First time Resistance/Rebel.

By MHamerR8, in X-Wing Squad Lists

This will be my first attempt at a rebel list.

Rey - Expertise, C-3P0, Finn, MF(Evade)

Captain Nym - Intensity, Synced Turret, Bomblet Generator, Havoc, FCS, Genius.

Not sure what to expect but i figured Rey will be just floating around causing them to guess where my arc will end up. Im not a fan of the sloop so, i will stick with the evade title card. With a bit of defensive abilities.

Nym will be the baiting. Bait and drop with the bombs. His pilot ability will come on handy of trying to get them to a position of something more prefered to my ships.

Ill be testing it out this week.

Hello, fellow Rebel pilot!

One can easily not be a huge fan of the sloop title. I can see that easily, I get it. But at the same time, it has to be acknowledged that the YT-1300 Rey pilot card, Finn crew card, and the new Millenium Falcon title card were all made to reference that one particular scene of The Force Awakens and are so much meant to run alongside. Your reasoning for Rey is to make "them to guess where my arc will end up" but there's hardly any guessing to that, without the slooping Falcon that is, I'm afraid. What makes "the garbage" really unpredictable is its ability to suddenly start chasing you rather than to be chased. And carrying around 5 points worth of traitor and not to be able to put him to use under pressure of a pursuit is a waste of resources.

If you're not big into the new take on the Falcon, perhaps either of the (release-wise, plot-wise these are younger) old Chewie or old Han would be a pilot more to your taste? If you haven't bumped across that yet, a certain build of it has been flown by Xwing Junkies' Mike to a respectable success, consisting:

Han (OT) - Lone Wolf, C-3PO, Rey, MF (OT)

As for the Scurrg, I lack any solid experience both flying and facing it, yet having flown many turret carriers I can tell that the Synced Turret does not seem to be a viable choice of weapon for close to any ship.

Edited by ryfterek
1 hour ago, ryfterek said:

As for the Scurrg, I lack any solid experience both flying and facing it, yet having flown many turret carriers I can tell that the Synced Turret does not seem to be a viable choice of weapon for close to any ship.

I CAN help in that regard. @MHamerR8 Your Scurgg build is actually fairly standard, and fairly effective. Using FCS to get a Target Lock at range before closing into turret range is a sound plan, especially as FCS allows you to spend the target lock to mod dice, then reacquire afterwards; I don't know how much mileage you'll get out of Intensity, however. While the Barrel Roll is a nice touch, it's only peripherally useful. With Expertise on Rey, I would suggest Lone Wolf on Nym. I would also recommend changing FCS for Adv. Sensors. This is due in large part that while the Scurgg IS more manoeuvrable than the Y-Wing, they are still red moves, and not having mods sucks. You'll lose your free mods on Synced Turret, but give yourself better odds in the long run, especially if you take up Lone Wolf.

I ran a Lok Revenant with Rage, Inspiring Recruit, & Long Range Scanners, which allowed me to Target Lock someone from the outset, and then constantly have mods to burn them down with. This was improved by the fact that if ever I knew my opponent was going to be in my arc, I could choose not to Rage, and simply take a focus or Barrel Roll. Another note: If you have the option of 3-dice + reroll, over 4 naked, take the 3 + rerolls.

The Scurgg itself is still being experimented with and tested by many of us, but I can tell you from experience that I would take it over a Y-Wing any day of the week. It serves a similar role, but with more options, better health, and a far more manoeuvrable dial. As a final note: The Scurgg is an AGGRESSIVE ship. It seems to serve best by mixing it up in the fray, rather than trying to stay outside of it.