[Rebels] 2 Girls 1 TIE

By Ryfterek, in X-Wing Squad Lists

Messing around with the two Rebel workhorses I've lately acquired. Both ladies seem to work well as a wingwoman in various lists, so how about them watch each others back? Miranda could easily carry more ordnance to the field, but in doing so she would most likely end up as a target simply too beefy not to be obliterated right away. Instead of additional toys to play with, I've decided to set up the girls in a triangle with the old man Rex, who should provide some semi-biggs effect being so pushy about getting enemies' attention. As for Norra, as far as bringing C-3PO on board is great at messing with the odds of being hit (and lets you boast about having the iconic droid duo watch out for your ship), I find her rear arc fire power depressing without Tail Gunner, and turning her around takes forever while maintaining the regen.

Norra Wexley (29)
Push the Limit (3)
Tail Gunner (2)
R2-D2 (4)
Vectored Thrusters (2)
Alliance Overhaul (0)

Miranda Doni (29)
Twin Laser Turret (6)
Extra Munitions (2)
Sabine Wren (2)
Cluster Mines (4)
Advanced SLAM (2)

Captain Rex (14)

Total: 99

View in Yet Another Squad Builder

An alternative approach I've figured our puts two generics on the table. Although the regen capabilities have been limited greatly, the annoying A-wing might be able to put more pressure on the foe than the colourfull TIE.

Norra Wexley (29)
Push the Limit (3)
Tail Gunner (2)
R2-D2 (4)
Vectored Thrusters (2)
Alliance Overhaul (0)

Warden Squadron Pilot (23)
Twin Laser Turret (6)
Extra Munitions (2)
Sabine Wren (2)
Cluster Mines (4)
Advanced SLAM (2)

Green Squadron Pilot (19)
Juke (2)
Chardaan Refit (-2)
Snap Shot (2)
A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

Today I'm going to test flight both lists so will supply the threat with first impressions soon, but I'm already curious of the community's thoughts. :)

Edited by ryfterek

The title... :lol:

To topic: Looks solid for me with cheap Biggs and two Endgame ships

1 minute ago, IG88E said:

The title... :lol:

I solemnly swear I've not put it together just so I could put it here under such title. ;)

3 minutes ago, IG88E said:

To topic: Looks solid for me with cheap Biggs and two Endgame ships

And here lays my greatest fear - with two end game wrappers, who's going to punch some serious initial blows? Time will tell.

58 minutes ago, ryfterek said:

I solemnly swear I've not put it together just so I could put it here under such title. ;)

And here lays my greatest fear - with two end game wrappers, who's going to punch some serious initial blows? Time will tell.

The thing you have there is a target priority mess, both ships are good end game so which one do they "off" first. I've not played with or against many ARC's but play Miranda Loads so know which i would pick of them all!!

also dont worry about dropping the TLT on Warden Squad, i run mine with just adv slam, clusters and EM and he ends to die quick but put an ace or two out of their misery quickly with Bombs.

1 hour ago, taulover55 said:

The thing you have there is a target priority mess, both ships are good end game so which one do they "off" first. I've not played with or against many ARC's but play Miranda Loads so know which i would pick of them all!!

also dont worry about dropping the TLT on Warden Squad, i run mine with just adv slam, clusters and EM and he ends to die quick but put an ace or two out of their misery quickly with Bombs.

I'm sorry mate but I don't quite get what you've meant to point out here.

  • The "target priority mess" - do you mean that my list is a mess, that does not have a clear priority on its own, or do you mean that the enemy will have their hard time trying to pick the priority target to focus on?
  • You play Miranda Loads - does that mean that you'd, as my possible enemy, put your focus at Miranda?
  • Dropping TLT from Warden Sq. - I'm not afraid of doing so, but at the same time I'm not sure if there's anything in specific that I'd like to do with these 6 points. One could put more ordnance on the Warden, but as you've pointed out yourself, it will likely end up dead rather quickly, so it might prove to be a waste of resources. I could then maybe squeeze in appropriate Biggs in there, but let's be honest - it's refreshing to every now and then play some Rebels that DO NOT depend on Biggs. ;)

I believe yes he is saying picking a target for your opponent will be difficult, and that yes he would go after Miranda.

A suggestion for the 6pts: Prockets on the A??? and maybe a 1pt movement bomb on the warden just in case

9 minutes ago, ryfterek said:

I'm sorry mate but I don't quite get what you've meant to point out here.

