My first Rebel List (Arcs and Ezra)

By Ryuneke, in X-Wing Squad Lists

I’ve never flown Rebels because…Rebels.

Now i want to try out this faction.

Shara Bey (28)
Wingman (2)
Weapons Engineer (3)
M9-G8 (3)
Alliance Overhaul (0)

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

Ezra Bridger (Sheathipede) (17)
Snap Shot (2)
Hera Syndulla (1)
R3-A2 (2)

Total: 99

I really like the action economy here and the implementation of Wingman.

Sharas requiring 2 locks on the squadmembers and asap on the enemy. Norras Ptl and gets rid of stress due to wingman. With wingman you have the dial open for the next round. Ezra is doing Ezra things.

Shara might be the first target and can go down quite fast...dunno.

what do you think?

Edited by Ryuneke

I really like your combo here. In fact there isn't really anything I would change. Could be a whole lot of fun.

Are you using the M9 locks on your ships or your opponent's ships? Because Shara's ability would be redundant if you were locking your friends. However, if you locked your enemies, or maybe one enemy and Ezra, it seems very effective.

52 minutes ago, Greebwahn said:

Are you using the M9 locks on your ships or your opponent's ships? Because Shara's ability would be redundant if you were locking your friends. However, if you locked your enemies, or maybe one enemy and Ezra, it seems very effective.

Locking the enemies asap. Keeping Norra locked means she has one reroll and can spend her own TL to trigger her ability. Do you think I should use a different EPT on Shara?

Edited by Ryuneke

Actually, I like the use of Wingman. You don't see it often and it opens up the dial for Nora, but it does bring up an efficiency conflict.

The problem is R2-D2. That's a great pairing for Nora because you are doing a green to get rid of stress AND regenerating a shield, but you may not need to do the green at all if you have no stress. Now you are doing a green just to regen. Still, it's nice to have those options. I'm just not sure if it is worth the 2 points in that situation.

Do people usually leave Nora for last? If so, I think Wingman is worth it because you can get in an early K-Turn with her.

WE/M9 is a wicked strong combo when you've denied your opponent the ability to activate their focus results (through Stress via Ezra here; I've been playing with a standard Fenn Rau and WE/M9 Braylen backing up a standard Poe).

Wingman is an interesting choice: it'll open up the hard whites on Norra's dial early-game, which is really handy. There isn't a huge need for a bid in this list, I don't think, so let's presume the full 3 points are available. One choice would be Predator, to take advantage of the fact that Shara probably isn't spending her own locks that often. Another thought would be to add Vectored Thrusters to Shara, and then something like Crack Shot or Adaptability. Or perhaps either Selflessness or Draw Their Fire. That'd help prevent your opponent from focusing down Norra early. I'd give one of these a try for a few games, to see how much you'd been taking advantage of Wingman. If you find you're missing it, if you can't fly the way you like, perhaps it is better.

Oh, I think Wingman is a great choice! Though Predator could be very good because Shara loses her lock to Norra.

And locking your opponent would be good - one lock on opponent to mess with their attack AND share with Norra, boosting her offense, and one lock on Ezra so he hits on his shots.

The efficient use of the TLs is that Norra uses one for rerolls and one to add an eyeball. Wither Shara should keep the other as defence or spend it on rerolls on her own shot is very circumstantial (If the locked enemy is higher PS, you get to do both).

Using a TL from Shara to reroll only one die from a friendly ship instead of all of her own is not efficient.

IMO, the key to Norra & Shara is keeping the moving parts to a minimum, too many handshakes and between three ships to boot is just too hard to make work in real life.

Which is why I have serious doubts about Fenn as the third ship. And I dont think Wingman is the way to go, as having to stay within R1 and not R2 complicates things even further (also, it is not efficient when you have R2-D2 as previously mentioned).

I am tinkering with another option for the third ship:

Arvel Crynyd, Chardaan refit, A-wing test pilot, Intimidation (23 pt total).

Good as a blocker, distraction, fast flanker, and compliments the hard hit of the ARCs well but it is not essential. And there are actually many things he can go hunt on his own, especially if the attention is devoted to the ARCs.

you really don't need Shara if you're rolling with m9g8, and I think the utility from wingman is sharply reduced due to the range 1 limitation. The utility you get from Shara's ability is also coming out of Shara's own action efficiency, so it's more of a lateral buff than an actual increase in efficiency.

the m9g8 wep. engineer ARC I go for is Thane, because his ability gives you either the flexibility to fling locks around or simply gives him offensive punch while he supports your list. If he gets targeted, he's Biggs I guess but at least he's cheaper than Shara

Basically, you're trading the ability to trade away Shara's mods for Thane just generating his own. Keep Norra locked, lock an enemy, don't worry about Ezra because he's a 2-die primary etc, and enjoy two buffed ARCs instead of just putting all your eggs in Norra's one attack.

Now with the four points you've freed up you can put in some more upgrades, though I feel like you'd definitely need to leave a point or two open if anyone you've played with has ever so much as glanced at Dash Rendar.

You could give Ezra Tactician to make him an ungodly pain at ranges 1 AND 2. You could give him Pulsed Ray Shield for yucks. You could even give Thane a torpedo (wouldn't recommend it, though).

Edited by ficklegreendice