Can you suggest a noob Rebel list?

By Stoobert, in X-Wing Squad Lists

Soooo internetz, I'd like to avoid getting beaten every game by the local competitive scene in which my friends play. They play only Scum and Imperial, as do most of the folks around here - so they have suggested I ask the 'webz for help setting up a Rebel list for me. So can you help me catch up and not auto-lose? Thanks!

I have access to just about any Rebel there is, so go nuts. I've played the game enough times to know how maneuver works, and the tokens, but the combos are so overwhelming.

Keep in mind I'm not going to go to tournaments, I just don't wanna lose every game.

"Ghost" is appealing because of turrets - if you can shoot me I can shoot back, and 4 dice is great. But I also like Xwings and Awings, purely for aesthetics.

Thanks!

VCX-100: Lothal Rebel (35)

Twin Laser Turret (6)

Fire Control System (2)

· Hera Syndulla (1)

· Dash Rendar (2)

· Ghost (0)

Attack Shuttle: · "Zeb" Orrelios (18)

Autoblaster Turret (2)

· Phantom (0)

A-Wing: Prototype Pilot (17)

Chardaan Refit (-2)

Autothrusters (2)

A-Wing: Prototype Pilot (17)

Chardaan Refit (-2)

Autothrusters (2)

Fairly thematic, should be fun. The a-wings are massively annoying as blockers and flankers. The ghost will just keep on chugging, doesn't care about obstacles and can make red moves whenever it feels like it. Either fires primary or if it can't a double tap tlt still hurts alot. Meta matchups may be difficult (u-boats in particular) but good blocking can carry the day. Have fun.

Ghost-Dash is a pretty simple and effective list.

58 Dash Rendar (36), Heavy Laser Cannon (7), Outrider Title (5), Engine Upgrade (4), Kanan Jarrus crew (3), Push the Limit (3)

42 Lothal Rebel (35), Fire Control System (2), Autoblaster turret (2), Hera (1), Han Solo (2)

The Lothal Rebel is a big beastly brick of a ship that you can hurl straight at the enemy and count on it doing some damage. Use Hera to pull Red moves, even when stressed and the FCS will continue to provide you with Target Locks for those big primary guns. Han allows you to spend the TL as a Focus token instead if you happen to roll lots of eyeballs. The Autoblaster turret is there as a deterrent against high agility aces getting too close to your flanks and rear. If you don't have Han or the turret, you can go with a Dorsal Turret and Nien Nunb instead which is almost as good.

Dash likes to skirt round the edges of the engagement. His great dial allows him to Push the Limit every turn for 2 actions and clear the stress on any white maneuver thanks to Kanan. Dash works best at Range 3 since it boosts his defense while the heavy laser cannon denies the extra evade dice to his targets. Use debris fields instead of asteroids for your obstacles as Dash can almost ignore them. Just watch out for high PS aces landing inside Range 1 as you cannot shoot them up close with the HLC.

By the time the Ghost is destroyed (it usually gets destroyed) the enemy fleet should be sufficiently mauled that Dash can mop up the left-overs without too much effort.

Edited by Karhedron

As an unskilled player i think Karhedron's list is a very good suggestion...

Though i'm trying to stay away from turrets as much as i can, they are easier to play, and the VCX can be played as kamikaze charger, giving you the fun the "coward" turret builds usually negate.

These are both great suggestions thanks!

I'm another noob trying to come up with something rebel that works. Prior to reading BleakSquadron's list, I was thinking:

Lothan Rebel - PS3
- Dorasal Turret
- Hera Syndulla
- "Zeb" Orrelios
- Ghost (title)

Green Squadron Pilot - PS3
- Chardaan Refit
- Predator Instincts

Green Squadron Pilot - PS3
- Chardaan Refit
- Predator Instincts

Ezra Bridger - PS4
- Phantom

Hera gives you flexibility to be able to always do red maneuvers, though I'm not 100% convinced that will be useful since you'll also be giving up actions with all that stress.

Zeb allows you to attack when touching, so I was planning to try blocking with Ghost and then let the Predator A-Wings rip apart whatever bumps. Leave the Ezra docked until the end; one less ship to worry about early game and lets the Lothal Rebels shoot an extra time with the turret anyways.

Until Ezra comes out, the list is all PS3. Makes you immune to lots of anti-PS1 cards, and more importantly lets you move and activate your ships in whatever order you want.

