Rebel Rogue Squadrons - But what ships to put with them?
I place third (out of six) at a tournament with the following ships, going 2-1, but it felt very low on activations and a bit lacking in firepower.
- Assault Frigate Mk.II A - Mon Mothma, Gunnery Team, Enhanced Armament
- Nebulon-B Escort Frigate - Weapons Liaison, XX-9 Turbolasers, Salvation
- Nebulon-B Escort Frigate - Weapons Liaison, X17 Turbolasers
- Precision Strike, Hyperspace Assault, Superior Positions
Combined with the squadrons above, that came to exactly 400 points, so no bid...
Putting in a Rebel Transport with leia is a good add. This will give you order flexibiliy with orders while providing an additional activation
If low squadron value is not an issue, you definitely want MC30s! Btw, I am not sure if you get full value out of Hera's ability with only two regular XWings. Think about Wedge and Dutch who can dish out a lot of damage when activated in the squad phase after the enemy squads activated, or some other neat Aces.
Also remember that the Rogues still need to be activated by ships in critical situations to avoid being hit by all enemy squads in the ship phase without shooting back. If you do not do that you will often find them lacking.
11 hours ago, Stovrose38 said:Putting in a Rebel Transport with leia is a good add. This will give you order flexibiliy with orders while providing an additional activation
Good thought - I've been using Leia a bit in the CC campaign I'm in, and she seems excellent value for 3 points! ![]()
1 hour ago, RocketPropelledGiraffe said:If low squadron value is not an issue, you definitely want MC30s! Btw, I am not sure if you get full value out of Hera's ability with only two regular XWings. Think about Wedge and Dutch who can dish out a lot of damage when activated in the squad phase after the enemy squads activated, or some other neat Aces.
Also remember that the Rogues still need to be activated by ships in critical situations to avoid being hit by all enemy squads in the ship phase without shooting back. If you do not do that you will often find them lacking.
I've not experimented with the MC30s yet, but they look good for adding in some firepower. I'll have to take one out for a spin the next time I play. Do you tend to find the Scout or Torpedo Frigate the better bet? The long range firepower of the Scout's red dice is quite tempting, but I'm aware blue dice are a lot more reliable.
It's a fair point about Hera, but upgrading to Wedge and/or Dutch would mean I need to drop one of the Lancers. I'll have a play around with points, as I can definitely see the advantages of having more named pilots in the list, particularly ones with strong anti-squadron abilities.
Good point about Rogues needing squadron activations. I'm hoping that between Han and the occasional squadron activation from the Rebel Transports plus another ship via Leia if needed I should be able to make the most of them and keep my opponent guessing!
Thanks for your thoughts folks. ![]()
I find myself using mostly the Torpedo Frigates, unless it is with Ackbar or Sato. The blue dice give you regular accuracies, which is great together with the black dice. The MC30 is fast enough to close in quickly, but be aware that it lacks maneuverability at speed 4, so be sure to take Nav commands often. Also use the titles, which are both awesome, especially Admonition. I sure love my MC30s.
I am pretty sure you will get more staying power out of two strong Aces with tokens compared to three regular squads. So far I have found the Lancers to be too squishy, they never really did much in my games.