800(797) points of Alien Loving Rebel Scum

By Deuzerre, in Army Building

This is my first attempt at a 800 points list for the rebs. It is limited to the content available for now, with two core boxes and a speeder box.

As a commander, no surprises there: Luke skywalker. I gave him Force reflexes and Jedi Mind Tricks.
The point of luke in this shape is to have him follow the grunts, suppressing Imperial troops on their wake, while potentially surviving a fight with his daddy thanks to the dodge. More probably on the center of the board to provide anty-rout courage to the troopers in case of first round routs thanks to AT-STs and their mortars, and intended to charge troopers more than fighting his brute of a father head-on.
Total: 180 points

The core of the army is a blob of 4 squads of rebel troopers, all with additional trooper. One of them has an Ion trooper, and two of the squads have concussion grenades (mostly for testing puposes). The ion trooper squad will be on the flank of the blob, on the side where the opponent deploys his jetbikes to ionise them and slow them down. The other ones will be rushing the objectives. Concussion grenades are there because just a single one from the squad reduces the whole cover of the target down to 0, which is a great way (in theory) to enhance the short range firepower of the already rather good at shooting Rebs. Ideally, I'd have 5 squads of 4, but then I am missing a squad leader for that ...
Total: 242 points


Then there are two AT-RTs with laser cannons. Simple long range fire support. Not necessarily intended to shoot down AT-STs (I beleive it to mostly be a waste of ressources to do that) but more to inflict losses and suppression to enemy troopers first, maybe bikes, right from the start to allow me to secure objectives more easily. Afterwards, they'll focus on finishing already damaged squads or non-dodging Vadors, tanking flanking positions, or rushing at imperial troopers to stomp them.
Total: 180 points

Finally, a single T-47 airspeeder with AX-108 ground buzzer. The ground buzzer is pricy but allows decent firepower to be provided and makes it harder for the opponent to move out of predictable Line of Sight. I didn't pick Wedge antilles because we can already pivot 90° so being able to pivot 180° (I know, it says 360... But there's no practical difference) isn't a massive difference and already allows you to turn around with the compulsory move + pivot. The idea is to head for the targets I want to down from the flank while suppressing targets of opportunity with the ground buzzer.
Total: 195 points

Army total: 797 points



Points I would appreciate people to comment on with their own experience ideally:
- Do you think a comms jammer is a good choice with the airspeeder? I considered it, but its range 1 makes it complicated to put in practice I beleive. Unlike the bikes that can somewhat be considered as cheap with the jammer and as an harassment tool, the airspeeder is more of a hunter-killer and costly already. Apart from slightly shuffling the orders of the opponent, I think it may hamper its missions to try to alter your directions to get closer to some units just to make them more difficult to control.
- Any experience with concussion grenades? I like grenades with imperials because of the black die instead of the white ones at short range, especially impact grenades that synergise well with Precise 1, but I think concussion may be the better choice for Rebels and their better die overall.
- 4x5 men squads or 5x4 men squads for you? Ground control/order pool drowning or individual resilience?
- Did the math for the Z-6 trooper and while throwing more dice around allows for a better chance of crits, I beleive paying 12 points (10 for the trooper holding it) for this weapon isn't really that great since rebel troopers don't have surge to hit. It's only one out of four dice that will potentially do damage. Any good experience with them?
- What do you think of this "support and survive" luke over precise 1 with scope? I also considered Force push to keep daddy away or dislodge troopers out of cover. Anyone had success this way?
- Mathematically, AT-RTs with rotary blasters are better and cost less than ones with Laser cannons, and I'm sort of wasting their armour-piercing power at the moment. But I find them more versatile and imposing stress on the first round worked great in the lower point games I played before. I also figure larger play area means range is more important. Any feedback on this?
- AT-RT with flamethrower: I fear them to be rather hit-or-miss, heavily punished by positioning, lack of targets, and ease for the opponent to simply out-manoeuver you. Any feedback?
- Regarding troopers: I went really light on heavy weapons because I don't feel they're worth the cost really when rebs' already have black die to throw at the opponent as standard, compared to imperials that need them to actually do damage. Am I sort of right? Do you guys just pick them for added hit points?

Edited by Deuzerre
4 hours ago, Deuzerre said:

This is my first attempt at a 800 points list for the rebs. It is limited to the content available for now, with two core boxes and a speeder box.

As a commander, no surprises there: Luke skywalker. I gave him Force reflexes and Jedi Mind Tricks.
The point of luke in this shape is to have him follow the grunts, suppressing Imperial troops on their wake, while potentially surviving a fight with his daddy thanks to the dodge. More probably on the center of the board to provide anty-rout courage to the troopers in case of first round routs thanks to AT-STs and their mortars, and intended to charge troopers more than fighting his brute of a father head-on.
Total: 180 points

The core of the army is a blob of 4 squads of rebel troopers, all with additional trooper. One of them has an Ion trooper, and two of the squads have concussion grenades (mostly for testing puposes). The ion trooper squad will be on the flank of the blob, on the side where the opponent deploys his jetbikes to ionise them and slow them down. The other ones will be rushing the objectives. Concussion grenades are there because just a single one from the squad reduces the whole cover of the target down to 0, which is a great way (in theory) to enhance the short range firepower of the already rather good at shooting Rebs. Ideally, I'd have 5 squads of 4, but then I am missing a squad leader for that ...
Total: 242 points


