Thoughts?
Thoughts on Rebels Current Meta?
14 minutes ago, EbonHawk said:Thoughts?
I feel that overall its in a good place.
However personally i hate the introduction of the dual cymoon fleet (with vader and upgrades) and its impact upon MSU, imp2s were bad enough but at least there was a chance of surviving one volley at long range.
Now i feel like i have to bring a large ship to have to hull to get a shot, cause i cant bring a couple of flotillas for activation padding and im bound to see SaD across the board.
Its frustrating knowing that i cant use activation advantage to get a shot, that i cant hope to survive a long range shot and that with 2 cymoons i cant really arc dodge cause they control too much of the board.
(Cracken and Rieekan help, but their not my favourite commanders)
Its not all bad and not everyone runs a dual cymoon (or raddus, but i rarely verse other rebel players) so im currently waiting for the Dual C fleets to die down before i can get back to flying the fleets i love.
Rebel meta has always been in a good place in my opinion. They have many strong options. Imperial meta on the other hand needs work imo.

As it should. You are the Rebels. You shouldn't be winning any major engagements. Your puny fleet is no match for the might of the Empire.
But, in all honestly, it always seems like it is in a good place. Of course my meta is dictated by an N of 2.
Edited by puntspeedchunkDual Cymoon has seen the rise of Mothma MSU - Foresight and Admo said hello to me in a very bad way recently.
Rebel meta has always felt to be in a better place vs Imperials. Rebels have the Cr-90, Imps have the Raider. Rebels have the assault frigate and the pelta, Imps have the interdictor and the Vic. The ISD and the Quasar save Imps from being completely outclassed, but I think development wise FFG made a few mistakes here and there with the Imperials.
Btw, glad to see MC30s are still used. I haven't seen one in my last 2 tourneys.
21 minutes ago, Sybreed said:Btw, glad to see MC30s are still used. I haven't seen one in my last 2 tourneys.
Be the change you want to see in the world.
5 hours ago, DrakonLord said:However personally i hate the introduction of the dual cymoon fleet (with vader and upgrades) and its impact upon MSU, imp2s were bad enough but at least there was a chance of surviving one volley at long range.
Now i feel like i have to bring a large ship to have to hull to get a shot, cause i cant bring a couple of flotillas for activation padding and im bound to see SaD across the board.
I don't think you need a large ship, i think it's more a matter of having a way to crack an ISD FAST. MC30(s), basically, IMO. And i'll get to the "fighting dual ISD" fleets soon...
14 minutes ago, Ardaedhel said:Be the change you want to see in the world.
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played imps in the last 2 tourneys xD
9 hours ago, Ardaedhel said:Be the change you want to see in the world.
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but hey, I forgot to add that to what I said, next time I play rebels I'll bring one or 2 mc30s for sure.
17 hours ago, DrakonLord said:I feel that overall its in a good place.
However personally i hate the introduction of the dual cymoon fleet (with vader and upgrades) and its impact upon MSU, imp2s were bad enough but at least there was a chance of surviving one volley at long range.
Now i feel like i have to bring a large ship to have to hull to get a shot, cause i cant bring a couple of flotillas for activation padding and im bound to see SaD across the board.
Its frustrating knowing that i cant use activation advantage to get a shot, that i cant hope to survive a long range shot and that with 2 cymoons i cant really arc dodge cause they control too much of the board.
(Cracken and Rieekan help, but their not my favourite commanders)
Its not all bad and not everyone runs a dual cymoon (or raddus, but i rarely verse other rebel players) so im currently waiting for the Dual C fleets to die down before i can get back to flying the fleets i love.
Faced a few Cymoons recently and I have to agree... they're hard ships to fly/fight against especially with Vader re-rolls
They lack a defensive slot which i think helps in taking them down, but I always run an MC-75 atm which as you say can tank that first round. I do find after that though it's a struggle against them, all about luck of the dice.
16 hours ago, eliteone said:Dual Cymoon has seen the rise of Mothma MSU - Foresight and Admo said hello to me in a very bad way recently.
I use Admo with my MC-75, she is a great ship.
Been thinking of using more 30s recently
17 hours ago, geek19 said:I don't think you need a large ship, i think it's more a matter of having a way to crack an ISD FAST. MC30(s), basically, IMO. And i'll get to the "fighting dual ISD" fleets soon...
Yeah, ive found 3 ways to crack an ISD super fast (1-2 rounds). 2 of them have become nigh impossible to use against cymoons.
