People should know of my love for the most beautiful model in all of Xwing miniatures, and how I felt they kinda got the shaft in the transition to second edition. Braylen and Thane got amazing abilities, but then transfered to different ships and replaced with horribly situational abilities (especially since you apparently can't spend focus to change zero results, rendering Garven an rng nightmare)
Also the rebel factions has ONE non-turret gunner...and it sucks. Scum's sitting on the PERFECT gunner for Shara, but we can't get that now can we?
Mince mince mince, whinge whinge whinge etc.
Let's try to make them work, at least until future waves hopefully give them reasons to exist.
1.) First of all, it's become very apparent to me that easy access to full, action independent modifiers are no longer a thing. I've managed to create maybe five buids that fit the mold (redline, Vermeil, boba, Palob, Kavil), but they're super expensive, or squishy, or both
So we might just have to embrace support jank as a core tenant of the rebel faction identity.
There are a LOT of support options for Rebels
Airen
is the cheapest, is I 5, and circumvents the problem lower initiative ships have when locking higher initiative enemies. Range 1 and stress are easy to work around when you have an aux arc. Recommended, he'll probably see play in a lot of lists for his price and I 5 alone. (42 points)
Kyle
is interesting because I've found Moldy Palob to be incredibly formidable. Kyle is no Palob, but because the title doesn't limit the amount of focus you can have at a time (just how many you get to keep) you can derp around with up to four focus in a round. Because of the title, Kyle can roll in with two focus, take a lock for full mods, and pass a focus to a buddy. (60 points w/ Moldy Crow + Perceptive Copilot)
Ey, Two-tubes!
is expensive and hits a low initiative, but is actually surprisingly potent as a solo ship thanks to advanced sensors and the U-wing's statline. Two crew slots also let him pack the Perceptive + Jyn combo, letting you potentially irritate opponents with the evade Biggs combo (we'll get to that later). Large base and advanced sensors also make him a very potent blocker. A more aggressive support, relative to Kyle; pricey. (67 points w/ Advanced Sensors + Peceptive Copilot + Jyn)
Esege
...oh man, if ever a ship got ****** worse in 2nd ed than the ARC...well, the K seems right useless atm, but Esege's on-demand ability is interesting and at least he's a platform for hot-shot gunner. If FFG ever comes to their senses and gifts the K with a Trajectory Simulator slot, and
bam!
you'll have the best friend anyone could ask for. Atm though, Senior Tutu seems kinda jank. (65 points w/Perceptive + Hotshot, 68 with optional ASLAM and 70 with optional ion missiles)
Won't really get into
Horton
. I don't enjoy relying on I 4 target-locks unless Airen is also there for a massive
support synergy train
. By himself...eh
2.) In a bizarre twist of fat e , r3 has gone from perhaps the worst card in the game to the most useful Astromech on non-Garven ARCs
R3 Astromech is cheap, holds locks for Shara to use, and enables an interesting combo with Freelance Slicers (which probably result in a far superior defense than focus on 1 agility)
Because of the risk of self-jam, you'll probably want the combo on Norra with her initiative of 5. It also combos well with her defensive ability.
3.) Biggs is back, baby!
Take my word on this, TIE swarm or even a mini-swarm
will eat you alive
. If a reinforced YV doesn't stand a chance, your over-sized and over-priced flying bullseye won't either. Bring. Biggs. Without access to boost or SLAM or any other means of rapid transit, he's basically non-negotiable .
4.)
Rebel Crew
...kinda suck?
I hope someone can prove me wrong here, but of the three current factions Rebels seem
woefully
inferior in the crew department. How FFG decided Kanan (crew) was worth as much as Vader (crew) is completely beyond me
Anyway, it's very difficult to get this slot to work for the ARC (though not literally impossible, as it is with all the gunners that only work on dang turrets). The only real standout is Saw Gerrera, aka Shara's Bae (sorry, not sorry), for obvious reasons. The self damage sucks, but crits in 2nd edition
are so incredibly dumb
that it's a price worth paying. Magva is about the only other crew that gives mods and, while she seems great in general (Wulfwarro want!), I don't think she's particularly good on ARCs
A lot of rebel crew are decidedly useful-seeming but meh because they don't contribute to the immediate effectiveness of the ship. For example, Chewbacca (crew) is great because crits in 2nd ed are some ol bull (yes, it bears repeating). And yet, the fact that he doesn't do anything to immediately help your ship make him difficult to justify as your only crew upgrade. There's Lando, the useless master of green dice, who is very unappealing on the 1-agility ARC. Baze is just...ugh, why is he only 2 points less than Perceptive Co-pilot exactly? Leia seems nifty, but you'd want her on a cheap-nothing ship which doesn't need many modifiers (like a Sheathe). R2-d2 seems too situational, c3po way too expensive, gonk way too slow, and Kanan is just laughably pricey.
There's
Cassian
, who actually seems quite abusable with the medium base and aux-arc, but simply doesn't offer modifiers. Hopefully, a braver soul then me will try and have great success with him (seems good with Norra).
5.) Some lists:
- Norra (Trickshot, Freelance Slicer, r3 astromech) [62]
- Kyle (Moldy Crow, Perceptive Copilot) [60]
- Biggs (R5 astromech) [53]
- El Gran Bandito [23]
or r3 slicer Norra + Concussion Cracken + Naked Biggs + Naked Thane
- Cracken (Concussion) [42]
- Shara (Saw Gerrera, R3 Astromech) [64]
- Biggs (darklighter) [48]
- Red Vet, AKA "Mini-Biggs" (Selfless) [46]
Hope you guys enjoy some success with this most lovely of ships