  • The "target priority mess" - do you mean that my list is a mess, that does not have a clear priority on its own, or do you mean that the enemy will have their hard time trying to pick the priority target to focus on?
  • You play Miranda Loads - does that mean that you'd, as my possible enemy, put your focus at Miranda?
  • Dropping TLT from Warden Sq. - I'm not afraid of doing so, but at the same time I'm not sure if there's anything in specific that I'd like to do with these 6 points. One could put more ordnance on the Warden, but as you've pointed out yourself, it will likely end up dead rather quickly, so it might prove to be a waste of resources. I could then maybe squeeze in appropriate Biggs in there, but let's be honest - it's refreshing to every now and then play some Rebels that DO NOT depend on Biggs. ;)

Target priority mess is "which one do i shoot down first" Target Rex and Miranda and Norra will burn you down quickly, target the others and you're rolling less dice, Good for you, bad for them!!

Yes, i'd focus on Miranda first but that's only because i don't know how to play against an Arc but the dial is a little less slippery than the Slamming K wing.

You could always upgrade the A wing to a named pilot (like Arvel with A-Wing Test Pilot Proton Rockets Autothrusters Snap Shot) or amend the K wing to Miranda (Miranda Doni, Twin Laser Turret, Jan Ors {for help surviving when you slam away!!} Advanced SLAM)

Hello, community!

As promised, I'm back with the first impressions regarding the list(s). I won't make it to a lengthy battle report, for the games I've played were quite sloppy and rather casual. Still, to put the squadron out of the complete void, let me tell you that I've test-flown it against an Imperial trio of Vader, Inquisitor and Tomax.

First of, let me tell you - disregard the other list I've proposed in here. I might not have discovered a groundbreaking squad whatsoever, but the Norra & Generics variant of it falls apart in vain quickly. Why is that so, I'll get back to a bit further in the post. But it is mainly due to some given up advantages of the initial concept.

Now, to begin with the core the essence of the matter - it seems like one can quite easily throw a game before a single dial is rotated at all. Rocks placement and the setup are of huge importance. The three factors I've identified so far are:

  • For Miranda , you seek for an obstacle cluster you can set up a deadly trap in with your bomb(s);
  • On the other hand, your comboing Norra cannot afford to miss many green manoeuvres, so such cluster is her natural enemy;
  • Albeit the above, Rex has to be able to flank and to do so at the correct moment.

All of the above might not be the easiest to reconcile, nevertheless, I believe it's possible, although I'm not experienced enough to try to put here how to do so the very best way. I'm open for and eager to read your input, folks.

Personally, I've stricken for a diagonal-ish set of asteroids, which offered me some tight passages to mine with Miranda , triangular open spaces on the sides of it where Norra could manoeuvre painlessly, and some cover for the approaching Rex. I've set up with the TIE close to the edge with the asteroid belt closer to my side of the table, ARC to the other, open-space edge and K-wing in the middle.

Now, the first contact with the enemy will be of a great importance. Perfectly, I'd like to set up Rex in a spot where he can reach one of the foe's big threads a turn ahead, without drawing much fire on himself at the same time. This comes from his low PS of 4, which doesn't even put his shots ahead of all of the generics. If you're able to land the condition card before all the hell breaks loose, it might make all the difference for one of the girls in the upcoming turn(s).

The strategy I've tried to lay on the table yesterday, with bomb-carrying Miranda was to close shut one of the approach routes for the enemy with the Cluster Mines, hopefully forcing him to take damage or make a detour. Norra was to cut through the belt quickly and use the rear arc to spray some chaos from the other side of it. For the TIE, its supportive nature in the list makes him an opportunist and a natural blocker. I've tried to keep the priority target in his arc though, hoping that I could shut down at least one enemy ship before the colourful TIE leaves the table.

I'm not going to go over turn-by-turn decision-making process, also because I didn't take many notes on it. The overall strategy seemed to be consistent though, and I did lay a victory, even if with help of the enemy from his poor judgment of whether or not he will make it through the asteroid on two occasions. What has been pointed out by @taulover55 already, the target priority against the list is hard to establish, while the regen on two of the ships demands the enemy to make up their mind quite quickly or else they are going to waste their attacks.

Precisely these last points are what the other list is missing - the Warden Sq. cannot make a painless bombing trip like Miranda can. With only one named pilot, the A-wing-variant is far easier to take apart piece by piece. Also, the Snap Shot begs for a quick approach to R1, while the other ships prefer to keep their range, so the A blows up at once in the focused fire.

So, the ARC-K-TIE list it is for now. Back to the squad building part now - do you think I should keep the bid, or should I spare this one additional point at Norra' s crew slot (Kyle and C-3PO say hello)? Would you maybe change the K from bomb- to a torpedo-carrier?

Edited by ryfterek

Bombs are outrageously good in the current meta. But if you are thinking of switching over to missiles on Miranda, drop Sabine, get Rey and use that last point to change cluster mines into homing missiles.

And I would also highly consider switching Advance Slam to either Long Range Scanners or Guidance Chips.

Edited by Fozzyman