Then there are two AT-RTs with laser cannons. Simple long range fire support. Not necessarily intended to shoot down AT-STs (I beleive it to mostly be a waste of ressources to do that) but more to inflict losses and suppression to enemy troopers first, maybe bikes, right from the start to allow me to secure objectives more easily. Afterwards, they'll focus on finishing already damaged squads or non-dodging Vadors, tanking flanking positions, or rushing at imperial troopers to stomp them.
Total: 180 points

Finally, a single T-47 airspeeder with AX-108 ground buzzer. The ground buzzer is pricy but allows decent firepower to be provided and makes it harder for the opponent to move out of predictable Line of Sight. I didn't pick Wedge antilles because we can already pivot 90° so being able to pivot 180° (I know, it says 360... But there's no practical difference) isn't a massive difference and already allows you to turn around with the compulsory move + pivot. The idea is to head for the targets I want to down from the flank while suppressing targets of opportunity with the ground buzzer.
Total: 195 points

Army total: 797 points



Points I would appreciate people to comment on with their own experience ideally:
- Do you think a comms jammer is a good choice with the airspeeder? I considered it, but its range 1 makes it complicated to put in practice I beleive. Unlike the bikes that can somewhat be considered as cheap with the jammer and as an harassment tool, the airspeeder is more of a hunter-killer and costly already. Apart from slightly shuffling the orders of the opponent, I think it may hamper its missions to try to alter your directions to get closer to some units just to make them more difficult to control.
- Any experience with concussion grenades? I like grenades with imperials because of the black die instead of the white ones at short range, especially impact grenades that synergise well with Precise 1, but I think concussion may be the better choice for Rebels and their better die overall.
- 4x5 men squads or 5x4 men squads for you? Ground control/order pool drowning or individual resilience?
- Did the math for the Z-6 trooper and while throwing more dice around allows for a better chance of crits, I beleive paying 12 points (10 for the trooper holding it) for this weapon isn't really that great since rebel troopers don't have surge to hit. It's only one out of four dice that will potentially do damage. Any good experience with them?
- What do you think of this "support and survive" luke over precise 1 with scope? I also considered Force push to keep daddy away or dislodge troopers out of cover. Anyone had success this way?
- Mathematically, AT-RTs with rotary blasters are better and cost less than ones with Laser cannons, and I'm sort of wasting their armour-piercing power at the moment. But I find them more versatile and imposing stress on the first round worked great in the lower point games I played before. I also figure larger play area means range is more important. Any feedback on this?
- AT-RT with flamethrower: I fear them to be rather hit-or-miss, heavily punished by positioning, lack of targets, and ease for the opponent to simply out-manoeuver you. Any feedback?
- Regarding troopers: I went really light on heavy weapons because I don't feel they're worth the cost really when rebs' already have black die to throw at the opponent as standard, compared to imperials that need them to actually do damage. Am I sort of right? Do you guys just pick them for added hit points?

I dont have that many games under the belt yet, so take what I say with a grain of salt, but here is my 2 cents anyway.

1) I have not yet tried to play with a comms jammer, so cant comment on that

2) Concussion grenades are good, but I only take them if I have some points left over. I also believe that they are strong in objective based matches where the opponent are forced to move close to you. Its not always possible to get i to rnage before you get blown to **** though. I mostly prefer to use my points elsewhere.

3) I usually run 4 squads in my lists (I have 1 with 5 for more activations). But I also run with 2 ion guns, since being able to shut down an AT-ST for an entire round is really powerful. And the extra guy beefs up ypur squad a bit. With that said, I need to test 5x mostle naked squads to see how they do.

4)I don't think the point of the Z-6 trooper is doing damage, but to spread supression. Use all guys except z6 on a squad and the z6 on a second squad to supress 2 troops at the same time

5) I prefer to either run Luke naked or with Battle meditation (so I dont have to spend points on long range comms). It just frees up alot of points elsewhere

6) I highly prefer the Rotary blasters, simply because they throw 5 black dice. Sure you might have 1 extra range on the laser canon, but its only 3 dice. Very rarely have I seen it do more than a dent in an AT-ST, and its not like the rotary blaster wont work on vehicles at all

7) Im not a big fan of the flamethrowers. That splash seems tempting, but I find it very hard to get into range. Ofc you can set it up near objectives behind cover, but as you said, people can outmanouver you.

8) as said earlier, I really love Ion troopers. If yoy can shut down an at-st with 2 ion tokens or just give it 1 less activation thats really huge. The Z-6 troopers might be good to sprrad supression against a troopet heavy opponent, but I prefer to just ad 1 extra trooper. And remember, if you add an Ion trooper for example, he can still shoot with a blaster rifle like the rest of the squad

Thats my 2 cents, hope it was helpful

Edited by Oceanemotion2

I like more units - better activation advantage, harder for your opponent to kill them (as kills will be wasted finishing off depleted squads) and more potential objective scoring.

On the z6, consider that all dice have the same crit chance (1/8), which bypass cover. You'll struggle to get more than 2 hits anyway, so crits are a significant portion of your damage output.

The other use of the z6 is if you accept that the chance of killing stormtroopers is already low and really depends on crits, you can split fire between two enemy units to hand out more suppression without much decrease in damage.

That's my reasoning anyway :)

Yeah, I see sort of the point of the Z-6 now... Just seems underwelming, but it's true that splitting fire can be somewhat effective.