Rebels First Impressions

By Ronu, in X-Wing

Similar to the Imperial Thread what’s your initial opinion on Rebel ships and the like?

X-Wing: haven’t flown them myself but the X-Wings seem to be solid all around ships.

B-Wings: so buddy of mine is happy to have his flying twigs again. Aces seem solid with Stress management for mods. Still suspect to Ioning and higher maneuverability ships.

E-Wings: solid alpha potential even with Generics. Curious about the Aces and how they compare.

A-Wings: I saw one briefly. Not quite as dodgy as a TIE Interceptor. Larger numbers may be a challenge to go up against.

Ugh, sorry to be a downer but I'm not happy with rebs ATM

They've kinda ****** over my beautiful wingspans and they're just kinda slow with WAY too much emphasis on turrets

Also found that Reb blobs just aren't as compelling as empire or even scum (seri + mux, baby!) and that you kinda need boost/decloak/ailerons/Slam to not get jousted to death

So I've only ended up liking Xwings (incredible variety with servos and pilot selection), moldy crow (easily most buffed ship of the editition), and Sabine shuttle. They're mobile and efficient enough to see me through games

Ys, bs, zs, and my poor beautiful ARC have all let me down :(

Edited by ficklegreendice

X-wings are great fun, Luke is a beast; Y-wings are tough and downright scary with Ion turrets and veteran gunners.

Luke Skywalker is definitely strong.

Edited by Cgriffith

I look at the B-Wing, and all I can think is “why would I take this over an X-Wing?” 47% of it’s dial is red, and it’s blue maneuvers are very limiting.

X-Wings are pretty awesome now, but I feel like the Bs are just a gimped X that trades the astro for system and adds two cannon upgrades.

I’ve actually flown an ARC in most of my Rebel lists so far, and the only time I lost was largely because I misjudged a K-Turn on the far side of the map, killing a mostly healthy Norra.

Luke, Kanan, and Ezra (TIE) was a fun list too, with minimal upgrades. There are certainly options and I haven’t even flown A- or B- or K- -Wings... at all? Oh, and I’ve only flown the Auzituck once as well so far.

10 minutes ago, It’s One Of Ours said:

I look at the B-Wing, and all I can think is “why would I take this over an X-Wing?” 47% of it’s dial is red, and it’s blue maneuvers are very limiting.

X-Wings are pretty awesome now, but I feel like the Bs are just a gimped X that trades the astro for system and adds two cannon upgrades.

That's weird, after doing some math and putting them on the table, B-Wings narrowly edge out the X-Wing in a lot of areas and most of the red parts of the dial aren't a problem for generics who are just trying to put dice on target and the linked action frequently comes up on top of the blue 3 actually being way more significant than it seems like it would be. for generics, 100% B-Wings. for aces, the extra AGL, more open speed 3's and boost access makes them better at getting out of bad situations and the B-Wing aces are priced a little higher than they should be for I4's and too reliant on stress. That's just been my observation and some simple number crunching.

Rebels as a whole are a pile of meh right now. Even the stuff that's reasonably well costed is super uninteresting and a lot of the pilot abilities just don't bring enough to the table in the era where action economy and passive mods are so hard to come by if your ship doesn't bring them to the table. I'm not gonna, especially if wave locked tournaments become the norm, I'm definitely jumping to resistance when they release.

Falcon and Outrider are downright awful. Large ships, especially large turrets, have always been heavily taxed. So they were never worth taking, until swarms got chased out of the meta and upgrades came along that allowed them to stack offensive and defensive reliability, which allowed them to hit hard enough to justify their price point. But now the YT-1300 and the YT-2400 are very expensive and swarms are back and there is no way to stack the kind of offensive+defensive reliability on them, so they're almost never going to hit or tank hard enough to justify their points. Why bring a Falcon when instead for the same points you could bring two X-Wings that hit, literally, twice as hard? Until they get a major price readjustment, don't expect to see Rebel large ships on the board anytime soon.


