Rebel List

By syrath, in Army Building

787/800

Han Solo [120]
Duck and Cover [8]
Emergency Stims [8]

Leia Organa [90]
Esteemed Leader [5]

Fleet Troopers [44]
Scatter Gun Trooper [23]
Fleet Trooper [11]
Environmental Gear [3]

Fleet Troopers [44]
Scatter Gun Trooper [23]
Fleet Trooper [11]
Environmental Gear [3]

Rebel Troopers [40]
Z-6 Trooper [22]

Rebel Troopers [40]
Z-6 Trooper [22]

Rebel Commandos [60]
DH-447 Sniper [28]
Duck and Cover [8]

Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]
Grappling Hooks [3]

Rebel Commandos (Strike Team) [16]
DH-447 Sniper [28]
Grappling Hooks [3]

1.4 FD Laser Cannon Team [70]
Overcharged Generator [10]

Commands:
Standing Orders
Sorry About the Mess
Coordinated Bombardment
No Time for Sorrows
Reckless Diversion
Change of Plans
Somebody Has to Save Our Skins

Looks decent. Fleet Troopers don't fit my preferred playstyle but I understand their purpose. Why the 13 point Bid? I'd rather use the points and focus on Turn 0 and deployment. Bids are supposedly so crazy now I'm not sure a 13 point one is enough to guarantee choice of Blue Player.

Edited by NeonWolf

the bid is something I can adjust I can take an upgrade or two or another rebel trooper , or I can stretch a bit more by removing environmental equipment.

Edit. I can also ditch the turret for a certain named wookie as well.

Edited by syrath

Do we know what Chewie's points are yet? I've seen them at 90 one place and 120 another place.

Chewie looks like 80 points to me, in that blurry-beyond-recognition image. Could be 90, but I’m almost positive it’s only 2 digits (zoom in as far as you can).

I don’t like the overcharge generator on the cannon since they already have impact. I’ve been kitting them with either nothing, or barrage+HQ uplink. Then their turns consist of either aim+shoot or recover+shoot (the extra dice from barrage is almost as good as 2 rerolls, not to mention the extra suppression). And in the latter case, they always have an order token on them to activate as I like.

You might also consider squeezing 1 more rebel trooper unit there. Drop the extra fleet trooper minis and enviro gear, and take almost no bid. As @NeonWolf said the 13 point bid might not do anything for you anyway, but it depends on your local meta.

3 hours ago, NeonWolf said:

Do we know what Chewie's points are yet? I've seen them at 90 one place and 120 another place.

I thought it was 100. Do people really take a huge bid? I usually build to 800+ and remove something to fit just below.

Maybe I'm confusing my X-Wing and Legion podcasts but I thought the competitive scene was going for 10+ point bids in an effort to get to choose Blue Player.

7 hours ago, NeonWolf said:

Maybe I'm confusing my X-Wing and Legion podcasts but I thought the competitive scene was going for 10+ point bids in an effort to get to choose Blue Player.

Your not. Average bid around here is 12-15 points. I normally bounce between 14-16 point bid. I like being blue player.

10 hours ago, nashjaee said:

Chewie looks like 80 points to me, in that blurry-beyond-recognition image. Could be 90, but I’m almost positive it’s only 2 digits (zoom in as far as you can).

I don’t like the overcharge generator on the cannon since they already have impact. I’ve been kitting them with either nothing, or barrage+HQ uplink. Then their turns consist of either aim+shoot or recover+shoot (the extra dice from barrage is almost as good as 2 rerolls, not to mention the extra suppression). And in the latter case, they always have an order token on them to activate as I like.

You might also consider squeezing 1 more rebel trooper unit there. Drop the extra fleet trooper minis and enviro gear, and take almost no bid. As @NeonWolf said the 13 point bid might not do anything for you anyway, but it depends on your local meta.

Sorry my bad , it is supposed to be the barrage generator.

My thinking with the extra fleets is that each figure adds significantly to the group. The effectiveness of fleet troopers goes down significantly with each figure dropped, whereas it is less so for rebel troopers or Stormtroopers. So those two dice make a difference. The idea is that when you start to approach range 3 use reckless diversion so th at you get your Fleets in close to their targets, keeping Han and a trooper unit as bait (esteemed commander on Han is also an option). Follow this up with No time for sorrows to get the fleets in t hat range 2 bubble. Holding back the full Commando unit as an elite reserve to bolzter where necessary. It's also possible to swap out the Turret for an ATRT , but I think Chewie will provide some tanking alongisde Han better. The damage out put of two full fleet units at range 2 is quite good. Han can do his thing and just keep splitting fire , while the sniper strike teams finish any stragglers left behind after a double barrage .

The Z6 units I find are great against bikes., especially if softened up by a bombardment. Another upgrade option is concussion grenades on the fleets to let them just ignore cover if they get to range 1 ( the jump they can make in the Diversion/Sorrows rounds is quite large, unsuppressed they can get 2 move 2 and a movment 1 followed by another range 2 while still firing so if you are just outside range 5 and a movement 1 you will land at range 2 away at the end of the no time for sorrows activation. Using leias take cover you can also absorb zome of the return fire. With terrain on your side you can reverze the order and hVe the units sit in plain sight and fire at the activation end, the diversion, giving you time to fire with the full unit to follow with 4 fleet trooper barrages with 2 potentially with no cover doesnt leave a llt behind, although Han and a Z6 unit will usually get creamed a bit.

20 hours ago, buckero0 said:

I thought it was 100. Do people really take a huge bid? I usually build to 800+ and remove something to fit just below.

It looks like 100 (or at least a three-digit number) to me from the preview article as well.