I need a rebel list

By Pooleman, in X-Wing

5 hours ago, Pooleman said:

I must say I thought Luke would feature more in these lists. Wedge seems to be the “must have” I flew a Han Luke list where Han was focused down by turn 2. Luke single handedly took out the entire remaining swarm.

Wedge loses way more than he wins. With the amount of Wedges being flown, a flew squeek into the top tables and it appears like he is doing good.

Anyways, there was a reddit thread just posted with a blog about rebel lists being successful with and without Wedge:

https://zombiesquadron.net/2018/11/16/the-thin-end-of-the-wedge-rebels-doing-it-right/

2 minutes ago, wurms said:

Wedge loses way more than he wins. With the amount of Wedges being flown, a flew squeek into the top tables and it appears like he is doing good.

Anyways, there was a reddit thread just posted with a blog about rebel lists being successful with and without Wedge:

https://zombiesquadron.net/2018/11/16/the-thin-end-of-the-wedge-rebels-doing-it-right/

There is another post where they do appearances/cut percentages for all major tourneys so far, Wedge is doing just as good as the other rebel ships the make the cut with any regularity.

Luke vs Wedge is more about what fits than what is better.

Im having fun with (199):

(83) Luke skywalker- proton torps, supernatural reflexes

(61) Wedge Antilles- proton torps

(55) Heff Tober- Leia, tactical officer

There are 2 things going for this list:

1) I always seem to get to fire 4 double modded proton torps fairly early in the match. In the first engagement heff can pass wedge a focus and luke can use force for 2 double modded 4 dice attacks. On the very next turn I can pull off essentially 6 speed white k turns. Leia does her thing to allow red moves to be white. Luke supernatural boosts followed by 4k and a target lock to launch another torp. Heff can coordinate a boost to wedge who can do the same thing. Granted wedge wont be double modded if u give him a boost instead of a focus. Your k turns can get very unpredictable by doing bank boost before as well. Leia is seriously so good. Keep in mind she also allows heff to do 2 stops in a row. Which brings me to point number 2.

2) The change to second edition U wings is incredible. The ability to rotate 90 or 180 degrees and not having to telegraph your stop is fantastic. Heff has 8 health so he can take a bit of punishment. Once he is injured make him run and preserve leia as long as possible. But before running hopefully he has landed a few key blocks. With a medium base and the ability to stop he is a great blocker. It is SUUUUUPER satisfying to block a fenn rau or soontir and proc Heffs ability to coordinate a barrel roll to luke (at I6) so that he gets his arc on an illusive target.

If you want a bid or more upgrades u can downgrade wedge to Thane. Ive used that too and it has worked.

Good luck at your tourny. #Rebelunderdogs4life

Edited by TBot

I really like Jek Porkins with R5, Hull upgrade, S-Foils, and Elusive. It’s hilariously fun! Take Debris for your obstacles, and it gets even better! Tallon-Roll through a Debris field for possible crit damage and 2 stress!? **** THAT! Jek don’t care!

6 hours ago, GuacCousteau said:

Look, I know he's not really all that good beyond being I6. I know that Rebels are struggling and that lists with him in aren't really doing all that well (apparently). I know it won't last forever.

But can I just say that I love how, so far, all of these lists have Wedge in them?

As someone who came into X-Wing long after even Wave 3 ships had largely started keeping non-Biggs X-Wings off the table, I'm thoroughly enjoying seeing my favourite pilot get some attention.

As another suggestion, I've not played it myself but I've heard naked Luke and Wedge with two Proton Torp Gray Squadron Bombers is better than it sounds.

It's a lot of HP to chew through and if they ignore the bombers to go after the aces, it's easier than you might think to get those Y-Wings locks for a torp shot next round. And while it's hard to get the torps off if they go for the bombers, it means they're chewing through beefy I2 ships and not doing damage to Wedge and Luke. Wedge is the vulnerable point, but if you exploit that and use him as bait you can hopefully trade him for two of theirs.

