[Rebels] Combating a heavy defender meta

By BleakSquadron, in X-Wing Squad Lists

So, locally there are a huge amount of defenders seeing play (I myself am a repeat offender here). A buddy and myself are going to a store tourney soon, and he wants to fly Rebels. I don't expect many contracted scouts. A recent top 4 was literally 4 players playing palp+2 defenders. So with this meta in mind, tell me if this list is crazy:

Tycho Celchu (35)

-Title

-PTL

-Wired

-Prockets

-Autothrusters

Jake Farrel (33)

-Title

-PTL

-VI

-Prockets

-Autothrusters

Jan Ors (32)

-TLT

-Nien Nunb

-Adaptabillity (+1)

So, the idea is jan shoots first to strip tokens from the target, then one of the a-wings throws a six die procket at them. Shouldn't be too difficult to line up. Jan can keep the a-wings singing with extra red dice for a couple turns, but hopefully the massive potential alpha will leave at least 2 enemies crippled or destroyed. Dice will be dice, but other than that is this crazy or could it work?

So, locally there are a huge amount of defenders seeing play (I myself am a repeat offender here). A buddy and myself are going to a store tourney soon, and he wants to fly Rebels. I don't expect many contracted scouts. A recent top 4 was literally 4 players playing palp+2 defenders. So with this meta in mind, tell me if this list is crazy:

Tycho Celchu (35)

-Title

-PTL

-Wired

-Prockets

-Autothrusters

Jake Farrel (33)

-Title

-PTL

-VI

-Prockets

-Autothrusters

Jan Ors (32)

-TLT

-Nien Nunb

-Adaptabillity (+1)

So, the idea is jan shoots first to strip tokens from the target, then one of the a-wings throws a six die procket at them. Shouldn't be too difficult to line up. Jan can keep the a-wings singing with extra red dice for a couple turns, but hopefully the massive potential alpha will leave at least 2 enemies crippled or destroyed. Dice will be dice, but other than that is this crazy or could it work?

Sadly the list fails due to lack of teeth. Jan is going to be targeted and taken down quickly, and then your asking 2 A-wings to take on defenders with essentially 2 attack dice each after they fire ordinance. Is there a better option, tough to say Rebels are knowingly in a not so happy place right now.

That's what I'm afraid of, but at the same time I feel like it shouldn't be impossible. I should add that this was built without the ghost in mind (he's got every rebel ship but that so far and that's on the horizon). Maybe something with dash rendar would fare better?

I would fly this:

YT-2400: · Dash Rendar (36)

Push The Limit (3)

Heavy Laser Cannon (7)

Engine Upgrade (4)

· Kanan Jarrus (3)

· Outrider (5)

VCX-100: Lothal Rebel (35)

Autoblaster Turret (2)

Fire Control System (2)

· Hera Syndulla (1)

· Han Solo (2)

The Ghost functions as a meatshield, while Dash stays out of arc.

With Palp Defenders, it's fairly unlikely there will be any pilots beating Dash in the PS race, and they probably won't have Autothrusters.

A-wing's don't typically do well against defenders the opportunity to use prokets won't come up often if at all and two attack won't bother x7's even a little.

So, since a ghost isn't available how about dash and chewie? Would that work with a few scout meta?

So, since a ghost isn't available how about dash and chewie? Would that work with a few scout meta?

Along that line, this is something I have been thinking about, I don't own a YT-2400 or a Ghost yet (want both, but 2400 probably will be first, if I can find one on sale) Anyway, I was playing around with this last night and saw this post and thought I would share:

Yt's (100)

Dash Rendar (51) - YT-2400

Push The Limit (3), "Mangler" Cannon (4), Kyle Katarn (3), Outrider (5)

Chewbacca (49) - YT-1300

Predator (3), C-3PO (3), Millennium Falcon (1)

trying to beat dice with dice is a...dicey proposition (I'll be here all night!)

wouldn't ever recommend it

rebels don't lack for a vast array of "**** your green dice" options, though, from bombs (esp with sabine crew) to auto-blaster turret, and while a Defender isn't as vulnerable as an ace, they'll still fold quickly

if you, for whatever crazy reason, must go with dice, you'll want a.) to kill Palp FIRST or b.) Twin Laser Turrets

without thrusters, a Defender doesn't have the sustained defenses to weather two attacks per ship (unless they get lucky ofc) because the spent tokens only work on one roll.

if you want to get extra fancy, homing Missile Miranda will probably obliterate an x7 with 5 fully modified dice that ignore range bonus AND EVADE TOKENS :o

just bring Biggs so she doesn't get nuked into oblivion after spending her shield to boost her attack

