Our flgs has a casual event planned for Sunday and I'd like some suggestions for an easy rebel squad. Preferably a 4 ship squad. Any ideas?
Need a Rebel list idea for Sunday.
This has been pretty fun to fly.
Blue Squad B: E3, Tactican
Blue Squad B: E3, Tactican
Gold: Stress bot, Ion Turret, Title
Blue T-70: R2 Astro, IA
Edited by Rasputindarksyde
"The 3 musketeers" d'Artagnan be the green guy.
Dagger Squadron
B-Wing/E2
C-3PO
Dagger Squadron
B-Wing/E2
Jan Ors
Dagger Squadron
B-Wing/E2
Recon Specialist
Green Squadron Pilot A-Wing
Chardaan Refit
Adaptability
K-wing Bombshells (100)
Warden Squadron Pilot (31) - K-Wing
Extra Munitions (2), Sabine Wren (2), Conner Net (4)
Gold Squadron Pilot (25) - Y-Wing
Ion Cannon Turret (5), R3-A2 (2), BTL-A4 Y-wing (0)
Blue Squadron Pilot (22) - B-Wing
Blue Squadron Pilot (22) - B-Wing
Casual. 4 ships, not too many upgrades
man four ship is too hard
it's the era of 3 ship, embrace it
(and I don't just mean torp scouts)
Red Squadron Veteran (26)
*crackshot
*targeting astromech
*integrated astromech
[29]
Red Squadron Veteran (26)
*crackshot
*targeting astromech
*integrated astromech
[29]
Miranda (29)
*tlt
*sabine
*Seismic
*Seismic
[41]
but if it HAS to be four ship
[THE "TALAN" ROLL]
Red Squadron Veteran (26)
*crackshot
*targeting astromech
*integrated astromech
[29]
Red Squadron Veteran (26)
*crackshot
*targeting astromech
*integrated astromech
[29]
Red Squadron Veteran (26)
*crackshot
*targeting astromech
*integrated astromech
[29]
Tala Squadron Pilot (13)
Edited by ficklegreendiceA-Wing: Green Squadron Pilot (19)
Crack Shot (1)
Chardaan Refit (-2)
Autothrusters (2)
A-Wing Test Pilot (0)
Adaptability (Increase) (0)
A-Wing: Green Squadron Pilot (19)
Crack Shot (1)
Chardaan Refit (-2)
Autothrusters (2)
A-Wing Test Pilot (0)
Adaptability (Increase) (0)
Y-Wing: Gold Squadron Pilot (18)
Extra Munitions (2)
Proton Torpedoes (4)
Ion Cannon Turret (5)
R2 Astromech (1)
Guidance Chips (0)
BTL-A4 Y-Wing (0)
Y-Wing: Gold Squadron Pilot (18)
Extra Munitions (2)
Plasma Torpedoes (3)
Ion Cannon Turret (5)
· R3-A2 (2)
Guidance Chips (0)
BTL-A4 Y-Wing (0)
Some old school fun
Dagger Squadron Pilot (25)
x 4
B-Wing (24), Tractor beam (1)
Thanks guys! I was looking for something a little different than "normal" and you've given me some good ideas!
Fickle, I've never been a trend setter or follower and my OCD demands a 4 ship build or I get cranky. And constipated. ;-)
Dagger Squadron Pilot (25) x 4
B-Wing (24), Tractor beam (1)
This is interesting. Haven't had a chance to use tractor beams yet. Just might have to break them out for Sunday. Thanks!
Experience says tractor beams are really situational and most of the time you are better off firing your main attack.
Just take ships with no upgrades.. there are plenty of 24 point Rebel ships
Just take ships with no upgrades.. there are plenty of 24 point Rebel ships
I actually considered that and still might. But it's always nice to have a little something extra available. Whether it's an ept, droid or something that goes "boom" doesn't matter. Just a little icing on the cake.
Biggs r4d6 IA
2x Tala concussion missile GC
40 points left for whatever floats your beans. I like dtf Wes a bunch. He does fun things. Also the r3a2 x wings(t70s) are a fun alternative ship that fits in to 4 ship builds.
My favorite rebel list right now:
Vrill + Autoblaster cannon + zeb + apl
3x Awing + crackshot + adaptability + at
3-1 record so far. Fly vrill straight into opponent and block and autoblast em. Ive erased a brobot in one turn. OL is easy pickings. Fun four ship list. Just need to block constantly.
Edited by wurmsUnsung Heros
Hobbie: R3-A2 Integrated
Dutch: ion turret
Blout: advances homing missiles
Tarn: r7 integrated
Heres an anti swarm list thats pretty fun
99 points
Just gotta stay at range 2 for the initial engagement so Cracken can pass two target locks to the Tala's with his clusters. Then its bye bye enemy fleet!
IMHIO (in my humble Imperial opinon) These guys are mandatory:
Biggs + integrated astro + R7 droid (26pts)
Blount + any missile preferably advanced homing (20pts)
ANY OTHER rebel ships up to 54pts!
Unsung Heros
Hobbie: R3-A2 Integrated
Dutch: ion turret
Blout: advances homing missiles
Tarn: r7 integrated
Aka "The Fellowship"
Gandalf a/k/a Farlander hands off the One Ring (evade token) to Frodo (Red Ace) who is accompanied by his protector (pick which one)(Jake Farrell)
Just take ships with no upgrades.. there are plenty of 24 point Rebel ships
I actually considered that and still might. But it's always nice to have a little something extra available. Whether it's an ept, droid or something that goes "boom" doesn't matter. Just a little icing on the cake.
