Devil Rebels

By SRIOS, in X-Wing Squad Lists

So I've played a bunch of Rebels since 2.0 and release and I havn't found any thing that has been better then ...ok? Looking at what has worked and what hasn't and what rebels have available, I have come to the conclusion that:

  1. Proton Torps are good, and rebels have lots of ships that can take these
  2. Rebels have easy access to PS6
  3. Action economy, like in 1.0 is still king

With those thoughts in mind, I have come to develop a rebel list that works in a meta with Redline, whisper-vader, Boba, escapecraft and Tug boats.

Devil Rebels:

T-65 X-wing - •Wedge Antilles - 64
•Wedge Antilles - Red Two (52)
Swarm Tactics (3)
Proton Torpedoes (9)
Servomotor S-foils (Open) (0)

Z-95-AF4 Headhunter - •Airen Cracken - 39
•Airen Cracken - Intelligence Chief (36)
Swarm Tactics (3)

BTL-A4 Y-wing - •“Dutch” Vander - 56
•“Dutch” Vander - Gold Leader (42)
Swarm Tactics (3)
Proton Torpedoes (9)
R4 Astromech (2)

BTL-A4 Y-wing - Gray Squadron Bomber - 41
Gray Squadron Bomber - (32)
Proton Torpedoes (9)

Total: 200/200

View in the X-Wing Squad Builder

In case you can't see it, this list uses a chain of swarm tactices to give each ship PS6, then Cracken shoots first to give Dutch a TL action, which he can use to give the grey squadron a TL also, so I end up with 3 torps at PS6 with 2 of them fully modded. Playing this I have PS killed ships like redline even before they shoot. This list requires a fairly tight formation on the approach, but afterwards the ships can split up as needed with Dutch handing out Target locks and cracken sometimes actions.

Not a fan of relying on range 1 chain jank when you could instead shackle a mere two ships together and use Dutch's MASSIVE range to your advantage

Sure, the firepower is lessened, but the flexibility of the list not relying on several disperate elements being at range 1 AND having shots should more than compensate

Especially when you can having wedge boosting around like a madman without issue because servos do not decrease torp damage

JankaPeede

(42) "Dutch" Vander
(9) Proton Torpedoes
(3) Selfless
Points 54

(52) Fenn Rau
(3) Swarm Tactics
Points 55

(52) Wedge Antilles
(0) Servomotor S-foils
(9) Proton Torpedoes
Points 61

(30) Lieutenant Blount
Points 30

Total points: 200

7 hours ago, SRIOS said:

So I've played a bunch of Rebels since 2.0 and release and I havn't found any thing that has been better then ...ok? Looking at what has worked and what hasn't and what rebels have available, I have come to the conclusion that:

  1. Proton Torps are good, and rebels have lots of ships that can take these
  2. Rebels have easy access to PS6
  3. Action economy, like in 1.0 is still king

With those thoughts in mind, I have come to develop a rebel list that works in a meta with Redline, whisper-vader, Boba, escapecraft and Tug boats.

Devil Rebels:

T-65 X-wing - •Wedge Antilles - 64
•Wedge Antilles - Red Two (52)
Swarm Tactics (3)
Proton Torpedoes (9)
Servomotor S-foils (Open) (0)

Z-95-AF4 Headhunter - •Airen Cracken - 39
•Airen Cracken - Intelligence Chief (36)
Swarm Tactics (3)

BTL-A4 Y-wing - •“Dutch” Vander - 56
•“Dutch” Vander - Gold Leader (42)
Swarm Tactics (3)
Proton Torpedoes (9)
R4 Astromech (2)

BTL-A4 Y-wing - Gray Squadron Bomber - 41
Gray Squadron Bomber - (32)
Proton Torpedoes (9)

Total: 200/200

View in the X-Wing Squad Builder

In case you can't see it, this list uses a chain of swarm tactices to give each ship PS6, then Cracken shoots first to give Dutch a TL action, which he can use to give the grey squadron a TL also, so I end up with 3 torps at PS6 with 2 of them fully modded. Playing this I have PS killed ships like redline even before they shoot. This list requires a fairly tight formation on the approach, but afterwards the ships can split up as needed with Dutch handing out Target locks and cracken sometimes actions.

Man you beat me in posting this.

I tried it Thursday evening (just 2 matches) and the potential that it has thanks to Airen Cracken's ability is just MASSIVE.

The only ship that really doesn't care against this list is Boba.

The closer he gets, the better, and with his new built-in boost it ain't that hard to dend all the 4-die shots due to range.

Not to mention all the advantages he gets for being at range 1.

My only real worry with lists like this is, if you bungle the opening, you are totally fμcked

12 hours ago, ficklegreendice said:

Not a fan of relying on range 1 chain jank when you could instead shackle a mere two ships together and use Dutch's MASSIVE range to your advantage

Sure, the firepower is lessened, but the flexibility of the list not relying on several disperate elements being at range 1 AND having shots should more than compensate

Especially when you can having wedge boosting around like a madman without issue because servos do not decrease torp damage

A big problem is actually getting the Target lock, and getting the shots off before your opponent. which is where cracken comes into it. With cracken you can perform an action at PS6. typically this is to have dutch TL which he hands out to the Gold Squadron. And although Wedge with Torps is good, often it's not enough to get through the shields, and your opponents Boba/Redline/whatever kills one of your pieces before it does anything (in this case, they remove dutch from the board).

Pushing up to 6 with 3 torps, give me the fire power to remove a ship before it shoots, or potentially remove 1 and cripple another.

Staying at R1 is the downside for swarm tactics and craken, however it is entierly manageable on the engagement, and often after that your ships work in pairs anyway. Important to note that not all ships have to be R1, there just needs to be a chain of R1 from wedge down to the gold.

11 hours ago, Arma Quattro said:

The only ship that really doesn't care against this list is Boba.

The closer he gets, the better, and with his new built-in boost it ain't that hard to dend all the 4-die shots due to range.

Not to mention all the advantages he gets for being at range 1.

R1 is definetly the weakness here, the main thinng is the lose of a torp (typically this is run with dutch and wedge in the back). In regards to Boba though, being PS6 and shooting first, means he doesn't get his free han focus before I start laying into him and should still be able to put some damage cards onto him in the oppening engagement.

I tried flying Dutch and the GSP on the second line, and it didn't work that well.. their lower ps won't allow for a slow roll of the whole formation -- or even worse, it will make either Airen or wedge bump.

True that thanks to Airen ability a bump might be mitigated later but.. I like to fire those protons with full force.

12 hours ago, Greebwahn said:

My only real worry with lists like this is, if you bungle the opening, you are totally fμcked

Not that much, if you manage to keep wedge alive he's still really hard to deal with.

He literally eats any Ps5 that doesn't have some weird stress/jam effects.

3 hours ago, Arma Quattro said:

I tried flying Dutch and the GSP on the second line, and it didn't work that well.. their lower ps won't allow for a slow roll of the whole formation -- or even worse, it will make either Airen or wedge bump.

True that thanks to Airen ability a bump might be mitigated later but.. I like to fire those protons with full force.

sure, but I said Dutch and wedge in the back, so your front line is (assuming we are on LHS of board) Crack - GSP . and the second line is Wedge - Dutch

You're right, I misread. 😐

Edited by Arma Quattro