Agree that everything else is pretty 'meh,' with only X-Wings and especially Luke, standing out as terribly viable right now. But even then, local release tournament here was ~30 people and had 4 Rebel players.

X-Wings: The true test of balance in X-Wing would I suppose be the X-Wing. And well it's definitely... balanced, though the ship does feel a little pricey at the moment. It needs to be 1 point cheaper. Five doesn't seem like it would be all that abusive; especially with the fact the X-Wings go down pretty quick when under fire. It did receive a significant amount of buffs, but it just feels like a jack of all trades and a master of none. Is it effective? Yes. Super Luke is the new Poe Dameron in function and a slew of their named pilots and generics are going to see play. Yes they will probably do decent. But are they that compelling at the moment? Not really.

Y-Wings: My favorite ship in the line-up overall and specifically because it is the strongest rebel jouster of the bunch. Dutch Vander just happens to be one of the best pilots in the faction, so I've found myself just throwing him with proton torps into a lot of different builds with varying amounts of other Y-Wings. Dutch and a grey squadron buddy come out to a mere 89 points, so you can fit A LOT of teeth in a list with him. I will be testing out a YYYU list with Dutch tomorrow, but I'm considering just picking up a fourth Y and playing YYYY. I seriously believe that it could be a real jousting list; especially because you can load down all of the Ys with higher initiative pilots and proton torpedoes and still have room left over for other upgrades. Norra seems good as just another high initiative, alpha strike pilot although I wouldn't try to force her ability. Evaan and Horton are not very compelling, but the gold squadrons feel like a very good deal with proton torpedoes for 43 points. Move after most other low IV generics, take a target lock (or several with Dutch and R3), and then just joust them off the table. I think that 4 higher IV Y-Wings can out-joust just about any other list out there; even tie swarms through good positioning and shear tankiness. Turrets feel bad, and thus gunners do too, and bombs just aren't my style at the moment, so I don't have much to say about either of them.

B-Wings: A strictly average ship at the moment, but I feel like it has a lot of potential. B-Wings were some of the strongest ships in 1.0 for a while and for good reason. Now they've been improved in just about every way; especially Ten Numb. The chassis is a good deal more expensive than a Y-Wing, so I think munitions may be a trap on it; especially since you are paying a premium for that 3rd die. On the other hand, advanced sensors feels so strong on it; especially given how much red is on it's dial. As such, Ten Numb seems like the standout of the pilots due to his chance to dump a stress while attacking or defending although the 2.0 rules mean that he has to have at least 1 focus result in order to do so. Ten with Advanced Sensors is 58 points and I wouldn't really spend much more than that on a B. A crew carrier with leia with a squad of Bs could be a strong list to exploit the strengths of the dial with none of the weak sides as well.

A-Wings: I want to like A-Wings; I really do. However, FFG made some decisions that make me hesitant to field it for now. For one, the two dice primary still feels like a peashooter. Everything is so evasive that it can be difficult to get damage through outside of range one. This is somewhat remedied through homing missiles, but I'd rather be taking focus actions than target lock actions with the fragile chasis. Not to mention that the lack of a mod slot hurts. I get that they're supposed to be light, but they should still be able to take such a normal upgrade; especially for rebels. In addition, the low initiave pilots leave me with not too many reasons to take it over something comparably priced. Hopefully this will all be corrected soon (and with a Hera Pilot in the standalone expansion a la Norra in the Y expansion.

K-Wings: Not interesting to me at all. The dial is awful and there are simply much better munitions and bomb carriers than it now. I really see no reason for anyone to fly this unless the cost is dramatically lowered (to that of a tie bomber). Realistically everything that used to make it good has been removed, so there really isn't a reason for them to be as expensive as they are.