EPTS, droids, and "booms" you say??
How bout this:
Outer Rim Smuggler, "Chopper", Zeb, Antipursuit Lasers(30)
Green Squadron Pilot + A-Wing Test Pilot + Chardaan Refit + Intimidation + Crack Shot (20)
Green Squadron Pilot + A-Wing Test Pilot + Chardaan Refit + Intimidation + Crack Shot (20)
Warden Squadron Pilot, Extra Munitions, Sabine, Thermal Detonators (30)
Call it something cute, like "Free Hugs, Range 1 or Closer"
Two fully-loaded K's: Miranda and Esege. Drop some mofoing B's on them.
man four ship is too hard
it's the era of 3 ship, embrace it
(and I don't just mean torp scouts)
Red Squadron Veteran (26)
*crackshot
*targeting astromech
*integrated astromech
[29]
Red Squadron Veteran (26)
*crackshot
*targeting astromech
*integrated astromech
[29]
Miranda (29)
*tlt
*sabine
*Seismic
*Seismic
[41]
![]()
but if it HAS to be four ship
[THE "TALAN" ROLL]
Red Squadron Veteran (26)
*crackshot
*targeting astromech
*integrated astromech
[29]
Red Squadron Veteran (26)
*crackshot
*targeting astromech
*integrated astromech
[29]
Red Squadron Veteran (26)
*crackshot
*targeting astromech
*integrated astromech
[29]
Tala Squadron Pilot (13)
Fickle, had my first game with Red Vets last night and I did find myself talon and k turning a lot. Do you rate this build for them?
I had a pair with a Lothal Rebel:, ABT, FCS, Hera
I had them built with Autos, R2 and Crackshot tho. Wasn't sure on Autos.
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
Wes Janson (29)
Veteran Instincts (1)
BB-8 (2)
Integrated Astromech (0)
Gray Squadron Pilot (20)
Twin Laser Turret (6)
Bomb Loadout (0)
R3-A2 (2)
Seismic Charges (2)
BTL-A4 Y-Wing (0)
Bandit Squadron Pilot (12)
Total: 100
View in Yet Another Squad Builder
That's the best rebel 4 ship list I can come up with fir the current meta.
The Biggs/Wes/Stresshog combo fights Jumpmasters and messes up their alpha strike.,, then the bandit blocks.
Wes has some reposition capability and a very high PS to have some effectiveness against aces, and if you can catch one in arc, the Stresshog is always fantastic against aces. Plus, even if they get behind it, that little Seismic means you're not completely out of the fight, and people always forget about it.
Against crackswarms... Yeah, you'll struggle against swarms. Best bet is to try to hit as many as you can with the bomb, and hope that the initial engagement doesn't kill Biggs... Though it probably will, being crack swarms. If not, you get a solid chance if PS killing a TIE fighter every round, then it's more or less down to dice and skill (and the overall makeup of the enemy swarm).
Still, two out of three ain't bad, right?
Edited by MacchuWA
Fickle, had my first game with Red Vets last night and I did find myself talon and k turning a lot. Do you rate this build for them?
I had a pair with a Lothal Rebel:, ABT, FCS, Hera
I had them built with Autos, R2 and Crackshot tho. Wasn't sure on Autos.
my personal opinion of T-70s is made a little less credible due to how unreasonably I love the model and the T-roll, but here goes
I flew red vets a lot before, and while I wouldn't say they're competitive (scouts, man) I do think Crackshot TA integrated is the "best" way to fly them
before, I had them packing predator thrusters. Even in the era of TLTs, 2 dice thrusters let attacks slide through constantly and predator barely amounted to much.
Turned out, I was flying the T-70s very aggressively and, even when I didn't, their lower pilot skill meant that the enemy would almost always be too close for thrusters regardless. Combine that with the irresistible urge to sometimes boost-block and then closing the distance to set up red maneuvers, and it wasn't long before I got rid of thrusters. On average, they'd cancel about the exact same damage as Integrated except they cost points to do so
As for ept, I mean just look at my name. Fickle dice go both ways, but generally bad for me and amazingly for my opponent. On most generics (re: not scouts), Crackshot is auto-include when available imo no matter what you're up against. I've ended up firing both of the crackshots against freaking GHOSTS , that's how much green dice love to spite me
Obviously biased, so take that with a grain of salt.
finally, Targeting Astro. It's there more because I had room and because I love t-rolling. I maintain that the upgrade should have been one **** point due to how situational it is, but I gotta say it comes up an awful lot (the TL I mean; sometimes the re-rolls just end up with the same **** hit results you started with but that's life, eh?)
the T-70 is the platform for Targeting, due to the appreciable abundance of 3 red maneuvers
so, if you're flying Red Vets, that's about the build I'd use
for T-70s in general, though, it obviously varies. I still put thrusters on Asty and Poe
Edited by ficklegreendiceEdited by ozmodonJust take ships with no upgrades.. there are plenty of 24 point Rebel ships
I actually considered that and still might. But it's always nice to have a little something extra available. Whether it's an ept, droid or something that goes "boom" doesn't matter. Just a little icing on the cake.