Shopping list:
https://www.amazon.com/Star-Wars-X-Wing-Ghost-Expansion/dp/B013TRXX4U/ref=sr_1_1?ie=UTF8&qid=1474722204&sr=8-1
https://www.amazon.com/Star-Wars-X-Wing-Rebel-Expansion/dp/1616619112/ref=sr_1_1?ie=UTF8&qid=1474722224&sr=8-1
https://www.amazon.com/Star-Wars-X-Wing--Wing-Expansion/dp/1616615370/ref=sr_1_1?ie=UTF8&qid=1474722282&sr=8-1
https://www.amazon.com/Star-Wars-X-Wing-Defender-Expansion/dp/1616617721/ref=sr_1_1?ie=UTF8&qid=1474722302&sr=8-1

Rebel Aces Expansion Pack: $24.16
Ghost Expansion Pack: $36.13
A-Wing Expansion Pack: $14.27
TIE Defender Expansion Pack: $11.05
TIE Defender Expansion Pack: $11.05
Total: $94.66 +tax on Amazon Prime

You need the two TIE Defenders for the Predator Instincts cards for the A-Wings. One copy of Rebel Aces gives you three copies of Chardaan Refit (and a green Squadron Pilot), so you only need one stand-alone A-Wing pack.

(I've already got TIE Defenders but no Dash or K-Wings, making this a cheaper list for me than what BleakSquadron posted, but probably not as good.)

It's also very RP-fluffy; I haven't watched all of Rebels yet but there seems to be lots of Phoenix Squadron A-wings flying with the Ghost in early season 2.

4x blue squadron novice, R2, integrated Astromech.

Im a fan of 4x green squadron pilot with crack shot, conc. missles, guidance chip, test pilot, and deadeye.

Hera vcx

dorsal turret

gunner

nien numb

fire control system

Ghost title

"zeb"

Phantom title

Ezra bridger

push the limit

autoblaster turret

Kanan Jarruus

yes that's 2 shuttles, if you can't get them there are several other good supports in y and a wing flavors

Fly hera very aggressively, with zeb docked you have that rear arc and turret as well so don't be afraid to overshoot targets using numb and hera's abilities combined if you think you would bump otherwise. Ezra's a defensive beast, focus/evade every turn using kanan to clear the stress.

Use a dorsal/gunner combo to get that 1st double modified big hit in on pesky high agility aces. it'll struggle a little against list full of low agility bruisers and torp scouts will likely ruin you're day, but it's mauled it's way though my locals......

Edited by Ralgon

@BleakSquadron, thanks so much, just wanted to loop back to this. Your advice was not wasted, I'm having a great time. I started with your suggestion and now playing something very similar which I like. It's not a tournament winner but it's fun.

Hera VCX (Ghost)
Autoblaster
Accuracy Corrector
Nien Numb
Intelligence Agent
Antipursuit Lasers

Prototype Pilot with Chardan x2

Zeb Orellios Attack Shuttle
Chopper
Autoblaster

In my area high-skill pilots are the meta. Imperial Aces, Poe and Corran are common. My Ghost, although expensive, really gives them a headache, I can double-tap guaranteed 2 hits regardless of Agility. Once I see the dial of an Ace using Intelligence Agent, I can: 1) switch Hera's dial to another green red to ensure I end up in range 1 and 2) reveal and boost an Awing to block keep them where I want them. If they try to shelter themselves touching the Ghost, they might get shot with Anti Pursuit. A good player will maneuver to range 2 on my side, but that's not easy when I can see your dial. Like I said, not a tourney winner, as it struggles against other high-Hull, high-Damage, low-skill builds, but funnnn.


@Karhedron I aim to try this next as I'm getting Dash for Christmas.

Edited by Stoobert
Hera Syndulla (40)

Accuracy Corrector (3)

Autoblaster Turret (2)

Nien Nunb (1)

Intelligence Agent (1)

Anti-Pursuit Lasers (2)

Ghost (0)


Sabine Wren (21)

Daredevil (3)

Autoblaster Turret (2)

"Zeb" Orrelios (1)

Phantom (0)


Bandit Squadron Pilot (12) x2


Total: 100




cheaper blockers for wackier antics.

@gabe69 I like that idea, but blocking is also important when the Ghost still carries the shuttle in early game. Sabine is funny, however, Z95 cannot boost and have only 2 agility. For 3 points more Awing is far superior blocker. With Intelligence Agent and Awing I can view my opponent dial and then boost so he collides, then shoot him with Ghost.

Edited by Stoobert

Lothal

Twin Laser Turret

Fire Control System

Hera

Title

Zeb

Title

Miranda

Twin Laser Turret

Long Range Scanners

Rey

Might be a little tougher to fly but it should work.