Sell me on Regen (Rebels or Republic)

By KingmanHighborn, in X-Wing Squad Lists

Cause I'm not convinced. Unless you're hella good at getting out of dodge it seems so...counter intuitive to the game. Every regen list I've played against, the guy bugs out, leaving his squad down a ship for a few turns so that by the time he's ready to fight, I've taken out all his buddies. Or, the regening ship can't fully get away and sure they get a shield back, but I can do 2-3 more damage on top of that, all while they can't shoot back.

People truly good at this game I've seen make it work, Miranda regen back in 1.0 used to be pretty legit annoying. But other than Plo (who hurts himself with his ability, as he's otherwise an I5, that should be shooting something, ) not much seems good to me. (Yes Ani regen is a thing with how squirrely he is but he's still such a points sink, that whoever he's flying with is dead meat.)

On the rebels side of things, all of the X-wings that aren't high Initiative are catchable, if I know they are bugging out. It's one less 3 die gun I have to worry about. Don't see regen astros on Ys to often. I think Corran makes the most sense, since his ability syncs up with a regen droid, and while it's a turn without pew pewing something, it's at least not to bad since a double tap is always worth it.

So yeah, sell me on a regen list, that doesn't make me feel like I'm tying my arm behind my back for a round while my papercut heals.

Regen is for the patient player mostly. I have played four out of five games during the polish championship earlier this year against Republic Regen lists. There is nothing worse for me as an opponent, when I take down a Delta 7B to 2 Hull, just to see him R2 > 5 Straight > Boost > Roll out of all my arcs and out of the fight. Next turn he can do a R2 > Hard Turn > Boost > Roll. And on a third turn you get a 4 health Delta 7B instead a 2 health one gunning at you once more. As an opponent, you get two options really. Try to call him on the 5 Straight, which is extremely difficult to catch or block, as you are aiming the other way. Or swap target to a new one and hope, that you can kill them before the regened Delta returns.

In an Aces vs Aces engagement, the Aces who cannot disengage and regen are on a massive disadvantage. As you mentioned Corran Horn is a very good R2 carrier, with FCS he is quite capable of doubletapping someone into oblivion in one turn. I can surely see an R2 on X-Wing piloted by Wedge Antilles, who wants to stay alive as long as he can. And he is just waving a massive flag, target me first. On an Y-Wing focused on bombs, You can drop a device and straight out from combat with a Regen, considering the poor defence of an Y-Wing.

It's not much about "you use it every time" but more about the "I can yeet myself across the board to regen, if the opportunity appears.

vader.jpg

any arc-170 with r2 and gonk you can double regen while only getting one disarm token.

Fly Ric Olie. The N-1 is a ship which often has to disengage anyhow since it flies so oddly. This overlaps nicely with R2 Astromech. With Full Throttle Evade tokens, these things just kinda never fully die, at least not to effort proportional to their cost in points.

Also handy to keep in mind: any time you're pulling a move on a high-init Regen ship, there's a chance you've already seen the board state and will know whether or not you'll have a shot. Maybe you're getting blocked, maybe you guessed wrong. Spin up that R2 Astromech and get back a shield. Like, R2-D2 is so cheap on Luke that it seems like a crime not to bring him. Even if it isn't a full disengage, it's often not too hard to weave in the regen.

//

I think an illustrative list for regen is something like this:

  • Ric Olie (R2 Astromech) 46
  • Baby Anakin Skywalker [N-1] (R2 Astromech) 45
  • Wollfe (R5 Astromech) 54
    • This dude could just be a 104th ARC to free up points for toys for Ric and Ani.
  • Gold Trooper (-) 25
  • Gold Trooper (-) 25
    • Currently 5 points free for talents and other toys. Crack Shots are always solid. FCS seems decent on Anakin. Daredevil can work well on Ric. Intimidation is nifty on Anakin, and Collision Detector seems cool.

The point of this is that nothing is worth shooting. Gold Troopers require a bunch of shots sunk into them, and only reward tiny points. Wollfe is an 11 health ARC. N-1 are probably less than 50 points, and can take a tonne of fire to bring down between Full Throttle and R2.

Edited by theBitterFig

I think apart from aces the opportunities to stack the disarm token on top of other disarm tokens are worth it.

For example this guy. I haven't been able to try it yet but I really want to. The idea is to use the turret exclusively to have an additional fire arc to trigger 7th fleet gunner (even at range 3 with the torret arc). This ship doesn't care about attacking, it just moves around pointing the turret to the enemy in case it's necessary, recovering the gunner's charge every turn while using r2 and maybe recharging the bombs at the same time (3 disarm tokens LOL).