E-Wings: Another case of over-costing. All of these pilots need to be lowered; by at least 5 points if not more. This aside, I really think this ship has some potential as a simple, high skill superiority fighter. The baked in long range scanners feels nice for torpedo flanks and r4 astromech aught to be stapled to the card. You are playing a significantly less effective build of the E wing if you do not have this astro on it! I think flanking with ion torpedoes opposite of a jousting net could be a good use of the generic and it can clean up late game with its good raw stats and dial. Corran is enjoyable to fly and should serve as a cheaper alternative to Super Luke builds. I do not know what build with him is the strongest yet.

rebels...kinda feel like they did before in the sense that everything they got is kinda meh or flatout bad except those few things that are so disgustingly good you swear there has to be a typo or oversight somewhere causing it.

Thane comes to mind. Why the heck is the EASIEST expose in the game to get off also the only one that lets you actively choose which card to flip, not randomly chosen?

probably because it's the only attack expose that needs to have damage cards present before Thane shoots

As opposed to Rex or Concussion missiles that can draw their own exposable cards

Plus, Thane has to ditch relevant results (unless he's not focused, ofc) as opposed to Rex who gets it tattooed onto his normal attack so long as he has juke up

34 minutes ago, AllWingsStandyingBy said:

and there is no way to stack the kind of offensive+defensive reliability on them

Han with Title, Perceptive Copilot, Jyn, and Bistan+upgrades to taste. That's consistent if I've ever seen it, and I've played it. It's scary.

Yes, but thats a petty price to pay when you can constantly flip over Fuel Leak or gain 2 stress (on a ship that is action dependent) or whatever.

The crits are way too powerful to allow you to just pick one to flip.

That exact thing happened to my decimator when i tried to fly it earlier. First damage card i got was gain 2 stress and thane just flipped it 4 times, completely shutting down my decimator since xwings have a broll now natively he was always able to get out of my now stuck firing arc and i cant possibly turn fast enough. Thane literally soloed that deci because the rock placement prevented my aggressors from hitting him more than a couple times, all because he just kept flipping that stress crit over until i had like 6 stress stacked up (despite clearing one every turn) and then saw one of the facedowns was fuel leak and started flipping that.

I only won that because my two aggressors ion-walked Norra off the board (still half health lol) and i managed to blow Wedge up before he even did anything since i rammed Oicunn right in his face (or more accurately, got in the way of wedge). Thane at 1hp was not going to beat 2 aggressors that were only missing a shield...

I was feeling the same as others have posted here, but hoping I was just missing something. It’s more fun to me to fly Rebel ships.

I’ve been playing around with Dutch in the Y to share a Lock, Garven in an X to share a focus, and Wedge with Swarm Tactics so Garven can shoot before him and pass the focus to him for his shot. If all goes well (no bumping or obstacles), both Xs get Locked and Focused shots. Then Dutch with Vet Turrent Gunner (hopefully) gets two shots with Lock. Probably too fragile with all the handshaking, but it’s fun and works well when it does.

7 minutes ago, Npmartian said:

Han with Title, Perceptive Copilot, Jyn, and Bistan+upgrades to taste. That's consistent if I've ever seen it, and I've played it. It's scary.


It's about as good as can be done in 2.0, no doubt, and I've played that build a bit myself. That said, you're not having super reliability on offense, since you will be Jyn-ing the second Focus into an Evade. And that means you can't Focus on your first attack if you want to Bistan. And Han's innate reroll is nice in that it insulates against terrible rolls, but it doesn't do much to get you great rolls... since it's a forced reroll of all dice it's far less consistent than a TL where you're rerolling only the misses. And then one block or some jam tokens from the enemy and you lose out on over 30pts of upgrades as it all comes crashing down. Also, if Han wants to boost, which is one of the strengths of the YT-1300 chassis, there is no innate way to then get anything out of those four upgrades, as they all hinge on green tokens. And then in those situations where you need to spend an action to rotate your 180 blindspot arc, again you're getting nothing out of those 30+ points spent on upgrades.

I mean, it's certainly about the best consistency that can be mustered on a Falcon in 2.0, but it's far more expensive and far less potent than the sorts of consistency that could be put together in 1.0, and even with 1.0 efficiencies a Fat Falcon struggled against swarm-style builds... and that was with a true 360 arc....


