Making a Rebel list is so hard for me.

By Fuzzywookie, in X-Wing

It's the "synergy" thing with them. Empire is so much easier for me. Empire imo each ship is its own weapon. Those rebels though it seems like you have to be friends, share abilities. Trying to figure the out.

Nah, you can field solo ships in the rebels.

My store championship list was

Miranda TLT tactician

Wedge bb8 integrated

Jake VI crackshot autothrusters proton rockets

No bonuses to friendlies, all capable of doing what they do best.

I actually solo'ed a triple K build with Jake after losing the other 2 abnormally fast.

here is my random list, you should fly it.

1 • Guardian Squadron Pilot - Adv. Homing Missiles - Seismic Charges - Seismic Charges - R2-D2 - Long-Range Scanners (36)
2 • Corran Horn - R2-F2 - Crack Shot (39)
3 • Dagger Squadron Pilot - Enhanced Scopes (25)

Even better

[ REBEL SQUADRON (100 points)
1 • Poe Dameron - BB-8 - Elusiveness - Integrated Astromech (37)
2 • Tycho Celchu - Draw Their Fire - Adaptability - Concussion Missiles - Guidance Chips - A-Wing Test Pilot (31)
3 • Dagger Squadron Pilot - Seismic Charges - Sabine Wren - Advanced Sensors - B-Wing/E2 (32)

Even better

[ REBEL SQUADRON (100 points)

1 • Poe Dameron - BB-8 - Elusiveness - Integrated Astromech (37)

2 • Tycho Celchu - Draw Their Fire - Adaptability - Concussion Missiles - Guidance Chips - A-Wing Test Pilot (31)

3 • Dagger Squadron Pilot - Seismic Charges - Sabine Wren - Advanced Sensors - B-Wing/E2 (32)

The stress elusiveness creates keeps bb-8 from working.

It's not the synergies, it's because of Jumpasters and PS-race.

Ace-tier PS ships either cost 40% of your points' allowance a pop (so you're stuck with a generic filler for the 3rd ship) or they don't get no innate post-maneouver repositioning. Even when they do, it's either only one of the two Actions, or you're looking at an A-wing - and 2 attack dice only work with (Crack-)swarms.

JM5Ks mean half of your ships won't even see the light of the day with 1 Agi, the rest is bound to take consistent damage, because your only ships with good defense are either A-wings (see above) or overpriced E-wings. Your only trump card in the form of regen is also rendered useless by abundance of ordnance and swarms, so you're screwed in every department.

Actually, the most pathetic thing about the whole game is - Imp Aces will outfly you, and even if they don't, they'll out-joust you and tell you that it's all fair because under impenetrable green dice they only got 3 base hull. You'll need at least 2 ships firing at the same target to hope for 1 damage, good luck with that, when you're bound to take consistent damage with 2 Greens and no evade action - I did mention this already, no? Oh, and don't forget that you're only getting green 1 banks on your "best" ships, so forget good action economy with PTL.

So yeah, listbuilding is very, very hard for Rebels, because their toys are just not up to the task of beating current meta.

Edited by Mef82

The "synergy" thing is basically relegated to crap ships :P . (Seriously, you don't see a whole lot of Dutch Vander or Garven Dreis flying around).

Rebels' best ships are usually low-PS bruisers or fat turrets, both of which are pretty much dead right now thanks to Palp Aces and U-Boats -- so you're not the only one having trouble making a Rebel list right now. Probably the most competitive Rebel list right now is Wes Janson + R3-A, VI, and Integrated Astro; Biggs + R4-D6 + Integrated Astro; and Corran + VI + FCS + R2-D2. It actually has answers to both torp scouts and aces.