I am looking to develop from Imperial lists into Rebel territory. I have to admit, I flew them only a couple of times, mostly due to my brother's dislike for my Tie Swarm list and later the entire Empire. Since he has his own ships now, I am able to finally flirt with the idea of some X-Wings on my side of the board.
Here is what I have access to:
- Three X-Wings T-65 (1 Core Set and 2 Expansions)
- One Y-Wing (Rebel Expansion)
- One B-Wing (Rebel Expansion)
Here is what I came up with so far, having those five ships to play with. Mostly three lists with different approach slightly.
Rebel Beef, simple served:
- Blue Sqadron Escort
- Blue Sqadron Escort
- Blue Sqadron Escort
- Blue Squadron Scout: Fire-Control System
- Grey Squadron Bomber: Dorsal Turret
Nothing elaborate. All pilots are I2, so flying is not an issue. Plain idea of throwing a lot of red dice at the enemy while tanking return fire. No need to fly in formation.
Rebel Beef, served with slices of fried onion and fried bacon:
- Braylen Stramm: Crack Shot
- "Dutch" Vander: Proton Torpedoes
- Garven Dreis: Crack Shot
- Jek Porkins: Crack Shot
Upping pilots to I4. Braylen should always have double mods just from being himself. "Dutch" can share a lock to Garven, who in return can share a Focus, after he attacks. Y-Wing can do quite well with Proton Torpedoes, especially since it can disengage and Reload a charge, if necessary. "Dutch" should stick close to Garven. The rest can be solo flankers.
Rebel Angus Beef, delicate and juicy, with jalapenos and mustard:
- Wedge Antilles: R3 Astromech, Afterburners
- Thane Kyrell: Outmaneuver, R3 Astromech, Afterburners
- Nora Wexley: Expert Handling, R3 Astromech, Afterburners, Dorsal Turret, Veteran Turret Gunner
Pilost are upped to I6 and two I5s. Nora wants to fly straight at'em and double tap whoever is silly enough to face her. With Expert Handling she is a bit more mobile and can swap target thanks to R3, without losing her ompf from lack of mods. Thane can shoot last and use his pilot ability to flip Direct Hits or Panicked Pilots all day long. Wedge is just doing his thing, being an annoying I6 destroyer. Each ship comes equiped with an R3 Astromech, for the secound round of combat benefit. They can take Focus of Roll while already having a Lock from the previous round. Each one also has Afterburners, which I learned to love on my Imperial Aces for its ability to save a ship from being blown to bits. My only problem with this list, is that Nora's 3 Turn is red, leaving her with a Stress an no action this turn. Oh, also 10 points of bid.
What do you guys think? Any ideas on how to improve or tweak those lists? I must admit, I was tempted to run a three I5 with Luke instead of Wedge,but the bid is much smaller then.