2nd at Store Tournament - no loss. My Rebel list

By Embir82, in X-Wing Squad Lists

Yeah, so 9th Wave came out and finally I can see some hope for Rebels.

I want to share with you my Rebel list that did really good at recent store tournament (placed 2nd but lost only because of worse difference in small points, all games ended up with wins).

The idea is to use Miranda as heavy hitter and late game monster. Also thanks to Homing Missiles and her special rule she works out like a hybrid of Wes and Corran.

Of course Biggs has to be in the list, ordnance is still staple of current meta.

And new, great toy, ARC-170 with Braylen Stramm as pilot - this guy does a great job, I confirm that he dish out a ton of stress, and even when he dies enemy usually is so stressed that effect of this is felt way into late game. It is especially deadly against Defenders - it really hinders their offensive and defensive potential.

Here is list:

Miranda - 42 pts

Homing missiles

Extra Munitions

Chopper

TLT

LRS

Braylen Stramm - 32 pts

R3-A2

Gunner

Tiitle

Biggs - 26 pts

R4-D6

IA

Obstacles - largest asteroids.

I really think, at least until HotR comes out, this is the strongest all-round list that Rebels can field. There is only one minor fault of this list - rarely does it wipe out whole enemy fleet (at least from my experience) so games are often won by smaller margins.

Nonetheless this list is still weaker than strongest list in this meta - namely 2 Jumpmasters & Partybus.

How much work did the Gunner do? Because I mostly like that list, I just think that I tend prefer it with these slight modifications:

Thane Kyrell (26)
Tail Gunner (2)
R3-A2 (2)
Vectored Thrusters (2)
Biggs Darklighter (25)
R4-D6 (1)
Guidance Chips (0)
Miranda Doni (29)
Twin Laser Turret (6)
Extra Munitions (2)
Homing Missiles (5)
"Chopper" (0)
Long-Range Scanners (0)
Total: 100
Do you think that you got more value out of the Gunner than you would have with the extra toys on the ARC, including the +1 PS bump, the more relevant ability, the generally more potent rear arc, and the ability to barrel roll?
That's a lot of toys to give up for Gunner, but you tell me, was he worth it?

Gunner is essential upgrade for R3A2 ARC - it forces unpleaseant choice for the enemy - to take damage or to take second stress.

Not even once I felt I need barell roll during testing this list. Also ARC, more often than not, will fly stressed so won't be able to do any actions.

List works more or less this way - as long as Biggs is alive you have to deal crippling amount of damage. Ideally in first round of shooting Miranda should fire off Homing Missle into the most dangerous target and burn shield for potential 5 damage, meanwhile ARC should deal a lot of stress. After Biggs death you should be able to turn around with Miranda and fire off second missile to finish off your target or pick another one. It is expected that ARC will be shot down at this stage - with a little luck and careful play you should enter into late game with powerful Miranda and grab your victory.

This list likes to joust so during placement of asteroids you should focus on creating dense areas of obstacles to prevent enemy flanking. Also placement like this is pretty good for you - ARC, as well as Miranda doesn't need a lot of room to maneuver and set up shots.

Of course this is my limited experience from test battles and recent tournament.