Rebel Unique Squadron Guide

By Stovrose38, in Star Wars: Armada Fleet Builds

This is a comprehensive summary/guide of each rebel unique squadron and my thoughts on each of their roles with a short summary of their abilities.

## TYCHO CELCHU ##

Primary role: Pinpoint anti-squadron

Secondary role: Bomber/Sato booster

Tycho’s ability to not being tied down while engaged makes him very useful for hunting specific squadrons. This is easily counted with escort, so it does require some good range management. He is also capable of speeding through fighter screens and giving all your ships any dice at long range with sato.

## SHARA BEY ##

Primary role: Anti-squadron

Shara is really only good at one thing, engaging and doing damage to squadrons. With counter 3 and crits counting when counting, she can become surprisingly survivable against squadrons. Your opponent will think twice shooting her with squadrons and scatter/brace helps even if they do.

## GREEN SQUADRON ##

Primary role: Fast bomber

Secondary role: Anti-squadron

With bomber and black dice, they can get in there and do some light damage. Because of their speed, they’ll get I there quickly too. If supported with bomber command, this can be even more useful. Not as useful for anti-squadron because of only counter 1, regular a-wings would be better for counter 2 and 1 pt cheaper.

## LUKE SKYWALKER ##

Primary role: Bomber

Secondary role: Squadron Protector

Getting a black dice BEHIND shields early on can be game changing for a crit. Gets a good boost from bomber command, reroll on a black dice and no shields is nasty. And naturally because he’s an x-wing, escort to protect other squadrons such as y-wings/b-wings.

## WEDGE ANTILLES ##

Primary role: Squadron killer

Secondary role: Squadron killer

Seriously, I would even qualify his escort/bomber has a tertiary. His ability to put out 6 blue dice at activated squadrons is DEADLY. Best used with Yavaris and Toryn Far. 6 dice, rerolls, twice equals dead squadrons. Dutch helps with this too…

## BIGGS DARKLIGHTER ##

Primary role: Escort life extender

Secondary role: Escort

Biggs can move damage more than a cheap Amsterdam ‘masseuse’. He can make a wing of escorts ALMOST invisible. With Gallant Haven and Jan ors, you’re bracing damage down, spreading the damage out and reducing it by 1. Pairs well with YT-1300’s at 7 hull each. That fighter wing could make it all the way to turn seven even!

## ROGUE SQUADRON ##

Only role: Swiss Army Knife

They can kind of do everything decently. Not great, but enough that it’s worth thinking about. 4 blue anti squadron and having Bomber (1 red), rogue and no escort kinda makes them a “sure I have the 1 extra point for them instead of a normal x-wing”

## DUTCH VANDER ##

Primary role: Anti-squadron/Bomber support

Secondary role: Bomber

So this is odd. He’s a slow moving antisquadron y-wing? Kind of… You can kick away a baddy from shooting by activating him first OR do more damage if they already have activated. He’s a good pair with wedge or even in with a group of bombers.

## NORRA WEXLEY ##

Primary role: Bomber

Secondary role: Engager

She’s an excellent bomber, period. Makes other bombers deal more damage on shields, this is a good one to get those shields to drop before hitting their hull like a truck with the MC80 that just activated her and friends. It’s also good to make sure some damage I being dealt to the target side, even if they redirect. Also note she is NOT heavy, which means she can engage… with 6 hull and 2 braces, she’s going to engage for a while.

#GOLD SQUADRON ##

Primary Role: Bomber

Secondary Role: Engager

Like Norra, this is a y-wing without heavy. That’s the most notable thing about gold squadron. However it is notable to say that they are 2 blue bomber dice. This makes them pair well with a Norra Wexley, Toryn Farr and Yavaris combo. That’s 4 blue dice with rerolls…

## KEYAN FARLANDER ##

Primary Role: Bomber

Secondary Role: Anti squadron

This can do some serious damage. With bomber and 2 black dice, activate this guy LAST when activating multiple squadrons. With shields down you get to reroll those black dice and possibly do 4 damage with a crit. With 3 blue antisquadron, not terrible, but coupled with his speed, only really notable when used in a blob on blob fight.

# TEN NUMB ##

Primary Role: Swarm killer

Secondary Role: Bomber

This is kind of the Rebel version of mauler mithil. He can spread mass damage around to a mass of fighters and it can’t be defended against (scatter doesn’t stop it). This get even better with Toryn Far, getting to reroll those blue to get that all attractive crit. Blue black with bomber makes him a pretty good ship damage dealer too.

## DAGGER SQUADRON ##

Primary Role: Anti-Squadron

Secondary: Bomber

Swarm helps a ton here with getting rid of that pesky fighter screen, paired with Ten Numb, these two can get pretty powerful. If you have Toryn Far nearby you even would get to reroll all of your anti-squadron dice.

## Corran Horn ##

Primary Role: Intel Killer

Secondary Role: Bomber

He gets to snipe with his full anti-squadron value… Nice. This is especially useful at getting at that intel hiding behind the escorts. Corran can stay out of engagement with the escorts and hit on Dengar. Rogue helps with activation economy ad still have that functionality, but this can make it tricky at times. Maneuvering him at the proper time will be the most important thing.

## Lt Blount ##

Primary Role: Z-95 Leader

Scondary: Swarm Booster

Really only good paired with other swarm ships, which for the rebels is Z-95’s and Dagger squadron. And since Dagger can be boosted with Toryn Far as well, LT blount is clearly most useful with a swarm of Z-95’s. But he’s cheap, and so are Z-95’s, so if you’re going mass Z’s, take the Lt.

## Jan Ors ##

Primary Role: Intel

Secondary Role: Damage mitigate

Not terribly powerful, but EXTREMELY tactical. You can keep your bombers moving, no longer tied up by the enemy fighter screen. Other ships can use her brace, handy keeping some key players in the fighter longer. Gets even better with Biggs and Gallant Haven.

## NYM ##

Primary Role: Bomber

Secondary Role: Bomber

He’s GREAT at one thing and one thing only. Discarding a defense token can cause HUGE waves in the game, and grit helps him dodge the edge of a screen.

## KETSU ONYO ##

Primary Role: Interceptor

Secondary Role: Anti-squadron

Getting Ketsu into a screen early can slow them down long enough to get in that all important bombing run. Plus with brace and scatter, she can hold her own for a moment while your other fighters mop up the mob. A grit and rogue combo makes her versatile on the field with some activation efficiency.

## HERA SYNDULLA ##

Primary Role: Activation efficiency

Secondary Role: Anti-squadron

She passes rogue to 2 other squadrons, that’s useful for either anti-squadron screen or even bombing. She’s got pretty good anti-squadron too, but only has one defense token vs the two her other uniques have. Has that same grit/rogue combo like Ketsu.

## HAN SOLO ##

Primary Role: Activation Economy

Secondary Role: Brawler

He’s pretty good at everything. And he gets to activate in the ship phase, which helps with activation while grit and rogue combo lets him avoid single fighter engagements.

## DASH RENDAR ##

Primary Role: Anti-squadron

Secondary Role: Bomber

He only has one bomber die and his ability lets him reroll and amount of dice equal to enemies around him… naturally an Anti-squadron guy and with his rogue ability, saves you an activation. Bomber is just a nice addition with his black anti-ship die.