Rebel assistance please (Newbie)

By rcottrell, in X-Wing Squad Lists

Hi folks,

I'm trying to put together a basic but solid 200 pt list for a game coming up (nothing too competitive but don’t want to get totally embarrassed.

Does the attached look any good? Any tips on upgrades and smarter ways to get the best out of these ships much appreciated.

Im thinking of using the awing as a blocker with X-Wings as a solid fire base following it in.

I’m a bit limited with ships at the moment (have a y-wing also but that’s about it).

Thanks for any help you can give!

Richard.

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This alternate list is designed so you send the a-wing ahead and send the x-wings rolling in behind. If the enemy attempts to attack at long range arvel shoots range 2-3 4 dice or one auto damage and the x-wings attack rolling 3 dice at ps-6 . If the enemy goes straight arvel goes straight in and rams them then attacks at range 0 with 3 dice followed by the x-wings who all target lock and fire 3 dice at ps-6 . (intimidation plays into effect for -1 agility)

I hope this helps.

I'd suggest not giving Arvel Cluster Missiles - if you've got a shot, you've probably already got a 3-dice rerolled shot, and frankly I'd rather have a focus than a lock in an A-wing because if you guess wrong and someone gets a shot on you you're made of tissue paper and probably at range 1.

5 points is instead enough to up one Blue Squadron Escort to a Red Squadron Veteran with Swarm Tactics - that means that they can be given initiative 6 by Wedge for the engagement phase, then 'bounce' that improved initiative on to the other escort as well. Three Initiative 6 shots on a -1 agility, tokenless target gives you pretty good odds of turning an initiative 4 or 5 ship to paste before it shoots - which in turn means the X-wings needs to take less fire.

Thanks Guys, that's really helpful!

6 hours ago, Magnus Grendel said:

then 'bounce' that improved initiative on to the other escort as well. Three Initiative 6 shots on a -1 agility, tokenless target gives you pretty good odds of turning an initiative 4 or 5 ship to paste before it shoots - which in turn means the X-wings needs to take less fire.

Can you chain-use swarm tactics like that?

I had the same question about chaining swarm tactics.

According to this thread, you can chain it.

No official ruling of FAQ though...

8 hours ago, Magnus Grendel said:

I'd suggest not giving Arvel Cluster Missiles - if you've got a shot, you've probably already got a 3-dice rerolled shot, and frankly I'd rather have a focus than a lock in an A-wing because if you guess wrong and someone gets a shot on you you're made of tissue paper and probably at range 1.

I mean, I see the argument—and I’m definitely not God’s gift to X-Wing over here—but I’ve definitely been on the receiving end of some face-melting cluster-A salvos. The upside of clusters is that your piddly 2-dice ship is suddenly chucking out 6 dice instead; do that a couple times, and your opponent is gonna have a bad time.