Ghosts are good options too, thanks to 4-dice primaries and Autoblaster Turrets

lastly, while they're probably not relevant to you atm, ARCs have game v defenders. Braylen stressing them has proved actually effective, because while they don't care about 4ks and x7s they lose a lot of offense when only Vess is capable of modifying his offensive dice

Norra with tailgunner can also hurt them, but more importantly she'll just outlast an x7 in the late game for a full win (mod wins don't exist anymore). This is true of most rebel regenerators. While they have problems killing off an x7, the x7 also has problems killing them. Play defensively and secure a guaranteed win

but, in short:

  1. Sabine (Crew) bombs "your palp does NOTHING!!!!"
  2. TLTs
  3. Miranda w/homing Missile (and TLTs)
  4. Ghosts with autoblaster turrets
Edited by ficklegreendice

Double YT list.

Dash Rendar (58)
YT-2400 Freighter (36), Push the Limit (3), Heavy Laser Cannon (7), Kanan Jarrus (3), Outrider (5), Engine Upgrade (4)

Eaden Vrill (42)
YT-2400 Freighter (32), Autoblaster (5), "Zeb" Orrelios (1), Engine Upgrade (4)

Use Vrill to block/slam into aces. Dash damages them, Vrill finishes them with a ABC. For x7 defenders, just place Vrill around the 4k spot everytime, force them to slow play and not get evade so Dash lights them up, and possibly in Vrills range 1 with ABC, or else get blocked, or else do hard 3's and face away from Dash. EU on Vrill closes range real fast when going against Uboats, or chasing Manaroo in Dengaroo list, and helps point that arc in the right direction also. Its a scare tactic, and if non-blocked aces PTL out of your arc, it kicks in Vrills ability.

If you want to really nuke something, then I would go with Miranda + homing missile. Backed by Jan, that's a 6 dice attack that ignores evade tokens and you can fire it at R2 or R3. Even Soontir backed by Palp is scared of that.

Miranda w/ TLT, homing missile + long range scanners = 40

Jan Ors w/ TLT = 31

Biggs w/ R4-D6 + integrated = 26

97

So you still have 3 points left to fiddle with. Probably Extra munitions on Miranda + Wired on Jan would be the most useful, but predator or Ezra crew would also be helpful for Jan. Even after the 'mega-missile' is gone, Both Miranda and Jan can threaten a lot of stuff with their PS8 Twin Lasers and of course, they are quite safe as long as effing Biggs is still around...

I'll put in another vote for Miranda. She can steadily wear them down and always avoids getting in a linear battle with Defenders.

Just another idea to tweak blade_mercurial's list, if you dropped R4D6 from Biggs, you'd have enough to put Chewbacca crew on Jan or Miranda, and that would help keep both of them alive. Wired on Jan is probably better, though, and leaves R4D6 in place and 2 more points overall, as well.

I would go with Miranda as well. I like Blade's list above,but I would spend the last 3 points on Lando crew for Miranda...he has been aces for me so far

I would fly this:

YT-2400: · Dash Rendar (36)

Push The Limit (3)

Heavy Laser Cannon (7)

Engine Upgrade (4)

· Kanan Jarrus (3)

· Outrider (5)

VCX-100: Lothal Rebel (35)

Autoblaster Turret (2)

Fire Control System (2)

· Hera Syndulla (1)

· Han Solo (2)

The Ghost functions as a meatshield, while Dash stays out of arc.

With Palp Defenders, it's fairly unlikely there will be any pilots beating Dash in the PS race, and they probably won't have Autothrusters.

My brother runs this exact list a lot and loves it. Other than that i have never been much of a Rebel player, so i dont have much in the way of offering advise.

I would have to concur with the above opinion - to bring down defenders you need firepower and lots of it.

A x/7 Defender with 3 agility, 3 hull, 3 shields, an evade and focus is a beast.

TLTs aren't even a concern. The main counter is lots of red dice - ordinance, HLC, crack shot.

Prockets are good, but once shot - and if the dice whiff out - you've only got a 2 attack ship.

I fly a PS10 Rexler specifically as a hard counter to the Scum and Rebel small base missile carriers - I literally fly them into their faces at R1, roll 4 red with a focus/evade and Palp backing me up. I'll have a flanker to help finish off if that doesn't do it.

