Theorycraft: Rebels post veterans

By ScummyRebel, in Army Building

I’m working on my rebel list for after the veteran pack drops. Looking for any thoughts I could be missing. My game plan with it is to minimize purchases required (for me, that would be 4 left from where I’m at counting the veteran box). Also, unless something wild and crazy comes out, I do not plan on buying any more Rebels post veteran wave (or anything GCW I suppose - I have some imps to go back and fill out too since I haven’t bought any Imps since the specialists but have no plans for buying anything not yet announced since most of what would interest me is here or in the known pipe)

List is:

Leia Organa 90

Rebel Troopers 40
Z-6 Trooper, Rebel Officer Upgrade,


Rebel Veterans 48
Rebel Comms Technician, HQ Uplink,


Mark II Medium Blaster Trooper 38
HQ Uplink,


Rebel Troopers 40
Z-6 Trooper,


Rebel Troopers 40
Z-6 Trooper,


Wookiee Warriors 75
Bowcaster Wookiee, Tenacity,


Rebel Commandos (Strike Team) 16
DH-447 Sniper, Emergency Stims,

Rebel Commandos 60

X-34 Landspeeder 75
Outer Rim Speeder Jockey, RPS-6 Rocket Gunner, Mark II Medium Blaster

edit: if I want more spam or to mix it up, I can swap the x34 out for my RTs I own. Just have to drop an upgrade elsewhere as -speeder + 2x rotary RTs comes to 806.

Edited by ScummyRebel

Do you think the HQ Uplink on the Emplacement Mk II trooper is a little redundant? They will get an order token whenever the Rebel Vets get one, so you can effectively always issue them an order anyway. I could see it being useful sometimes , it's never a bad thing to have face up order tokens around, just wondering how often you'd really use the Uplink, since they'll be issued an order each time the Vets are issued an order.

Edited by manoftomorrow010
21 minutes ago, manoftomorrow010 said:

Do you think the HQ Uplink on the Emplacement Mk II trooper is a little redundant?

Yes, but I’m really trying to make sure they always have a face up outside of maybe turn 1. My thinking is to capitalize on fire support with them. Help give my Rebels some real teeth so they can remove units.

I could drop it for some other upgrades, but I don’t have any unused units that aren’t too high a premium (Luke, t47, or the RTs)

4 minutes ago, ScummyRebel said:

Yes, but I’m really trying to make sure they always have a face up outside of maybe turn 1. My thinking is to capitalize on fire support with them. Help give my Rebels some real teeth so they can remove units.

I could drop it for some other upgrades, but I don’t have any unused units that aren’t too high a premium (Luke, t47, or the RTs)

fair point! I do think the Vets are the best use of the Rebel Comms Technician for the Rebels so far.

4 minutes ago, manoftomorrow010 said:

fair point! I do think the Vets are the best use of the Rebel Comms Technician for the Rebels so far.

Me too. Can't wait to try it out.

I'm going to run 2 units of vets (with uplinks) and 2 mkIIs. So I can get 4 orders and 2 defense tokens on top of my command card. Plus the detachments are ready for fire support.

I'll also have strict orders on on of my commanders, so they all get a free suppression removal too.

Interestingly, the specialists are cheaper (relatively speaking) on the vets because each mini in the unit is more expensive. So with a comms tech, you are getting an extra dude for 9 points instead of 12 (not including the cost of the coms). Whereas on the rebel troopers he's only 1 point cheaper.