My Main List - Any Glaring Weaknesses?

By j_man_04, in X-Wing Squad Lists

I have had a lot of success with one particular Rebel list:

Lothal* Rebel (40 total)

- Fire Control System

- Dorsal Turret

- Hera Syndulla

- "Chopper"

- Ghost title

"Zeb" Orrelios (18)

- Phantom title

Norra Wexley (41 total)

- PTL

- Ezra Bridger

- R2-D2

- Alliance Overhaul title

- Vectored Thrusters

Any glaring issues with this list, or is there a counter that I would have difficulty with?

I have also been thinking about changing the dorsal turret for an autoblaster turret and adding Intelligence agent on the Attack Shuttle. That may keep people from approaching the Ghost Range 1. Any thoughts are appreciated!

Edited by jwilliamson12

ABT should keep your range 1 blind spot clear. Maybe accuracy corrector instead of FCS?

ABT should keep your range 1 blind spot clear. Maybe accuracy corrector instead of FCS?

Interesting idea with the Accuracy Corrector. Almost guarantees 4 hits with the Ghost title (pending evade tokens). I'll have to do the math to see if it's better to do that or to have re-rolls with the primary weapon.

I can confirm that autoblaster and accuracy corrector is horrendous if opponents are silly enough to get into range 1.

I can confirm that autoblaster and accuracy corrector is horrendous if opponents are silly enough to get into range 1.

So maybe I go with that combo to sustain the life of my Ghost as opposed to dealing more damage fast. That changes the philosophy of this list a bit. I'll have to give this a try.

The only problem with the Autoblaster turret is the lack of range - evade tokens don't work on its hits. Enemy Aces will stay away, which has benefits, but frees them up to kill Norra first.

Additionally, from the way you phrased it, putting anything on the Phantom won't help the Ghost because that whole ship is inactive while it's docked.

Yeah, Autoblaster Turret is nice against things like tokened up TIE defenders. Sure, the Dorsal Turret can shoot out to range 2, but with two attack dice, is it going to do much? Actually, it might. Since you can attack at the end phase after a target has (hopefully) spent it's tokens, you have a pretty good chance of landing damage, especially with FCS or Accuracy Corrector.

I guess what I'm saying is this: conventional wisdom holds that the Autoblaster Turret is better because it covers your weak matchup, hard-to-kill 3agi ships. But Dorsal Turret could be a sleeper card that has serious potential. Look at Engine Upgrade - it came out in wave 2, but it wasn't until wave 4 or 5 that everybody started calling them auto-include on large-base turrets. I think it's worth trying with both turrets and see how it goes. After all, with so many people flying the Autoblaster Turret version, there's a good chance your opponents will know how to stay out of range 1. Range 2 is quite harder to avoid.

Also, is Norra's ability used more to power her own attacks, or the Ghost's attacks?

The only problem with the Autoblaster turret is the lack of range - evade tokens don't work on its hits. Enemy Aces will stay away, which has benefits, but frees them up to kill Norra first.

Additionally, from the way you phrased it, putting anything on the Phantom won't help the Ghost because that whole ship is inactive while it's docked.

That's my one hesitation for the autoblaster turret. It keeps the enemy honest, but takes away the Ghost title bonus to an extent. As for the intelligence agent on the Shuttle, it's only one point that I can't put anywhere else unless I put it on the Ghost instead of Chopper. I'll deploy the Shuttle late in the game, so it could be beneficial to have the ability to see a maneuver that could help me close out a win.

Definite pros and cons for both lists. It's funny how changing the turret has such major effects on how to fly this list. Part of what I love about the game.

Also, is Norra's ability used more to power her own attacks, or the Ghost's attacks?

Definitely to power her own. I'm not sure how it could be used to help the Ghost, unless it's to clear tokens to leave the Ghost's attacks unmodified.

Also, is Norra's ability used more to power her own attacks, or the Ghost's attacks?

Definitely to power her own. I'm not sure how it could be used to help the Ghost, unless it's to clear tokens to leave the Ghost's attacks unmodified.

Also, is Norra's ability used more to power her own attacks, or the Ghost's attacks?

Definitely to power her own. I'm not sure how it could be used to help the Ghost, unless it's to clear tokens to leave the Ghost's attacks unmodified.

Heh. Silly question. I don't play ARCs enough, and I thought she could also spend her TL to boost a friendly ship's attack. My bad.

What, you mean you don't have every pilot's ability memorized word-for-word? Cmon man. I love her ability but I have to remember to PTL every turn to use Ezra. Even if it's for a barrel roll.

Your grammar, apparently. It's Lothal Rebel, not Lethal Rebel. :P

Your grammar, apparently. It's Lothal Rebel, not Lethal Rebel. :P

Ha! I didn't see that. That's a fun autocorrect. I should name this list "The Lethal Rebels" based on the amount of dice you get to sling.