[2e] Rebel Lando List

By GuacCousteau, in X-Wing Squad Lists

With Lando's new Initiative buff and much improved ability, I'm trying to figure out a way to make him work in a three ship list, but I'm coming up a little short.

So far I have:

Lando Calrissian [92]

- Trick Shot [1]

- Nien Nunb [5]

- Millennium Falcon [6]

- Rigged Cargo Chute [4]

Total - 108

Thane Kyrell [48]

- R3 Astromech [3]

- S-foils [0]

Total - 51

Blue Squadron Escort [41]

- S-foils [0]

Total - 41

Total - [200]

I like Thane and Lando being able to initiative match, and R3 should maximise the economy on the action sharing - Lando focuses or evades as needed, Thane focuses, Lando gives first free action to let Thane lock two targets. Once Thane has his locks, Lando can then use his own free action on subsequent turns, or give it to Thane if Thane needs to barrel roll or re-lock.

I've gone lightweight on both of them and gone for BSE because, at the moment, I feel like the Blue Squad is the Rebels' best value generic.

I could drop it down to Arvel and add more to Thane or upgrade him to Wedge, I guess. But like I said, I like the initiative match and I'd like my third ship to have a chance at doing some damage.

Is there a better Lando build I'm missing? Is Trick Shot and Rigged Cargo Chute just wasted points? (I went for it because it's a relatively cheap trick to have up the sleeve).

Is a three ship Lando list even worth it, or should I just drop down to two? I just don't see the Falcon being able to survive long enough or do enough damage with only one wingman, is my issue. Even if that wingman is Luke.

Are there any Zs or Ys I'm overlooking?

Edited by GuacCousteau

Hrm. It's interesting. Both the Init 5 X-Wings kinda don't need the same action economy of other ships (Luke has the Force). Part of what's nice about Thane is his ability to expose damage cards, so he can stay relevant when attacking even if he doesn't have mods. But his ability works better later, so having him start off with actions, then use them defensively later makes sense.

I don't know how much Rigged Cargo Chute does, but I bet Trick Shot is still worth the single point. I don't think there's anything better for Lando, and it's cheap. I'd use the points from RCC to give Thane a Talent (even just Crack Shot), and maybe a droid to the other X-Wing. R3 would be good, since you might be able to toss him a TL now and again, or perhaps switch to a Cavern Angel Zealot with an illicit. The fact that Inertial Dampeners has gone down to 1 point is pretty nice, and having Init 1 for blocking might be better than Init 2. Hard to tell.

For Y-Wings, Norra seems good. Same Init 5 as Lando and getting an extra evade result can go a long way. I'm not sure the best way to build her, but some sort of turret, Expert Handling, and maybe R4 Astromech seem like a good start. Also, a cheap Grey Squadron Bomber with a Proton Torpedo is 41 points, same as an X-Wing. With Lando's ability, it might not be too hard for your slower Y-Wing to grab the locks needed to fire some 4-dice double-modded attacks. Heck, going going double generic Y-Wing might work.

Here's two versions:

  • Lando (Trick Shot, MF title, Nien Nunb) 104
  • Thane Kyrell (Crack Shot, R3 Astromech) 52
  • Blue Squadron Escort or Cavern Angel Zealot (nothing) 41
    • three wiggle points.

A cool trick in a Y-Wing version might be to run Leia. They've got a decent number of red moves. Those points could just be Dorsal Turrets on both the Y-Wings, but this seems like more fun. Another thing to consider if running a Y-Wing with a Torpedo would be Swarm Tactics. Having an Init 5 engagement with a double-mod torpedo is pretty cool.

  • Lando (Trick Shot, MF title, Nien Nunb, Leia Organa) 112
  • Grey Squadron Bomber (R3 Astromech, Proton Torpedo) 44
  • Grey Squadron Bomber (R3 Astromech, Proton Torpedo) 44

I also like the look of tanky Lando in a 2 ship list.

Lando: LW, Title, Nien Nunb, GONK (117)

Corran: Elusive, R4 Astro, FCS (82)

(199)

Both at init 5, Lando can can 2 actions almost every round, or he can throw one to Corran before/after he moves (especially nice on turns Corran is slooping).

Both of them are beasts in the late game, only issue is really whether 2x 3 dice guns are going to remove ships quickly enough from the board for Corran to thrive.

I like Lando and the named As:

Lando (Nien, Magva, Title)

Arvel (Intimidation, Ions)

Jake (Intimidation, Ions)

Arvel moves and TLs, maybe boosts if he can get the block. Jake moves and TLs. Lando moves, grants an action to Jake, who B-Rolls, focuses, boosts, grants focus to Lando or Jake, and then Lando does his normal action.

The challenge with a 2 ship list is that the popular TIE swarm will contain Iden who removes one of your shots once ... meaning your offense is neutered. My idea for countering this is to buff Lando up with Bistan so that he can take a second shot. You can go full scale on Lando very easily with Perceptive co-pilot, title Nien Nunb and Bistan bringing him up to 128 points ...

Lando Calrissian (Rebel) (92)
Trick Shot (1)
Bistan (14)
Nien Nunb (5)
Perceptive Copilot (10)
Millennium Falcon (6)

Total: 128

You can add more to it (e.g. Rigged cargo chute) but then you get two modded 3-5 dice attacks per turn.

My personal favorite companion to this is a regen Thane who you save for the end game to pop low health ships by exposing any direct hits (or fuel leaks) in the deck. Of course, you then have a Falcon that is 2/3 of your list that sucks against anything that isn't a swarm!

Perceptive Moldy Crow, which is a ridiculously and deceptively powerful little bugger, is the perfect companion to just about any list

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