Is there a viable high PS Rebel Alpha Strike list?

By BCooper85, in X-Wing

These are some great ideas, but some are running the Miranda and kinda go against the whole "Aces" mantra. I'm trying to get these guys together with Harpoon on an A-Wing and Protons on an X and B wing. Anyway, with this hope in mind, I've been toying with a squad that is great and actually looks like a Star Wars game to the uneducated and that's refreshing: VI Wedge, VI Push Tycho, and VI, Adv. Sen. Numb.

It seems trying to get a Rebel Aces list together that has an alpha punch is akin to getting an Imperial Bombing list together, if it's even possible.....

1 hour ago, clanofwolves said:

These are some great ideas, but some are running the Miranda and kinda go against the whole "Aces" mantra. I'm trying to get these guys together with Harpoon on an A-Wing and Protons on an X and B wing. Anyway, with this hope in mind, I've been toying with a squad that is great and actually looks like a Star Wars game to the uneducated and that's refreshing: VI Wedge, VI Push Tycho, and VI, Adv. Sen. Numb.

It seems trying to get a Rebel Aces list together that has an alpha punch is akin to getting an Imperial Bombing list together, if it's even possible.....

Scimitar pilot x5 =100 points

seismics

extra munitions

LRS

5 hours ago, BCooper85 said:

I've been listening to the latest 186th podcast where my friend Dale talks about his top 4 finish in the French Nationals (well done again mate!) and his list sounds great, it's basically Vader, Kestrel and Quickdraw with VI and Cruise Missiles.

My question is this, is there a viable rebel alternative (3 ships, ps10/11, alpha strike)? I'm not sure there is to be honest but thought I'd ask the question :)

It's absolutely possible, I've done it. I've yet to lose with this list after around 10 games, I even beat a PS10 Nym/ PS11 Dengar list with it, but that doesn't mean it's a meta-killer. Like any alpha list, it'd struggle against FRS 2.0. There's some real target priorities with this list, you don't want to leave any of them alive. Each one gets a heavily modified ordnance shot. If they don't erase a ship on the first round of firing, they've seriously crippled something and Nym's ABT + Bomblets threat prevent them from getting behind your list. It doesn't fall down as much as you'd think after the initial encounter, but a PS11 alpha strike into Airen could certainly put you in a very bad spot. The usual sequence is:

  • Airen -> give TL or focus to Wedge
  • Nym -> already has TL from LRS, which does telegraph your target, but means he gets TL/Focus
  • Wedge -> Has TL/focus due to Airen, only stress with R3-A2 if you feel you may not get the kill shot

I've been working on a variant with Jake instead of Wedge and a few other changes, which I think is just objectively better, the only concern is Jake getting erased by PS10+ beforehand, but that's fairly unlikely. I also like the idea of Horton instead of Wedge, as someone posted above.

Captain Nym (Rebel) (30)
Veteran Instincts (1)
Autoblaster Turret (2)
Cruise Missiles (3)
Bomblet Generator (3)
Accuracy Corrector (3)
"Genius" (0)
Long-Range Scanners (0)
Havoc (0)

Wedge Antilles (29)
Adaptability (0)
Proton Torpedoes (4)
R3-A2 (2)
Guidance Chips (0)

Airen Cracken (19)
Veteran Instincts (1)
Cruise Missiles (3)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

2 hours ago, clanofwolves said:

These are some great ideas, but some are running the Miranda and kinda go against the whole "Aces" mantra. I'm trying to get these guys together with Harpoon on an A-Wing and Protons on an X and B wing. Anyway, with this hope in mind, I've been toying with a squad that is great and actually looks like a Star Wars game to the uneducated and that's refreshing: VI Wedge, VI Push Tycho, and VI, Adv. Sen. Numb.

It seems trying to get a Rebel Aces list together that has an alpha punch is akin to getting an Imperial Bombing list together, if it's even possible.....

To be fair, if we're defining Aces as any pilot with high PS, repositioning, damage output, and general bad-assery...
Rebel Aces that are playable these days are Corran Horn, Poetensity, Nym, and... Miranda, who checks all of those boxes. She's even got regen.

Is PS 9 the cut-off for you concerning Aces? If so, fair - if not, Miranda has got everything (until the FAQ).

Just now, Rinzler in a Tie said:

To be fair, if we're defining Aces as any pilot with high PS, repositioning, damage output, and general bad-assery...
Rebel Aces that are playable these days are Corran Horn, Poetensity, Nym, and... Miranda, who checks all of those boxes. She's even got regen.

Is PS 9 the cut-off for you concerning Aces? If so, fair - if not, Miranda has got everything (until the FAQ).

For the purposes of this thread I mean anything that can reach PS10 or 11, probably should have made that clear!

I took Airen, Wedge & Nym to second place at a store champs the week that Nym became legal. Never flown any alpha strike squad before (although I had used my beta strike squad (Porkins, Dutch & Hobbie) quite a bit; never flown Nym or Airen before that day.

I'd even beaten the eventual winner in the final round of Swiss only to be out-flown in the final.

A very good day, but Nym felt too...dirty...for me to be happy with using the list again.

Something like this maybe :)

Airen Cracken — Z-95 Headhunter 19
Veteran Instincts 1
Cruise Missiles 3
Guidance Chips 0
Ship Total: 23
Lieutenant Blount — Z-95 Headhunter 17
Veteran Instincts 1
Cruise Missiles 3
Guidance Chips 0
Ship Total: 21
Dash Rendar — YT-2400 36
Veteran Instincts 1
"Mangler" Cannon 4
Cruise Missiles 3
Rey 2
Engine Upgrade 4
Outrider 5
Ship Total: 55
1 hour ago, Gilarius said:

I took Airen, Wedge & Nym to second place at a store champs the week that Nym became legal. Never flown any alpha strike squad before (although I had used my beta strike squad (Porkins, Dutch & Hobbie) quite a bit; never flown Nym or Airen before that day.