Edited by Imperial Mike

I know B-Wings aren't terribly worthy of love in the overall meta, but Keyan + HLC + PtL has wrecked a few x7's already. PS 7 moves after most of the defenders that see regular play and TL + faux-focus + HLC is just brutal. It's just not cheap.

Wes and Wedge still have some utility in this regard. BB-8+PtL Wedge can push some damage through, whereas Wes sets things up for someone else to drop the hammer.

But in the end, my successes always came down to focused fire. You have to be able to predict what they're going to do. Even Jake and Tycho can put the hurt on if you build them to get regular triple-hits up close. x7 defenders are good against consistent, sporadic fire. One focus and one evade doesn't stack up against multiple attackers – and of course, nothing stacks up against a giant pile of dice. the defender player wants to keep his TIEs out of multiple attack arcs so that he is spending all of his evades every turn. If you allow this, you will lose.

A decent defender pilot won't let you get in close to focus fire, instead they'll break off at speed and then come in again at range 3.

Like endlessly k turning staying in instead of breaking off is a rookie mistake.

A decent defender pilot won't let you get in close to focus fire, instead they'll break off at speed and then come in again at range 3.

Like endlessly k turning staying in instead of breaking off is a rookie mistake.

You don't have to get close to focus fire. Focus fire is just multiple attacks on the same target in the same turn. And predicting where they're going to go is part of the game. If you can't do that, then no list is going to help you much.

A decent defender pilot won't let you get in close to focus fire, instead they'll break off at speed and then come in again at range 3.

Like endlessly k turning staying in instead of breaking off is a rookie mistake.

You don't have to get close to focus fire. Focus fire is just multiple attacks on the same target in the same turn. And predicting where they're going to go is part of the game. If you can't do that, then no list is going to help you much.

well, PWTs will because they don't give half a ****

but luckily, PWTs don't seem to do nearly enough damage nowadays to hit through typical imperial defenses

even Miranda, who is technically a PWT, cares about defenders getting within range 1. Unless you got Biggs and full mods to spend shields for a fully modified 4 dice attack, range 1 is disastrous for her (esp if you need to regen that turn; have fun with 2 red dice :( )

Edited by ficklegreendice

A decent defender pilot won't let you get in close to focus fire, instead they'll break off at speed and then come in again at range 3.

Like endlessly k turning staying in instead of breaking off is a rookie mistake.

You don't have to get close to focus fire. Focus fire is just multiple attacks on the same target in the same turn. And predicting where they're going to go is part of the game. If you can't do that, then no list is going to help you much.

Yeah but focus fire at range three against four greens and a token stack will see the defenders shrug off all damage.

As it turns out, my buddy and I put together a miranda dash list. He and myself met at the top table at the end, he took first I took runner up by 10 mov from 3rd.

So what Dash and Miranda list did you end up with?? And what did your pal play??

So what Dash and Miranda list did you end up with?? And what did your pal play??

I played a pair of defenders and darth vader. My pal playing dash miranda looked like this:

Dash (55)

-mangler cannon

-outrider

-kyle katarn (would be kannan if he had a ghost)

-push the limit

-engine upgrade

Miranda (45)

-tlt

-ion bomb (would've been seismics but he didn't pack any)

-conner net

-extra munitions

-adv. Slam

Those ion bombs did great work for him oddly enough. I still think hlc would've been better than mangler but he took first so what do I know lol.

If you want to really nuke something, then I would go with Miranda + homing missile. Backed by Jan, that's a 6 dice attack that ignores evade tokens and you can fire it at R2 or R3. Even Soontir backed by Palp is scared of that.

Miranda w/ TLT, homing missile + long range scanners = 40

Jan Ors w/ TLT = 31

Biggs w/ R4-D6 + integrated = 26

97

So you still have 3 points left to fiddle with. Probably Extra munitions on Miranda + Wired on Jan would be the most useful, but predator or Ezra crew would also be helpful for Jan. Even after the 'mega-missile' is gone, Both Miranda and Jan can threaten a lot of stuff with their PS8 Twin Lasers and of course, they are quite safe as long as effing Biggs is still around...

What about putting ABT on Miranda? You can cover range one with 4 autohitting shots (2+1+1).That change will free points to use weapons engineer as miranda's crew and also wired + nien numb for Jan.

Tlt just works too well with her ability

They also make her not worthless at any range beyond 1

TLT is better, but I kind of like saving 4 points by going ABT if you need them. You rely on the payload weapons to do the work, the ABT ends up being mostly defensive, in that there's no way in hell an ace is landing in that zone. If you block an ace, they do let you avoid Autothrusters and Palp help.