1) massed trc90s - cymoons take them out at long range (often 2 at a time) and with each one thats destroyed their overall damage decreases, this is were my irritation at how much board they control/the impossibility of arc dodging 2 cymoons comes from.
2) massed ACM HHs with sato - suffers less than the TRC90s due to their often suicidal nature anyway, but still arc dodging the cymoons massive, long range front arc x2 is nigh impossible.
3) a MC30, this one is still somewhat viable, but still end up dying often anyway.
(Oh and squadrons, make that 4 ways)
I find i still need a large ship however for a number of reasons.
SaD, being a carrier, hull, shielding, titles/abilities, etc.
5 hours ago, EbonHawk said:Faced a few Cymoons recently and I have to agree... they're hard ships to fly/fight against especially with Vader re-rolls
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They lack a defensive slot which i think helps in taking them down, but I always run an MC-75 atm which as you say can tank that first round. I do find after that though it's a struggle against them, all about luck of the dice.
Yeah, luck of the dice sucks. What i do is make the mc75 the bait, its large, its powerful, its expensive. Then throw in a couple trc90s/ACM HHs for firesupport and a salvation Neb-b.
2 minutes ago, DrakonLord said:I find i still need a large ship however for a number of reasons.
SaD, being a carrier, hull, shielding, titles/abilities, etc.
MC-75 either one, I prefer the Ordnance Cruiser: Strategic Adviser, Ordnance Experts, EWS, ACM
You could run the Armoured variant with 3 squadrons, 4/3/3/3 shields, 9 hull, and it has access to offensive retros, ordnance slot, and weapons teams.
I'd say for an Armoure: Any officer/ ruthless starts or FC/ BC or EHB or RLB/ EWS/ Ordnance pods
13 minutes ago, DrakonLord said:Yeah, luck of the dice sucks. What i do is make the mc75 the bait, its large, its powerful, its expensive. Then throw in a couple trc90s/ACM HHs for firesupport and a salvation Neb-b.
In my humble opinion luck of the dice wins games over any list or player experience regardless of what the "major players say" if the dice are lucky you can beat anything with anything..
I like the MC-75 plan though, I run one with an MC-30 which i throw in first and once that's down it becomes a slog to get the MC-75 in time, and gods willing the 30 usually takes one down before it dies.
Commander: General Rieekan
[ flagship ] MC75 Ordnance Cruiser (100 points)
- General Rieekan ( 30 points)
- Strategic Adviser ( 4 points)
- Ordnance Experts ( 4 points)
- Early Warning System ( 7 points)
- Assault Concussion Missiles ( 7 points)
= 152 total ship cost
MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 86 total ship cost
GR-75 Medium Transports (18 points)
- Toryn Farr ( 7 points)
= 25 total ship cost
GR-75 Medium Transports (18 points)
- Boosted Comms ( 4 points)
= 22 total ship cost
1 Han Solo ( 26 points)
1 Nym ( 21 points)
1 Gold Squadron ( 12 points)
1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)
1 Corran Horn ( 22 points)
= 114 total squadron cost
I have trouble with squads and list building atm anyway, hard to find something I really like but this is as close as i've been in a while
Edited by EbonHawk30 minutes ago, EbonHawk said:In my humble opinion luck of the dice wins games over any list or player experience regardless of what the "major players say" if the dice are lucky you can beat anything with anything..
I like the MC-75 plan though, I run one with an MC-30 which i throw in first and once that's down it becomes a slog to get the MC-75 in time, and gods willing the 30 usually takes one down before it dies.
Commander: General Rieekan
[ flagship ] MC75 Ordnance Cruiser (100 points)
- General Rieekan ( 30 points)
- Strategic Adviser ( 4 points)
- Ordnance Experts ( 4 points)
- Early Warning System ( 7 points)
- Assault Concussion Missiles ( 7 points)
= 152 total ship costMC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 86 total ship costGR-75 Medium Transports (18 points)
- Toryn Farr ( 7 points)
= 25 total ship costGR-75 Medium Transports (18 points)
- Boosted Comms ( 4 points)
= 22 total ship cost1 Han Solo ( 26 points)
1 Nym ( 21 points)
1 Gold Squadron ( 12 points)
1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)
1 Corran Horn ( 22 points)
= 114 total squadron costI have trouble with squads and list building atm anyway, hard to find something I really like but this is as close as i've been in a while
Urrgh all aces? Why? I mean if thats what you want... i like the rest of the list tho
I can agree on luck of the dice lmao, watch imp 2s throw dice at close range at transport 3 times in a game and not get a single acc? Priceless.
