possibly the coolest Stramm squad no body seems to be talking about

By TheOz, in X-Wing Squad Lists

Ok, so we have all seen the Stramm Biggs combo in many varieties of ways to spend the last 42 points. Corran, poe, nora,miranda, basically the small base high ps rebel ships, and no doubt they are great options. But there is on that I have been testing in other lists that fit in perfectly in that spot, the Lothal Rebel. This I think makes this list more interesting in a great way. Ghost takes effort to kill, at least before it can kill you. Biggs allows you to break up that focus fi. e to give it more time to kill you. Throw in Stramm, now you have a stress mule that can push damage and keep people in arc, both these ships lower your opponents offense and defense potential. They are also able to push damage because of the 3 dice out the front and the gunner on stramm. Their pilot skills aren't amazing but the rest at good points but gives them an edge on the popular generic options. Now the ghost can really speed up his kill rate because of cards like fire control, han, auto blaster and hera to help keep them in arc. Over all I think this can potentially really good, especially if flown well.

ARC-170: · Braylen Stramm (25)

· R3-A2 (2)

Gunner (5)

Alliance Overhaul (0)

VCX-100: Lothal Rebel (35)

Autoblaster Turret (2)

Fire Control System (2)

· Hera Syndulla (1)

· Han Solo (2)

X-Wing: · Biggs Darklighter (25)

· R4-D6 (1)

Integrated Astromech (0)

opinions very much excepted and wanted

As an Imperial player I must admit that looks terrifying.

I've played a stress bray and over 4 games I didnt make use of gunner that much, so I'm not quite sure what other build would be nice but gunner seems expensive for "sometimes" double stressing certain ships

I've played a stress bray and over 4 games I didnt make use of gunner that much, so I'm not quite sure what other build would be nice but gunner seems expensive for "sometimes" double stressing certain ships

Is 5 points worth double stressing Fel every time you fire at him? Other targets just get 1 stress sometimes, sure. Specifically against an aces build though is gunner worth the investment?

I think he'd be better with a tactition over gunner. At range 2 you are double stressing and it gives you 3 points to use for rebel upgrades.

Gunner is more reliable than you'd think when your goal is not to hit (i.e. no mods). Even 3 naked red dice misses pretty often against anything but a Ghost or Decimator, and since the Alliance Overhaul's rear arc is a may ability you're even better off once they get behind you. Plus if you do hit, most of the time the damage is better than the extra stress. Tactician is definitely a close second but avoiding range 2 is a lot easier than avoiding firing arcs entirely. Only reason to take it IMHO is if you need the points somewhere else. (With that said, you could make a case for Flechette Torps and Tacitcal Jammer on the Ghost.)

Remember that the alliance overhaul says you may add a red die to your roll .. so don't add it, miss, activate gunner ..

Not my psa, someone else mentioned it around here

OP, you have a good taste in rebel ships! :lol:

I have played exactly the same ships with different upgrades:

ARC-170: · Braylen Stramm (25)

Flechette Torpedoes (2)
· R3-A2 (2)
Gunner (5)
Alliance Overhaul (0)

Munitions Failsafe (1)

VCX-100: Lothal Rebel (35)
Fire Control System (2)
· Hera Syndulla (1)
· Zeb Orellios (1)

X-Wing: · Biggs Darklighter (25)
· R4-D6 (1)
Integrated Astromech (0)

You know what braylen can do that stresshog can't? Triple stress enemy aces and potentially leave himself unstressed to do actions next round! This includes the overhyped Fenn Rau since his ship is exactly 4 hull, enabling flechette to work its magic.

No turret on Ghost might be seen as a liability, but I am forcing the opponent to eliminate Biggs AND Braylen first. By the time they killed both ships, their stressed ships will face a humongous 5K-turning 4-dice rolling FCS monstrosity that doesn't give a **** about stress nor BMST. :P

Gunner is more reliable than you'd think when your goal is not to hit (i.e. no mods). Even 3 naked red dice misses pretty often against anything but a Ghost or Decimator, and since the Alliance Overhaul's rear arc is a may ability you're even better off once they get behind you. Plus if you do hit, most of the time the damage is better than the extra stress. Tactician is definitely a close second but avoiding range 2 is a lot easier than avoiding firing arcs entirely. Only reason to take it IMHO is if you need the points somewhere else. (With that said, you could make a case for Flechette Torps and Tacitcal Jammer on the Ghost.)

If you're saving the points to pack tactician and flechette torpedoes, it's extremely satisfying to dump 3 stress tokens on someone even if you "miss".

But yeah. The problem with tactician rather than gunner is that most of the time, the target you care about lumping stress onto the most is Soontir Fel, The Inquisitor, Fenn Rau or some similar boosting/barrel rolling bozo, who can readily increase or decrease his range by 1 once he sees where his maneuver ends up.

Gunner is more reliable than you'd think when your goal is not to hit (i.e. no mods). Even 3 naked red dice misses pretty often against anything but a Ghost or Decimator, and since the Alliance Overhaul's rear arc is a may ability you're even better off once they get behind you. Plus if you do hit, most of the time the damage is better than the extra stress. Tactician is definitely a close second but avoiding range 2 is a lot easier than avoiding firing arcs entirely. Only reason to take it IMHO is if you need the points somewhere else. (With that said, you could make a case for Flechette Torps and Tacitcal Jammer on the Ghost.)

If you're saving the points to pack tactician and flechette torpedoes, it's extremely satisfying to dump 3 stress tokens on someone even if you "miss".

But yeah. The problem with tactician rather than gunner is that most of the time, the target you care about lumping stress onto the most is Soontir Fel, The Inquisitor, Fenn Rau or some similar boosting/barrel rolling bozo, who can readily increase or decrease his range by 1 once he sees where his maneuver ends up.

I'd add defenders to that list which don't have a native boost, but I'd still favour gunner in that situation anyway.