Red Squadron Bomber (33)
Dorsal Turret (3)
Seventh Fleet Gunner (9)
R2 Astromech (3)
Proton Bombs (5)

Ship total: 53 Half Points: 27 Threshold: 4


Total: 53

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Republic&d=v8ZsZ200Z361X137WW227W2W69W&sn=Unnamed Squadron&obs=

28 minutes ago, xanatos135 said:

I think apart from aces the opportunities to stack the disarm token on top of other disarm tokens are worth it.

For example this guy. I haven't been able to try it yet but I really want to. The idea is to use the turret exclusively to have an additional fire arc to trigger 7th fleet gunner (even at range 3 with the torret arc). This ship doesn't care about attacking, it just moves around pointing the turret to the enemy in case it's necessary, recovering the gunner's charge every turn while using r2 and maybe recharging the bombs at the same time (3 disarm tokens LOL).

Red Squadron Bomber (33)
Dorsal Turret (3)
Seventh Fleet Gunner (9)
R2 Astromech (3)
Proton Bombs (5)

Ship total: 53 Half Points: 27 Threshold: 4


Total: 53

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Republic&d=v8ZsZ200Z361X137WW227W2W69W&sn=Unnamed Squadron&obs=

Wow, that could be a nasty blocker. Turret opens up additional arcs, although misses Talent slot for Intimidation to be a wet dream of any attacking ace. If the enemy bumps, its terrible. If they don't, they get two attacks instead. And have to pick their maneuvers as he can just drop a bomb behind himself for giggles.

Edited by Schanez
22 minutes ago, Schanez said:

Wow, that could be a nasty blocker. Turret opens up additional arcs, although misses Talent slot for Intimidation to be a wet dream of any attacking ace. If the enemy bumps, its terrible. If they don't, they get two attacks instead. And have to pick their maneuvers as he can just drop a bomb behind himself for giggles.

You could use the shadow squadron veteran with intimidation instead, but it's 5 points more... It would be pretty fun though =), maybe downgrading to seismic charges to avoid it being too expensive... But protons are way better in my opinion.

A local player flies double jedi (Ani / Obi) with R2 and spare parts canisters. He's basically looking to take half points off something in your list and avoid giving up any points at all. There's definitely counter play, but it's a legitimate strategy and depending on what you've brought it can be hard to get shots on him at all. And if you do - he regens ...

58 minutes ago, eljms said:

A local player flies double jedi (Ani / Obi) with R2 and spare parts canisters. He's basically looking to take half points off something in your list and avoid giving up any points at all. There's definitely counter play, but it's a legitimate strategy and depending on what you've brought it can be hard to get shots on him at all. And if you do - he regens ...

This, more or less... Hit half on something and then avoid the enemy for the rest of the game... It's not clean gameplay, if you ask me. Like intentionally avoiding a fight after one engagement. But it is a valid strategy as far as rules are concerned.

34 minutes ago, Schanez said:

This, more or less... Hit half on something and then avoid the enemy for the rest of the game... It's not clean gameplay, if you ask me. Like intentionally avoiding a fight after one engagement. But it is a valid strategy as far as rules are concerned.

But check with your TO first. They might not allow that sort of list in their tourney. You'll find yourself DQ'ed for exploiting a stalemate condition. /s

Edited by Frimmel
10 hours ago, Schanez said:

Regen is for the patient player mostly. I have played four out of five games during the polish championship earlier this year against Republic Regen lists. There is nothing worse for me as an opponent, when I take down a Delta 7B to 2 Hull, just to see him R2 > 5 Straight > Boost > Roll out of all my arcs and out of the fight. Next turn he can do a R2 > Hard Turn > Boost > Roll. And on a third turn you get a 4 health Delta 7B instead a 2 health one gunning at you once more. As an opponent, you get two options really. Try to call him on the 5 Straight, which is extremely difficult to catch or block, as you are aiming the other way. Or swap target to a new one and hope, that you can kill them before the regened Delta returns.

Patient is definitely not my forte, so that might be why it doesn't click with me. (I'm one of those players that doesn't feel accomplished unless a ship is off the board on the first round of pew pew) I also still feel like if that 7b, 5 straights on out of there to Regen, he leaves his rest of the squad to get rounded up and picked off. He might come back in at 4 health but his support should be gone. Unless the whole group just takes off and does slash and burns, which could be tricky and fun.

