So as one of the few ships on the Rebels side I like I’m struggling with the ship a bit and really getting a feel for how they want to fly in 2.0. I kinda feel like I tear though them with my Imperial list, but I have seen some success here and there with others.
Classic Pilots:
Wedge: I6 solid ability which can tear through opposing ships. Slightly over 1/4 of a list at 52 points. Load out, and the proper talent are key.
Luke: Tanky I5, but can cost up to 2 full ships. Against 2 dice attacks is stout, otherwise still can have issues with longevity.
Thane Kyrell: another I5 that is not quite 1/4th a list. His ability looks on paper like you want him I3 so there are crits to convert after other ships have fired. Also his ability looks wasted on smaller ships without a lot of hull.
Garvin: same ability he had and I4 now. Better than he was and a Talent but picking something that benefits him still makes him not feel locked into wanting to take a focus action over other actions when looking at things.
Porkins: I4 here as well. His Ability to manage some stress is cool, it can also make him fragile. At 46 points not sure if he’s with a gamble or not.
Biggs: his improved selflessness ability is nice for an I3. A lot has to go into ensuring he can though. Not sure it’s as easy as it sounds to do. Additionally with Regen/Repairs being so limited and limiting is he still worth taking just to sacrifice for the rest of the squad?
Red Squadron Vet: the higher Initiative generic. 43 points, so room for some load outs still deciphering if I3is worth it or not though. A lot of I4 at least here locally so far and that means having Arcs dodged a good bit....
Blue Squadron Escort: Base bare bones model. 41 points so a bit more flexible and I2. Other than no Talent slot it’s basically at the same point as the RSV, so probably a better option?
Cavern Angels:
Kulbee Spedaro: I4 and with his Ability makes him look very solid on paper. Might be able to do some actual flanking here. Biggest issue for me is what would I put on him or with him to make him the most effective?
Leevan Tenza: A cool ability at i3 that can make him Tanky while also being another flanker. Paired with Debris gambit gets him some action economy though his ability to really push damage through comes into question.
Edrio Two-Tubes: He really wants to be with his Brother for a “Synergy “. That or someone who can coordinate before him and at I2 good luck. Seems better to just take a BSE instead for the cost.
Zelots: I1 which again not a super huge deal. They do get the advantage of illicit slot but is there anything there at this point to make that worth while?
The other issues besides what’s listed are the Mechs. R2’s seem pricey especially for both your action and a possible shot. R4’s can give you green 2 turns but look much better on Say a Y-Wing. R3’s E-wings they should be stapled to, X-wings not so sure. Multiple target locks are nice so perhaps worth looking at? R5’s again a bit costly but they can do some work, perhaps the best of the lot in terms of abilities?
Edited by Ronu