Rebel list idea

By ForrestGrump, in X-Wing Squad Lists

I been quiet on these forms for a few weeks but I am still playing and still theorizing

And I came up with this for a new list to try and figured I would post for critique and commenting

I LIKE 5 ships. Personal preference perhaps but it is a middle of the road place to fight both aces and swarms.

Everything has the same initiative which I find to be extremely useful if your running generics instead of ace lists. And I upgraded to beat the initiative of most if not all swarm lists

Anyways this is what I am thinking. Any obvious weaknesses or problems that I am just somehow overlooking??

New Squadron

(43) Red Squadron Veteran [T-65 X-wing]
(0) Servomotor S-foils
Points: 43

(43) Red Squadron Veteran [T-65 X-wing]
(0) Servomotor S-foils
Points: 43

(43) Red Squadron Veteran [T-65 X-wing]
(0) Servomotor S-foils
Points: 43

(32) Green Squadron Pilot [RZ-1 A-wing]
(1) Crack Shot
(2) Predator
Points: 35

(32) Green Squadron Pilot [RZ-1 A-wing]
(1) Crack Shot
(2) Predator
Points: 35

Total points: 199

Edited by ForrestGrump

its an interesting list, i like simple fun themed lists...i guess it will come down to how you fly it.

So no input?

I understand the initiative matching, But would a combo of X wings, B wings, and Y wings at initiative 2 make more sense?

You could fit 4 x X wings and a Y wing with Ion Cannon at initiative 2, or sub any X wings for Blue B wings. Still 5 ships, more 3 dice attacks, more health

Well initiative matching at 3 was partially the plan

To get initiative over droid or v19 swarms

But your suggestion is interesting nonetheless

You idea has lead me to

2 x-wings

2 y-wings with ion turrets

And a u-wing with lando crew

199 points and as you pointed out. A lot more health and 3 dice attacks, but fewer green dice

11 hours ago, ForrestGrump said:

So no input?

I mean, not too much to say? Basic efficiency jousters, good mobility on the X-Wings and A-Wings, which would enable fanning out. Greens can block.

Do the greens need Predator and Crack Shot? Cutting CS or dropping Predator to Marksmanship would could get also Crack Shot on the X-Wings.

It'd be theoretically possible to swap the Red Vet X-Wings for Blade Squadron B-Wings and change nothing, but I think the faster dial and available boost on the X-Wing are better.

13 minutes ago, ForrestGrump said:

You idea has lead me to

2 x-wings

2 y-wings with ion turrets

And a u-wing with lando crew

199 points and as you pointed out. A lot more health and 3 dice attacks, but fewer green dice

I do enjoy the basic Ion Y. Lando Crew never seemed worth it to me... I'd just go Jyn Erso for control over what tokens you get. Also, there are often enough times when Evade might be the better action. Turn out to reposition, etc.

To that end, I had a friend at a tournament about a month back who ran 3x, 2Y, with some R4s on the Y-Wings. Seemed OK.

Well that's what I was looking for. My local group kinda hates on a-wings so I am trying to figure out if they are bad or nobody here really figured them out

Thanks

14 hours ago, fatmantis said:

its an interesting list, i like simple fun themed lists...i guess it will come down to how you fly it.

huh I never actually seen your post until just now
sorry, didn't mean to act like you didn't post

23 hours ago, ForrestGrump said:

So no input?

How are you planning to fly it?

What do you think is missing in your list?

Do you have any alternate options you are considering?

You have a solid block of 5 ships that can do work. So what input are you seeking?

Mostly posting for critiques

Just in case I was overlooking someone. Or y'all see a lack in the list that I didn't notice or overlooked

For instance I just discovered last night that the droid swarm is more often initiative 1 not 2

Which makes running everything at initiative 3 less important than I originally thought. But still there are lots of fleets that run everything at init 2 (sinker swarms etc)

20 hours ago, ForrestGrump said:

For instance I just discovered last night that the droid swarm is more often initiative 1 not 2

Which makes running everything at initiative 3 less important than I originally thought. But still there are lots of fleets that run everything at init 2 (sinker swarms etc)

Tie/ln Swarm flies on Initiative 4-5. So take your poison. You have a lot of health and even more attack dice. Do you plan to fly it in a formation of x-wings and have the a-wings flank together? Or do you plan to spread out and fly them separately. Aces might be a big problem for you, due to the low initiative and their ability to dodge the bananas out of you. On the other hand, flying separately will spread out your arcs, but you will lose a lot of your focused oompf.

