[2E] [Rebel] No Republic yet, so Rebels will do.

By Ryfterek, in X-Wing Squad Lists

Willing to field this Republic flavoured full I4 squad as my first 2E experience. The frame idea besides the fluff is to provide my favourite 1E pilot (Norra, except now it's Shara, oh well) with a strong setup allowing to take full use of her ability. From the very beginning, she's able to obtain quite crazy action economy. Full squad, she can come into the fight with TL+Focus+Evade. With good setup you can even stock her up with two TL+Focus sets to use in one turn!
Once a wingman goes down, she can still use the other one to keep going with the native combo. As a last resort, carrying the old man Saw onboard lets her push her limits (hehe) to hopefully push through some game-winning, devastating crits.
"Dutch" Vander — Y-Wing 42
Ion Cannon Turret 6
R4 Astromech 2
Conner Nets 6
Veteran Turret Gunner 8
Ship Total: 64
Shara Bey — ARC-170 53
Expert Handling 2
Saw Gerrera 8
Veteran Tail Gunner 4
R3 Astromech 3
Ship Total: 72
Garven Dreis — ARC-170 51
Expert Handling 2
Jyn Erso 2
Veteran Tail Gunner 4
R3 Astromech 3
Ship Total: 64
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Edited by ryfterek

Remember, Expert Handling costs 4 on medium base ships!

The conception seems real cool, I like seeing Shara made work.

I really don't think VetTailGun is worth it - that shot will rarely happen.

Selfless on the Wingmates could really help Shara make it to endgame.

2 minutes ago, Greebwahn said:

Remember, Expert Handling costs 4 on medium base ships!

The conception seems real cool, I like seeing Shara made work.

I really don't think VetTailGun is worth it - that shot will rarely happen.

Selfless on the Wingmates could really help Shara make it to endgame.

While the quote from YASB2.0 doesn't take the right costs into account, the numbers behind seem to work - the list adds up to a 200.

As far as I understood the rules so far, this is the only gunner one can put on the ARC, so I guess there's no better option for the slot.

I kept Selfless in mind as an option but in the end I'm not sure the squad would even fly in a formation tight enough - if any it might Garven who could grab one, Horton flying on a different base will not be handy to keep by Shara's side.

You can put any gunner in a gunner slot, but VetTail is the only one that has direct value on a Y. Ezra and Luke would both give them a force token, but thats a bit too pricey for this list. However, leaving the slot empty to get better other upgrades is fine and dandy

Well yeah, sure you can put a gunner that wouldn't even interact with the chassis, I meant of course that VeTaGunner is the only one giving decent benefit. With merely 4 pts a ship, I'm not sure if there's anything really worth the replacement. Any suggestions?

The force points interact with the chassis just fine lol. I've been running Norra with Ezra and Maul.

I don't think VetTail does give decent benefit. The odds of that shot happening are minimal, as we saw with S/F TIEs in 1e. I'd rather spend the points on a mod, like TacScram, an EPT on Dutch, etc etc

Been trying to get my lovely ARCs back in a list...but oh boy they're difficult to justify

Braylen (Bwing) just blows them out of the water in every respect but dial and 1 health :(

Anyway, heres my attempt with prequel rebels

Garven Dreis (ARC-170) — ARC-170 51
Elusive 3
Perceptive Copilot 10
R4 Astromech 2
Ship Total: 66

Shara Bey — ARC-170 53
Elusive 3
Saw Gerrera 8
R3 Astromech 3
Shield Upgrade 3
Ship Total: 71

Fenn Rau (Sheathipede) — Sheathipede-class Shuttle 52
Elusive 3
Shield Upgrade 3
R4 Astromech 2
Ship Total: 63

(I forget how shield/hull upgrades scale, adjust accordingly)

apart from a few pilots (Braylen and Luke come to mind) it seems we'll have to depend on synergy to secure full mods

also yeah, vet tailgunner is bad. Gunner slot basically doesn't exist on the ARC for now

Edited by ficklegreendice

yeah, that's some crap ain't it?

If you can stretch canon a bit to fit btl-a4 Ys in a Republic setting, Dutch will probably be the way to go