0?

I might have had a chance at 5-1 at my first regional, but my greens really failed me against a Tie Advanced and F/O swarm(1 natural evade in more than 30 rolls).

Good flying is really necessary to do well, one bump and loss of an action can lead to a dead t-70 in no time.

I don't think this is a championship list, but it can definitely put up a fight with just about anything. I'm really interested in what the new T-70 pilots can do to see if it will benefit this list.

Good flying is really necessary to do well, one bump and loss of an action can lead to a dead t-70 in no time.

Poe in particular is very action-dependent. This is why I had Kyle in my original list. The ability to hand out an extra Focus token when I got blocked or had to pull a Red saved Poe's bacon on more than one occasion.

Good flying is really necessary to do well, one bump and loss of an action can lead to a dead t-70 in no time.

Poe in particular is very action-dependent. This is why I had Kyle in my original list. The ability to hand out an extra Focus token when I got blocked or had to pull a Red saved Poe's bacon on more than one occasion.

This is part of why I would hate to see you throw out the original list if you don't feel that you must.

You're right, I should at least try it before I ditch it. I am still not convinced that U-boats kill Regen as badly as everyone claims.

"All ahead full, and darn the torpedoes!" :D

Don't tournament results seem to indicate regen is not making it into the cut? I believe I heard on Back to Dials or Mynock that Jumps were totally dominating Europe as well.

You're right, I should at least try it before I ditch it. I am still not convinced that U-boats kill Regen as badly as everyone claims."All ahead full, and darn the torpedoes!" :D

Something to consider in your decision is whether you will actually see U-boats. Going to a regional, and want to compete, you have to have a plan for U-Boats. Playing in your local store tourney with a bunch of guys who play something else, roll with it!

Have you been able to play either list against U-Boats yet?

Edited by AT Leader

Have you been able to play either list against U-Boats yet?

No. :( Gaming nights are really hard as the kids are at school and the summer weekends are busy. My last game was nearly 3 weeks ago. I might get to play next week if I am lucky.

IA should definitely stay on Red Ace however, autothrusters should definitely go with Poe. The reason why I say IA on Red Ace is so I can fit the TLT on the stressbot to get a higher damage output. So far, comm relay has been enough to protect Red Ace. Maybe switch out the HWK with a stressbot if you are dealing with aces, otherwise Biggs is good. Use R2 astromech though, so the astromech may be of some use.

the list I fly and have had sucess with -

Poe Dameron - 37

Autothrusters - 2

VI - 1

R5-p9 - 3

Red Ace - 36

R2-D2 - 4

Comm Relay - 3

IA- 0

Gold Squadron Pilot

BTL-A4 Y wing - 0

TLT - 6

R3-A2

Total points: 99

Edited by Kyl0REN

Have you been able to play either list against U-Boats yet?

No. :( Gaming nights are really hard as the kids are at school and the summer weekends are busy. My last game was nearly 3 weeks ago. I might get to play next week if I am lucky.
Edited by AT Leader

Combining previous ideas, what about:

Poe 31, Adaptability 0, AT 2, R5P9 3 = 36

Red Ace 29, R2D2 4, Comm Relay 3, Integrated Astromech 0 = 36

Gray Squadron Pilot 20, TLT 6, R3A2 2 = 28

100 points

The Gray can act pretty much like a Biggs, but has added utility against aces, letting you hunt them down more efficiently. It also lets you break up your formation better, so you can move through asteroids and/or flank a formation of Scouts, and that's pretty useful.

The Gray Stresshog is quite good as it can mess up a U-boat for at least 1 turn and possibly 2 if you can keep it off the greens. It is also hard to ignore which in turn helps keep the X-wings alive. PS4 seems to be the magic number against U-boats at least which is good.

I rather like this.

The downside is that the Gray compared to Biggs is that it doesn't force a Uboat to fire at it, so it can still alpha strike a regen ship and then mop up a Y-wing with the primaries even while stressed. Maybe you can flank with the Gray, and hang back with the T70s in some asteroids. If the Uboats go for the Gray, you can still get your stress in and do some damage, and then you try and hit them on their flank (preferrably the white-turn flank) with the T70s). You sacrifice the Gray to do a little damage, take one Uboat out of the fight for a turn or two, eat some warheads, and get positional advantage on the Scouts. Probably a good deal. If the Uboats go for the X-wings, you can try to hang back in the asteroids, making them come through rocks and denying some torp shots that way. You can do this while the Gray hits them with stress and early damage.

Timing is going to be the key, and it won't necessarily be easy, because the other player gets a vote. I can work, though, I think. It's hard to see Poe dying three scouts once the torpedoes are gone.

Timing is going to be the key, and it won't necessarily be easy, because the other player gets a vote. I can work, though, I think. It's hard to see Poe dying three scouts once the torpedoes are gone.

Agreed. AT's and smart flying have served me well in the games I have played against Jumps. I would have a plan and an opening for the Jumps matchup. You could, if time permits, watch and learn how Jumps want to work. You will find that most players follow one of two or three opening strategies.