Competitive Rebel Lists

By eljms, in X-Wing Squad Lists

I'm a scum player and it feels like we have it pretty good right now. The ships I was flying in 1e all seem to be either improved or cheaper or both. Chatting with my rebel flying friends it seems that life is a bit tougher for them right now. I'm considering trying to fly a rebel list in an act of solidarity. Considering this:

T-65 X-wing - •Wedge Antilles - 65
•Wedge Antilles - Red Two (52)
Trick Shot (1)
Proton Torpedoes (9)
R3 Astromech (3)
Servomotor S-foils (Closed) (0)

T-65 X-wing - •Luke Skywalker - 83
•Luke Skywalker - Red Five (62)
Proton Torpedoes (9)
Supernatural Reflexes (12)
Servomotor S-foils (Closed) (0)

Sheathipede -class Shuttle - •Fenn Rau - 52
•Fenn Rau - Reluctant Rebel (52)

Total: 200/200

View in the X-Wing Squad Builder

The thinking is:

- Luke and Wedge seem to be two of the better performing rebel ships right now

- Init 6 is cool and with Fenn coordinating at init 6 I might be able to make Luke and Wedge arc dodge. It will certainly help against the low bid Guri's in our local meta.

- Servomotor only affects primary attack right? So I can still shoot the proton torpedoes as 4-dice attacks and take advantage of the boost for a couple of rounds.

- Arc dodging is going to be key as otherwise this list is toast, so maneuverability is essential (hence supernatural reflexes on Luke ahead of cheaper options and other upgrades)

What's working for Rebels?

Can this work? (worried it's going to require high pilot skill to have a chance)

I'll give my take on a couple of your questions:

1. **** YEAH. Luke and wedge are offensive monsters, with double mods/-1 agilty every shot.

2. It could, yes, intit. 6 is nice, and might make lower initative pilots a little more wary of getting close, and you cam always coordinate wedge for double mods. (But then you have to keep a formation so you may have to think on that)

3. You're absolutely right.

4.Ehhhh. they can go down quick but you can almost certainly just, DELETE a ship with a pair of double mod proton torps and an intiative 6 2 dice attack. And then you can use fenn to protect a ship from an attack.

Here's an example: go up against

Rexler-echo-whisper all with juke. A phantom would have Almost no chance to survive two double mods on protons, and if it somehow limps out of that, Fenn has a two dice potshot. Then, let's say the remaining two ships both shoot at wedge, since luke is almost immune to juke. They would have to get 3 hits on each shot, including one without mods, and then have no evades at all to kill wedge. And next turn just close the s-foils and GTFO until you can line up another shot.

T-65 X-wing - •Jek Porkins - 57
•Jek Porkins - Red Six (46)
R3 Astromech (3)
Afterburners (8)
Servomotor S-foils (Closed) (0)

T-65 X-wing - •Luke Skywalker - 80
•Luke Skywalker - Red Five (62)
•R5-D8 (7)
Afterburners (8)
Heightened Perception (3)
Servomotor S-foils (Closed) (0)

T-65 X-wing - •Wedge Antilles - 63
•Wedge Antilles - Red Two (52)
R3 Astromech (3)
Afterburners (8)
Servomotor S-foils (Closed) (0)

Total: 200/200

View in the X-Wing Squad Builder