If you take Lock, you lose your defence mods. If you take Focus, you lose rerolls on attack. While throwing 13 atack die at your enemy is cool, it's not really... Consistent without modifiers. And you lack bonus actions to really try to fly this like aces. I just did a test of your A- and X-Wings vs my Tie/ln on range two. Your averege damage vs one Tie/ln was almost 2.1. While my averege vs one X-Wing was 4.5 and vs an A-Wing almost 3. I did take into consideration Iden Versio's ability to prevent damage, bu I did not take into consideration Del Meeko's defence die rerolls. So it would be potentially even lower.

A straight joust vs a Tie/ln Swarm might not be best. So... If you want to fly generics, I would spread them out and try to force flanks. Circle the enemy and force them to engage one side while you attack with the other. If he swaps sides, just do the same.

interesting. The tie/in swarm uses swarm tactics I presume?

I have actually been trying something a tad different
0-2 with it so far, but I cant tell if its me or the list yet

Been running
Xwing
Xwing
Uwing with Jyn
Y-wing with just ion turret
Y-wing with just ion turret

If you want an ace Rebel list, try flying Wedge, Luke and Nora.

Alternatively I would drop one X-Wing to fly 2xBlue Squadron Escort with Proton Torpedoes + R3 Astromech and 2xGrey Squadron Bomber with Dorsal + Veteran Turret Gunner. You lose three dice from one X-Wing but gain four from Y-Wing double tap and also four dice on range 3 on X-Wings in torpedoes.

My swarm has Howlrunner (Swarm Tactics), Iden Versio, Gideon Hask (Crack Shot), Seyn Marana (Marksmanship), Del Meeko (Crack Shot) and an Academy Pilot. Full 200 points used, because bid is for aces. The two 5s can really surprise some players. I am currently 2:4 with it, but then again, I started last month.

Edited by Schanez

I wasn't actually going for an ace list ...
I was going for a combination of swarmlike and efficient ...
but your numbers have me a bit concerned I must admit

1 hour ago, ForrestGrump said:

I wasn't actually going for an ace list ...
I was going for a combination of swarmlike and efficient ...
but your numbers have me a bit concerned I must admit

3 X-Wings and 2 Y-Wings drop a total of 13 attack dice at the enemy. A swarm of 6 Tie/ln drops 12 with rerolls on 6 of them. If both focus, Ties have an edge in damage per turn. Rebels win if they take target locks, but then they drop like flies due to no focus on defense. I didn't take into account Seyn Marana being just able to force you to take one card, regardless if shields. Or Gideon jumping to three dice if you are damaged.

It is not a bad list. But I would still go with a 2 X-Wing and 2 Y-Wing setup with the Protons and Dorsal and Veteran Gunner. You have more attacks due to Y-Wing double tap, more attack dice and remove the Range 3 bonus when shooting rockets for four dice. Just more consistent damage.

Edited by Schanez

Honestly I think my scum version may do it better

Cartel Marauder (38)
Ship total: 38 Half Points: 19 Threshold: 3

Cartel Marauder (38)
Ship total: 38 Half Points: 19 Threshold: 3

Hired Gun (33)
Ion Cannon Turret (5)
Veteran Turret Gunner (8)

Ship total: 46 Half Points: 23 Threshold: 4

Hired Gun (33)
Ion Cannon Turret (5)
Veteran Turret Gunner (8)

Ship total: 46 Half Points: 23 Threshold: 4

Tansarii Point Veteran (32)
Ship total: 32 Half Points: 16 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z124XWWWWY124XWWWWY87XW138WW90WWWWY87XW138WW90WWWWY136XWW&sn=Unnamed Squadron&obs=

With 2 X-Wings with Protons and 2 Y-Wings with Dorsal Double Tap, your per turn damage vs a Focused 3 Green Dice ship raises to aprox 3.5 and 4.7, if X-Wings fire off Protons. That is quite potent already.

If you are dead set on 3 x X-Wing and 2 x A-Wing, I would use Outmanouver on the generic Green Squadron Pilots. Use X-Wings to joust and A-Wings to dodge and flank.

Edited by Schanez

Lol the scum version was

2 khirahz fighters

2 y-wings

1 m3a

But I am gonna reconsider your suggestion

Just fixing to head out to work

When things settle down ill check it out

Scum list would benefit from Dorsal Turrets over Ion ones. The spare points can be thrown into the M3A for Autoblasters, which gives you a 3 die Bullseye and if you flank the enemy cannot dodge crits. Also 2 points into the Y-Wings for Marksmanship, as it procs from both the Primary and Turret attacks.

YASB 2.0 Scums

Edited by Schanez

yeah the scum list has dorsal turrets instead of ion
and I don't have the autoblaster card ..which is annoying, might try tractor beam on him...tractor shenanigans is fun
AND makes the m3 something people worry about...

seems it has possibilities