1 minute ago, DrakonLord said:Urrgh all aces? Why? I mean if thats what you want... i like the rest of the list tho
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I can agree on luck of the dice lmao, watch imp 2s throw dice at close range at transport 3 times in a game and not get a single acc? Priceless.
any squad ideas? open to suggestions because I've toyed with the idea of generics but just can't put a bunch together I like
37 minutes ago, EbonHawk said:MC-75 either one, I prefer the Ordnance Cruiser: Strategic Adviser, Ordnance Experts, EWS, ACM
You could run the Armoured variant with 3 squadrons, 4/3/3/3 shields, 9 hull, and it has access to offensive retros, ordnance slot, and weapons teams.
I'd say for an Armoure: Any officer/ ruthless starts or FC/ BC or EHB or RLB/ EWS/ Ordnance pods
Been running MC75s a lot, and found ive liked the armoured version a lot more than the ord,but i dont tend to like close range brawlers anyway, i prefer snipers like the mc80L or MC80H1 assault cruiser
1 minute ago, EbonHawk said:any squad ideas? open to suggestions because I've toyed with the idea of generics but just can't put a bunch together I like
Sure! Lets look at what ace types you like.
36 minutes ago, EbonHawk said:In my humble opinion luck of the dice wins games over any list or player experience regardless of what the "major players say" if the dice are lucky you can beat anything with anything..
I like the MC-75 plan though, I run one with an MC-30 which i throw in first and once that's down it becomes a slog to get the MC-75 in time, and gods willing the 30 usually takes one down before it dies.
Commander: General Rieekan
[ flagship ] MC75 Ordnance Cruiser (100 points)
- General Rieekan ( 30 points)
- Strategic Adviser ( 4 points)
- Ordnance Experts ( 4 points)
- Early Warning System ( 7 points)
- Assault Concussion Missiles ( 7 points)
= 152 total ship costMC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 86 total ship costGR-75 Medium Transports (18 points)
- Toryn Farr ( 7 points)
= 25 total ship costGR-75 Medium Transports (18 points)
- Boosted Comms ( 4 points)
= 22 total ship cost1 Han Solo ( 26 points)
1 Nym ( 21 points)
1 Gold Squadron ( 12 points)
1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)
1 Corran Horn ( 22 points)
= 114 total squadron costI have trouble with squads and list building atm anyway, hard to find something I really like but this is as close as i've been in a while
Right.
Han solo: good ability, but wayy too expensive, get 2 YT1300s for the same price would be my recommendation but some refuse to touch them so you could use Xwings.
Nym: love him but i find hes most effective with a yavaris or RLB fleet, instead bring jan to combo with the YT13s for a seriously messed up ball. Plus save 2pts
Gold squad: if you take my advise with nym then gold squad may go as well for the points. Now u have saved 14pts - 2 Z95s to go with the jan/yt ball.
Shara......shara shara shara..... ok how good are your rolls? Either your counters are good and shes worth the points or your like me and well you constantly roll 3 accs. Same logic applies to all Awing squads and aces. Switch for a Ewing and save 2 points
Tycho: the ability plus scatter means hes a sound choice, otherwise switch for a YT2400.
Use 16more pts on a second yt24.
Corran horn: keep and fly with 2 YT2400s (rogue squad)
So lets see...
2x YT1300
2x Z95
1x jan
1x either shara or Ewing
1xeither tycho or YT2400
1x yt2400
1x corran.
So you have 2 squadron balls- the jan ball and the rogue ball, and you have either a sniper (Ewing) or a strong reactionary squad (shara and/or tycho) to throw around the field.
19 minutes ago, DrakonLord said:Han solo: good ability, but wayy too expensive, get 2 YT1300s for the same price would be my recommendation but some refuse to touch them so you could use Xwings.
I've used a few YT's back in the day and I do enjoy them sounds like a good call bringing them back
19 minutes ago, DrakonLord said:Shara......shara shara shara..... ok how good are your rolls? Either your counters are good and shes worth the points or your like me and well you constantly roll 3 accs. Same logic applies to all Awing squads and aces. Switch for a Ewing and save 2 points
Tycho: the ability plus scatter means hes a sound choice, otherwise switch for a YT2400.
My shara rolls are usually on point it's my Corran Horn rolls that always go wrong, and yeah Tycho is great for peeling away and tying up
19 minutes ago, DrakonLord said:So lets see...