I'd even beaten the eventual winner in the final round of Swiss only to be out-flown in the final.

A very good day, but Nym felt too...dirty...for me to be happy with using the list again.

Lol...I can identify with this emboldened part. I ran the above list in a store kit tourney and faced that Dengar/Nym list I mentioned twice, 5 snap/crack A-wings, an FSR variant (no Low), TIE/d defenders and Dash/Poe (plot armor). I lost my swiss game to that Dengar/Nym list, but figured out the proper target priority after that (Dengar dies first!) when I beat it in the cut to top 4. Other than that, I was never worried any point in any other matchup. Bomblets + ABT, even on Rebel Nym and without Advanced Sensors, was a terror.

I think any high PS ship that doesn't rely on Auto-thrusters or Lightweight Frame that can take a cruise missile and Guidance Chips for great effect. High PS actually makes most TR-required ordnance easier to get off, since it is so much easier to the TL you need. And the Cruise missile+guidance chips is such a cost effective combo.

On Miranda 6 attack dice, with a TL and the aid of guidance chips. That is nasty. My very quick calculations put that at about 5.5 expected hits. Add etra munitions and do that twice.

It is of course not a sure thing.

Of course the ships that have a missile slot and don't pretty much demand a different modification on the rebel list, pretty much is K-Wing, Nym, and the Z-95.

Of course you can do something similar with plasmas torpedoes, but they are quite as good.

I am a personal fan of this build:

X-Wing: · Wedge Antilles (29)
Adaptability (Increase) (0)
Proton Torpedoes (4)
Guidance Chips (0)
X-Wing: · Wes Janson (29)
Veteran Instincts (1)
Proton Torpedoes (4)
Guidance Chips (0)
X-Wing: · Luke Skywalker (28)
Veteran Instincts (1)
Proton Torpedoes (4)
Guidance Chips (0)
-- TOTAL ------- 100/100p. --

51 minutes ago, Hrathen said:

Of course the ships that have a missile slot and don't pretty much demand a different modification on the rebel list, pretty much is K-Wing, Nym, and the Z-95.

Don't discount the A-Wing! It may want Autothrusters, but like someone else said, Airen is pretty much an auto-include in a Rebel alpha list, which means someone like Jake or Tycho can get their TL+focus mods for any missile of their choice.

I've run a list similar to this a few times (just waiting on harpoons, sigh...):

Ten Numb (31)
Veteran Instincts (1)
Advanced Sensors (3)
Tractor Beam (1)
Bistan (2)
B-Wing/E2 (1)

Wedge Antilles (29)
Adaptability (0)
Proton Torpedoes (4)
BB-8 (2)
Guidance Chips (0)

Airen Cracken (19)
Veteran Instincts (1)
Harpoon Missiles (4)
Guidance Chips (0)

Total: 98

View in Yet Another Squad Builder

It's pretty fun but unfortunately none of the ships are particularly good in the end game. Ten is cool but he is what he is sadly.

So I'm considering taking this to a local tournament this weekend:

Wedge Antilles (29)
Adaptability (0)
Plasma Torpedoes (3)
Guidance Chips (0)

Airen Cracken (19)
Veteran Instincts (1)
Cruise Missiles (3)
Guidance Chips (0)

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
Plasma Torpedoes (3)
R2-D2 (4)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

If I can alpha strike Corran's worst threat, he can should have a really good end game.

Unfortunately, this list is 100 points, and the only way to get Wedge a droid, is to take Corran's torps.

12 hours ago, Rinzler in a Tie said:

Why Horton? I ask because this is the second list posted here with him in it.

Because ps10, because his pilot ability (reroll blanks at range 2 to 3), because extra munitions slot, because classic, because good dials are for noobs!

1 hour ago, TBot said:

Because ps10, because his pilot ability (reroll blanks at range 2 to 3), because extra munitions slot, because classic, because good dials are for noobs!

I don't get the PS 10 thing but I like where your head is at

13 hours ago, hawk32 said:

Roark Garnet (19)

Green Squadron Pilot (19)

Green Squadron Pilot (19)

Green Squadron Pilot (19)

View in Yet Another Squad Builder

This is exactly what I was going to post!

One possible variation is giving one GSP Wingman instead of ST - to help Roark keep up (but then you don't get to TLT at 12).

Or another variation, dropping the TLT and one GSP for Biggs with R2-D6, Swarm Tac, Plas Torps and IA - to possibly keep you at 12 for a turn longer, because you're really going to need it after the ordnance is gone.

Edited by ABXY

I've been playing this Rebel Alpha-strike list for quite a while with great success:

46 Miranda w/ TLT, C3P0, HomingM, Bomblett, Chips.
25 Airen w/ VI, HomingM, Chips.
14 Rex.
15 Prototype w/ Refit.
0 Initiative.

Rex and the Prototype are running interference to control the engagement via blocks (Rex is also just super annoying). Airen can then smash someone with a double modded 4-dice missile, pass a TL off to Miranda, who then follows up with a 5-dice triple-modded missile. Miranda will then just cleanup in the endgame.

I like it because I'm yet to run into any incredibly difficult matchups. RAClow is probably the hardest matchup, but even that is totally winnable. There's been several games where I've killed Dengar with a single 2 missile volley (it feels good). Also when the Scum aces pack drops you'll save 2pts switching the Homing Missiles to Harpoons (which can be EM on Miranda).

Edited by CRCL