I confirm everything that you've stated above. I flew that list with minor tweeks (e.g. giving to the y's r4 or switching Wedge with Thane to give Luke r2 astro) and so far I'm 6:0. Also against lists (which seemed competitive) containing Boba Fett and Redline. Every time both y's had their chance to fire at least one protorp. I've even managed to fire 3 protorps with a single cheapest y-wing ?

Edited by Jedu

I'm not a rebel veteran, only play empire competitvely since my early days. But why isn't the Ghost seeing a lot of play? I played it for the first time the other day with Kanan and it feels super powerful with the reinforce and Kanan's Force and his ability. Is it just too expensive for competitive play?

1 hour ago, Sir Orrin said:

I'm not a rebel veteran, only play empire competitvely since my early days. But why isn't the Ghost seeing a lot of play? I played it for the first time the other day with Kanan and it feels super powerful with the reinforce and Kanan's Force and his ability. Is it just too expensive for competitive play?

I find it too expensive. It costs more than it did in 1.0

1 hour ago, Sir Orrin said:

I'm not a rebel veteran, only play empire competitvely since my early days. But why isn't the Ghost seeing a lot of play? I played it for the first time the other day with Kanan and it feels super powerful with the reinforce and Kanan's Force and his ability. Is it just too expensive for competitive play?

1. Cheap Ghosts lost a lot of functionality. Towards the end of 1e, I flew a lot of Lothal Rebel with Fire Control System (which gave them great action economy) and Autoblaster Turret was easy out-of-arc coverage. Not a tonne of dice, but unpreventable hits are still unpreventable hits. The change from a 5-k to a 4-k turn also hurt. It's not as easy to move clear over a battle and emerge on the other side. I feel like a cheap 39 point Lothal Rebel had a lot of brute-force power against lower ship counts (2 or 3 ship lists). They didn't do great against the 4 and 5 X-Wing lists popular at the end of 1e, since Flight Assist Astromech, IMHO, was kinda broken.

2. Expensive Ghosts lost both a lot of firepower (there are no long-range turret upgrades, the docked Attack Shuttle benefits are a lot lower, and action-economy crew are worse and far more expensive), but also a lot of survival effects. The old Ghost/Fenn lost Sensor Jammer, which meant that a Ghost really died a lot slower than it ought to have died for a 0-agility ship. They also lost access to the Boost action.

//

I also flew Kanan the other day and liked it. New Reinforce can save a lot more damage, and that makes up for the loss of 2 shields. I kinda think I want to fly him again. With Magva Yarro, he'll be able to fire 4-dice focus/lock attacks against anyone who attacks him, or he'll be able to protect a friendly ship in the squad. I think a lot of folks saw the nerf to turrets and concluded that Large-Base ships aren't worth it. Maybe they aren't top-tables-large-tournaments, but they're pretty solid casual-night squads.

1 hour ago, Sir Orrin said:

I'm not a rebel veteran, only play empire competitvely since my early days. But why isn't the Ghost seeing a lot of play? I played it for the first time the other day with Kanan and it feels super powerful with the reinforce and Kanan's Force and his ability. Is it just too expensive for competitive play?

Hera can be built to be okay but the Ghost suffers losing 1.0 passive mods more than any other ship. It is super expensive and will die every game so you have to get your points worth. Without things like Rey crew and 1.0 FCS it struggles to do that.

The Ghost has a LOT of functionality, but it's super expensive and difficult to build a worthwhile team around it. On top of that, the pilot abilities aren't great and you're paying extra for Kanan's force power and his pilot ability is pretty situational. On top of that, you have only 2 turret options and you need a docked shuttle to use the rear firing arc. As of now, I can't really see the Ghost being used much until it gets a point drop. If it doesn't, I'm sure it'll do well in an Epic match where you have plenty of points to sink into it and really kit it out..