I just don't see Falcons or Outriders being any good at their current price point with their current upgrade options.

38 minutes ago, ThinkingB said:

A-Wings: I want to like A-Wings; I really do. However, FFG made some decisions that make me hesitant to field it for now.

I wouldn't count them out if I were in your place. Arvel Crynyd with Intimidation and Proton Rockets is great blocker who can dish out serious pain in the process.

2 minutes ago, AllWingsStandyingBy said:


It's about as good as can be done in 2.0, no doubt, and I've played that build a bit myself. That said, you're not having super reliability on offense, since you will be Jyn-ing the second Focus into an Evade. And that means you can't Focus on your first attack if you want to Bistan. And Han's innate reroll is nice in that it insulates against terrible rolls, but it doesn't do much to get you great rolls... since it's a forced reroll of all dice it's far less consistent than a TL where you're rerolling only the misses. And then one block or some jam tokens from the enemy and you lose out on over 30pts of upgrades as it all comes crashing down. Also, if Han wants to boost, which is one of the strengths of the YT-1300 chassis, there is no innate way to then get anything out of those four upgrades, as they all hinge on green tokens. And then in those situations where you need to spend an action to rotate your 180 blindspot arc, again you're getting nothing out of those 30+ points spent on upgrades.


I mean, it's certainly about the best consistency that can be mustered on a Falcon in 2.0, but it's far more expensive and far less potent than the sorts of consistency that could be put together in 1.0, and even with 1.0 efficiencies a Fat Falcon struggled against swarm-style builds... and that was with a true 360 arc....


I just don't see Falcons or Outriders being any good at their current price point with their current upgrade options.

These are all good points. However, you still get decent dice reliability even when you boost because of the reroll, even though it isn't great. As for rotation... you just have to fly well and rotate as little as you can. It's not as hard as one thinks. I will admit that it's not perfect, but it still works quite well. Yes, they won't be as good as they were in 1.0, but they shouldn't be. That's the point. We have to learn to settle for less.

12 minutes ago, Npmartian said:

These are all good points. However, you still get decent dice reliability even when you boost because of the reroll, even though it isn't great.


It's better than nothing, but statistically speaking on average it'll still take Han about 3 attacks per TIE FIGHTER to kill one (assuming the TIE is focused, and for simplicity at R2). That's terrible offensive output for a ship that is >100 points. If a ship is >100 points and is taking 3 rounds per 24pt target, that's a ship that cannot pull it's weight. And this was the basic problem of large-based turrets back in the early days, before FFG gave them passive offensive/defensive boosts to help them swing and tank at their weight-class.

14 minutes ago, AllWingsStandyingBy said:


It's better than nothing, but statistically speaking on average it'll still take Han about 3 attacks per TIE FIGHTER to kill one (assuming the TIE is focused, and for simplicity at R2). That's terrible offensive output for a ship that is >100 points. If a ship is >100 points and is taking 3 rounds per 24pt target, that's a ship that cannot pull it's weight. And this was the basic problem of large-based turrets back in the early days, before FFG gave them passive offensive/defensive boosts to help them swing and tank at their weight-class.

That doesn't factor in the rest of the list, which for me is a loaded-out Luke.

1 hour ago, ficklegreendice said:

As opposed to Rex or Concussion missiles that can draw their own exposable cards

Concussion missiles also require the target to already be damaged. Compare their wording with Rexlar's. This is a big part of what makes a mediocre missile even worse.

14 minutes ago, HolySorcerer said:

Concussion missiles also require the target to already be damaged. Compare their wording with Rexlar's. This is a big part of what makes a mediocre missile even worse.

Well drat. I think we'll need clarification, but I can totally see where you're coming from. Rexler says, "After you perform an attack that hits..." which means you resolve the attack in its entirety, including the Deal Damage and Aftermath steps.

