First rebel list - Looking for feedback

By TheGoldfinch, in Army Building

So, this is a list based on what was found in the core set, combined with units I thought would be cool/fun to play, mashed together in a hopefully somewhat coherent list. I have no intention of playing competitively , but it's nice to get a win every now and again.

Luke Skywalker (160 + 20 = 180)
--Force Reflexes (10), Force Push (10)

Rebel Officer (50 + 0 = 50)

Rebel Troopers (40 + 22 = 62)
--Z-6 Trooper (22)

Rebel Troopers (40 + 22 = 62)
--Z-6 Trooper (22)

Rebel Troopers (40 + 24 = 64)
--MPL-57 Ion Trooper (24)

Fleet Troopers (44 + 23 = 67)
--Scatter Gun Trooper (23)

AT-RT (55 + 20 = 75)
--AT-RT Laser Cannon (20)

1.4 FD Laser Cannon Team (70 + 17 = 87)
--HQ Uplink (10), Barrage Generator (7)

T-47 Airspeeder (140 + 13 = 153)
--Wedge Antilles (5), MoDk Power Harpoon (3), Long-Range Comlink (5)

800/800

Commands:
Son of Skywalker (1), Ambush (1), My Ally Is the Force (2), Turning the Tide (2), Assault (3), Return of the Jedi (3), Standing Orders (4)

So, the strategy is to go for objectives/hold the line with the rebel troopers, supported by the laser cannon. The rebel officer will hand out dodge tokens while keeping them from panicking. The at-rt will lurk and take pot-shots at any armour on the table. The airspeeder will be on the flank, attempting to go for armour/targets of opportunity and try not to get shot down first thing.

Luke will be doing Luke-stuff(I have no idea on how to play Luke) supported by fleet troopers that could either divide enemy fire from Luke, or getting a few shots in themselves

I am fairly certain my friend who took the imperial side of the core set will be getting an at-st, so that's why the list has quite a few anti-armour weapons

Edited by TheGoldfinch
Updated list

The Laser Cannon on the AT-RT is of limited utility in my experience. I generally run the Rotary Cannon since it's a good all-around choice (especially given the AT-RTs surge to Critical). I would drop 10 points somewhere (probably the Fleet Trooper) and add an HQ Uplink you your 1.4 FD. Then you can Barrage and Uplink every turn (Recover-Shoot or Shoot-Recover). You lose a tiny amount of damage but gain Suppressive and being able to activate at the exact moment you want to.

Thanks, that's a good idea. I'll drop the extra fleet trooper for the HQ uplink, and even have 5 points to spare for another upgrade. The laser cannon is, unfortunately, already glued on the AT-RT

7 hours ago, TheGoldfinch said:

Thanks, that's a good idea. I'll drop the extra fleet trooper for the HQ uplink, and even have 5 points to spare for another upgrade. The laser cannon is, unfortunately, already glued on the AT-RT

You can use the rotary legally even if the laser canon is glued on.

3 hours ago, Uetur said:

You can use the rotary legally even if the laser canon is glued on.

Won't that get awfully confusing on the table, or are the cards visible enough to spot?

4 hours ago, TheGoldfinch said:

Won't that get awfully confusing on the table, or are the cards visible enough to spot?

I don't think anyone looks at the tiny weapon to see what it's equipped with. You should be going over your lists before the game anyway.

8 hours ago, arnoldrew said:

I don't think anyone looks at the tiny weapon to see what it's equipped with. You should be going over your lists before the game anyway.

Yeah, that's fair enough

On 2/27/2020 at 9:02 PM, TheGoldfinch said:

Yeah, that's fair enough

They give you the number tokens for a reason, so that helps in competitive games.

Luke is thankfully one of the scariest pieces in the game, Operative Luke even more so, I’d consider getting him for the 3 additional command cards you can mix together for either variant.

Force push is an amazing card, get your head round the engaged rule to understand how this can allow Luke to move around and stop from getting shot.

Generic commander does not give you much IMO unless running operative Luke.

A medical droid or two could be more useful keeping Luke alive.

Wedge is unfortunately rubbish, his card did just get an update though, but the Land Speeder is the better heavy and the speed jockey a slightly better pilot.

Fleets are tough to use but high threat, lots of potential in that unit but they need line of site blocking terrain to get close enough.

13 hours ago, Digimortal said:

They give you the number tokens for a reason, so that helps in competitive games.

Luke is thankfully one of the scariest pieces in the game, Operative Luke even more so, I’d consider getting him for the 3 additional command cards you can mix together for either variant.

Force push is an amazing card, get your head round the engaged rule to understand how this can allow Luke to move around and stop from getting shot.

Generic commander does not give you much IMO unless running operative Luke.

A medical droid or two could be more useful keeping Luke alive.

Wedge is unfortunately rubbish, his card did just get an update though, but the Land Speeder is the better heavy and the speed jockey a slightly better pilot.

Fleets are tough to use but high threat, lots of potential in that unit but they need line of site blocking terrain to get close enough.

I might get operative Luke later on and use a 3d-printed Cal Kestis, since I just finished Jedi fallen order, but I'll stick with starter Luke for now. Would you reckon swapping force reflexes or jedi mind trick för force push?

Might "split" the officer into a medical droid and the officer upgrade on one of the trooper units, since I really like the mini I'm using for him (skull forge bothan commander)

The speed jockey seems like the better pilot, but that'll have to wait until I buy the landspeeder. The updated Wedge looked useful though, for avoiding speeder crash shenanigans and setting up unexpected flanking attacks

Probably mind trick for push, with commander Luke, some people don’t run force reflexes, but get good first :)

with operative Luke, he can disengage for free and a command card plays off mind trick nicely, so it varies between the two iterations.

2 hours ago, Digimortal said:

Probably mind trick for push, with commander Luke, some people don’t run force reflexes, but get good first :)

Swapped mind trick for force push, thanks!

I'm feeling happy with this iteration of the list. The contents of the core set is soon finished, so time to order some of these units :)