What do you think makes a good list? I am able to jam a bunch of stuff together in 800 points but it always feels a bit mismatched.
I have found activation control is useful, having large numbers of squads that can activate when you want them to seems to do well. Taking a majority of corps units so when you give out order tokens you only have corps left in the stack. Cards like HQ uplink, and long-range comm-link work well in this type of list. The downfall seems to be that you often won't have tools to deal with different opposing armies, balancing impact, long range, and fast units can be tricky. As a rebel player this is apparent in tournaments when I take enough stuff to deal with 3x speeder bike lists (snipers, Z6, fleets with concussion grenades) I then don't have enough stuff to deal with 3x AT-RT lists (impact grenades, laser cannon AT-RTs, and Air Speeders - say what you will they are great at killing AT-RTs). Luke is a great all round unit. Is he auto-include in rebel lists at the moment?
Armies with a variety of unit types can have more diversity but you often pay more for non-corps units and you lose the ability to activate what you want when you want with different tokens in the stack. I find that the opposing player can simply out activate you, resulting in shots at the end of turn 2 that you can't prevent or retaliate.
I guess I am a little lost on how rebels should be played and am looking for some general rebel list building advice. When I compare to imperials they have DLTs (long range for suppressing troopers, doesn't exhaust, and impact) and speeder bikes (good at flanking for killing troopers in cover and impact) which are both cheap and very good in multiple rolls I feel like the rebel units are sub-par which tells me I don't really know what I should be doing with them.
Any advice would be great. Thanks!
Edited by QarkSpelling & grammer