2x YT1300
2x Z95
1x jan
1x either shara or Ewing
1xeither tycho or YT2400
1x yt2400
1x corran.
interesting ball, i like it! I think i'd tweak it too
2x YT1300
1x Jan
1x Xwing
2x Z95
1x Tycho
2x YT2400
1x Rouge Squad
134pts.
Could drop a 95 and the xwing for 2 Ywings for anti ship?
Edited by EbonHawk21 minutes ago, EbonHawk said:I've used a few YT's back in the day and I do enjoy them sounds like a good call bringing them back
My shara rolls are usually on point it's my Corran Horn rolls that always go wrong, and yeah Tycho is great for peeling away and tying up
interesting ball, i like it! I think i'd tweak it too
2x YT1300
1x Jan
1x Xwing
2x Z95
1x Tycho
2x YT2400
1x Rouge Squad
134pts.
Could drop a 95 and the xwing for 2 Ywings for anti ship?
I like it,
i tend to find that unless building a bomber fleet your squads should be wholly focused on tearing apart enemy squadrons, and once you do so then you dont need bomber squadrons as such to attack ships, but i dont know your meta so if you feel like it gives you an edge, go for it!
my advice is to always (whenever possible) include a single Ewing (or corran) just incase you need to snipe that intel squad, or that specific unique, or even with good positioning allowing you to shoot bomber squadrons near escort.
being able to snipe a squadron that the other player is trying to protect can cause the opposing squadron ball to fall apart.
Why would you actively try to decrease the proportion of unique squadrons in a Rieekan list?
I mean, if you're using generics to fill in the gaps in your mostly-unique wing because they're the best fit, that's one thing, but why would you go into list-building with the goal of avoiding synergy with your admiral? I mean, if you prefer non-uniques, that's cool and totally your prerogative... but then you should save the points on Rieekan who isn't doing much for you and switch to an admiral like Dodonna to take advantage of those non-unique bombers you bought with all the points you saved by going generic.
Which brings me to my second point:
33 minutes ago, DrakonLord said:2x YT1300
2x Z95
1x jan
1x either shara or Ewing
1xeither tycho or YT2400
1x yt2400
1x corran.
Where is your offense? You spent 130 points on squadron defense.
5 minutes ago, Ardaedhel said:Why would you actively try to decrease the proportion of unique squadrons in a Rieekan list?
I mean, if you're using generics to fill in the gaps in your mostly-unique wing because they're the best fit, that's one thing, but why would you go into list-building with the goal of avoiding synergy with your admiral? I mean, if you prefer non-uniques, that's cool and totally your prerogative... but then you should save the points on Rieekan who isn't doing much for you and switch to an admiral like Dodonna to take advantage of those non-unique bombers you bought with all the points you saved by going generic.
Which brings me to my second point:
Where is your offense? You spent 130 points on squadron defense.
Because since rieekans nerf its nowhere near as important anymore????
Yes you still want uniques, but i would rather use rieekans ability on ships nowadays.
130pts of squadron defense? Hahahaha this is one of my fav sqd lists and ive taken down (foolishly placed) imp stars with just the squadrons.
I dont see 130pts of defense, i see 59pts of sqd defense and 54pts of sqd attack with a 17pt flexible unit.
Edited by DrakonLordJust now, DrakonLord said:Because since rieekans nerf its nowhere near as important anymore????
Yes you still want uniques, but i would rather use rieekans ability on ships nowadays.
130pts of squadron defense? Hahahaha this is one of my fav sqd lists and ive taken down (foolishly placed) imp stars with just the squadrons.
I dont see 130pts of defense, i see 59pts of sqd defense and 59pts of sqd attack with a 17pt flexible unit.
I was just typing something similar, as a Rieekan player since the MC-30 wave I agree I rarely keep a squad alive unless it's early game purely because as Drakon says save it for a ship! You do want Aces though, but not as many just some core ones which you can have the option to zombie,
2 minutes ago, EbonHawk said:I was just typing something similar, as a Rieekan player since the MC-30 wave I agree I rarely keep a squad alive unless it's early game purely because as Drakon says save it for a ship! You do want Aces though, but not as many just some core ones which you can have the option to zombie,
To help explain my thought processes
Round one: nothing happens
Round 2: early engagements, highly unlikely for anything to die unless opponent alpha strikes a specific target squad
Round 3: in this case shara would die, but ships arent in danger so zombification
Round 4: either ships are in danger or corran is in danger, some generics would of died by now.
Round 5: ships take rieekan priority, all enemy squads should be gone by now, usual expected casualties: shara, corran, 2 yt24s, 1-2yt13s. Remaining squads go gang up on the best target.
Round 6: disengagement