4 hours ago, KingmanHighborn said:

Patient is definitely not my forte, so that might be why it doesn't click with me. (I'm one of those players that doesn't feel accomplished unless a ship is off the board on the first round of pew pew) I also still feel like if that 7b, 5 straights on out of there to Regen, he leaves his rest of the squad to get rounded up and picked off. He might come back in at 4 health but his support should be gone. Unless the whole group just takes off and does slash and burns, which could be tricky and fun.

The trick is to ensure that, by the time you need to regen and leave, you've taken out enough of the enemy list that losing your buddies doesn't matter.

I've been flying double 7B, double V-19 ever since they were released, and most games follow a similar pattern. I'll pick a target to bully on the approach, smash its teeth in, then whichever Jedi got hit breaks away to regen while the opponent scrambles to get some points out of the V-19s. So long as whatever I smashed is worth more than 50 points, the opponent can take both V-19s and still be behind. I'm therefore under no pressure and can reengage at my leisure. And sometimes they don't even get the V-19s; the little guys can be surprisingly resilient. Also, there's still a second Jedi running around making a real nuisance of themselves.

15 hours ago, KingmanHighborn said:

I also still feel like if that 7b, 5 straights on out of there to Regen, he leaves his rest of the squad to get rounded up and picked off.

"Never leave your wingman."

On some ships its not so great. You cant just toss r2 on Garven Dreis X-Wing and call it a day.

But Jedi have their full throttle. They can 5 straight over a gas cloud and still boost/roll and still have force mods. Ric Olie can 5 straight, evade+focus/boost and get that extra green die from ability.

You say the regen ship is flying off wasting its turn to regen, but you just wasted your entire engagement because when the regen ship comes back its like you never attacked it, meanwhile you are now out of position vs the rest of the list (or should be if regen player is any good). Not sure who you are playing, but regen is super strong. Jedi ships with delta are priced for a 3/2/3/3 statline but are really a 3/2/3/5. Bargain prices.

If you bring the right ships, i6 with reposition or multiple arcs, then they are less scary. Or missiles or torps to prevent range bonus and keep them at 2 green dice. There are ways to kill them, and they arent winning every tourney and not a boogie monster, but no doubt they are tough AF and a strong play. It's all about points fortressing and going back above half points.

In just casual matches, people with regen will be more willing to just keep the scrum up and have fun. Get to higher level events and its no joke hit and run tactics

Edited by wurms

I seriously might have to try regening Jedi only got two, but that's at most all I see and our casual nights aren't timed like tournaments, so drawing a fight out could be interesting as there wouldn't be that 'hit half and run' stuff.

On 12/14/2019 at 9:24 AM, KingmanHighborn said:

I seriously might have to try regening Jedi only got two, but that's at most all I see and our casual nights aren't timed like tournaments, so drawing a fight out could be interesting as there wouldn't be that 'hit half and run' stuff.

Yeah X-Wing without a time limit is almost another game, what is good and bad changes drastically, and pretty much all aces become worse without a time limit.

My thoughts on regen:

Good on I6 and I5 due to knowing board state ahead of time and may realize they don’t get a shot anyhoo.

Biggs, 🤷‍♂️

So this is what I'm mulling on:

E-wing - •Corran Horn - 92
•Corran Horn - Tenacious Investigator (66)
Elusive (3)
Advanced Sensors (10)
•R2-D2 (7)
Afterburners (6)

UT-60D U-wing - •Heff Tobber - 50
•Heff Tobber - Blue Eight (45)
Intimidation (3)
•“Zeb” Orrelios (1)
•“Chopper” (1)
Pivot Wing (Open) (0)

UT-60D U-wing - •Benthic Two Tubes - 58
•Benthic Two Tubes - Cavern Angels Marksman (47)
Perceptive Copilot (8)
Contraband Cybernetics (3)
Pivot Wing (Open) (0)

Total: 200/200

View in the X-Wing Squad Builder

Basically have the U-wings be distracting and gum up my opponent while Corran disengages while insuring a tl/focus attack with Benthic helping Corran.

Or this:

E-wing - •Corran Horn - 77
•Corran Horn - Tenacious Investigator (66)
Elusive (3)
Fire-Control System (2)
R2 Astromech (6)

T-65 X-wing - •Luke Skywalker - 70
•Luke Skywalker - Red Five (62)
•R2-D2 (5)
Brilliant Evasion (3)
Servomotor S-foils (Open) (0)

T-65 X-wing - •Thane Kyrell - 53
•Thane Kyrell - Corona Four (48)
Elusive (3)
•“Chopper” (2)
Servomotor S-foils (Open) (0)

Total: 200/200

View in the X-Wing Squad Builder