Concussion Missiles, on the other hand, say, "After this attack hits." Now at first it would seem that you can wait until the attack is resolved, but the Rules Reference states that "The attack hits if at least one [hit] or [crit] result remains uncanceled; otherwise, the attack misses." We then refer to the definition of the word "after" which states "The effect resolves immediately following the timing specified." So as soon as you have determined that the attack hits, you interrupt to start flipping damage, then you deal damage and enter the Aftermath step.

Kind of a bummer. I wonder if that was intentional or sloppy wording. Perhaps we'll never know.

All I've been playing are the Rebels :D

X-Wings are gonna be around forever. They're priced right and have an ace for every situation. Luke is a friggin monster. Wedge is the same as he ever was. Thane is an AMAZING for a follow up attack after some damage has been put down. They make great ordinance carriers for cheap and now that astromechs aren't disgusting anymore, I don't feel guilty for slapping on an R2 unit. Just be sure to remember to flip that card BEFORE you flip your dial. I

A-Wings are... okay. Arvel Crynyd has an ability I LOVE but my GOD between ALL of 1.0 and 2.0 I've gotten his ability to trigger twice... if he was I4 instead of I3, he'd be so much better. Jake is your go-to Ace as he gives you a TON of action economy PLUS the Vectored Thrusters ship ability, the dude will be all over the place. The Green and Phoenix Squadron Pilots are as good as you can fly them. Keep them cheap and leave them without missiles unless you have a particular plan in mind.

Y-Wings are incredible now. Slap an R2 or R4 droid in them and an ion turret and a gunner and let them loose. Use bombs and torps as you feel needed.

B-Wings I haven't had much luck with. Stick with Ten Numb as his stress usage is slightly better than Braylen. Ion cannon and HLC give you plenty of options as long as it's on the board (also it's thematic as ****)

E-Wings I haven't really tried and I think they'll stay on the back burner until I can figure out a place for it (most likely once the new E-Wing expansion is spoiled)

K-Wings are **** versatile without being the harbingers of rage and disgust that they used to be. The new turret mechanic really brings them down to a fair playing field and a slamming medium base goes FAR. If you have one or two, I recommend giving them a shot.

Anything that hasn't been given a full 2.0 treatment that feels "meh" now or has a "what the **** am I supposed to do with this?" vibe to it will only get better upon their 2.0 release.

1 minute ago, Kehl_Aecea said:

All I've been playing are the Rebels :D

X-Wings are gonna be around forever. They're priced right and have an ace for every situation. Luke is a friggin monster. Wedge is the same as he ever was. Thane is an AMAZING for a follow up attack after some damage has been put down. They make great ordinance carriers for cheap and now that astromechs aren't disgusting anymore, I don't feel guilty for slapping on an R2 unit. Just be sure to remember to flip that card BEFORE you flip your dial.

I can confirm those three together are amazing. It the list thus far early in 2.0 I haven’t lost with. Luke and Wedge setting up Thane is very strong especially when Thane then can cripple lists.

Thane to me will be getting a point increase but will be a staple in lists regardless. Luke-Wedge-Thane is very strong.

OH MY GOD... why have I NEVER thought to fly those three TOGETHER!? It's always just Luke OR Wedge with Thane flying behind with a mix of other cheaper fighters...

TO THE LIST BUILDER!

Luke so far is the funniest thing 2.0 thing I've flown. It's basically a stronger Kylo Ren in a watered down environment.

The Falcon is still good. It doesn't have the same godlike damage mitigation that used to be of Fat Han, but it has decent mitigation in a game that has harder time to full mod in attacks. And most important, it's still quite good at arcdodging: large base boost is godlike as ever.

On the generics chapter I was totally unimpressed by X-wing. I might have been spoiled by those last months of 1.0, but without free boost/barrel from FAA they feel like space bricks.

U-wings on the other hand seemed very good, they are also good platform for Jyn Erso, one card I suspect has been released undercost.

Sabine in a shuttle is also fun, but I'm not sure is as good as many are picturing her.

I want to try Bs and Zs generics, as well as probably Arc Norra and veteran gunner Ys