Attempt at a Resilient REBEL list

By Glyph, in Army Building

Hey guys!

I was hoping I could get your opinion on this list. I know all competitive lists run as many Tauntauns as possible (which begs the question, how much taun could a Tauntaun taun, if a Tauntaun could taun taun ?), but I wanted to try and see if a list could be made that was resilient due to: having defensive and offensive surges across the board, having a good number of units with Danger Sense, and play a lot with gaining suppression (for cover and DS) and losing it quickly. I don't play a lot, but I keep abreast about news and tactics, so all comments are welcome! Also, if it's against forum regulation (or ettiquette) to put points values, let me know and I'll remove them!

800/800
Jyn Erso (110 + 9 = 119)
-- Strict Orders (5)
--
Duck and Cover (4)
--
A-180 Rifle Config (0)

Cassian Andor (90 + 22 = 112)
-- Duck and Cover (4)
--
Endurance (6)
--
Recon Intel (2) [Does Tactical 1 work on your Scout 1 move?]
--
A280-CFE Sniper Config (10)

K-2SO (70 + 15 = 85)
-- Comms Jammer (5)
--
Jyn's SE-14 Blaster (10)

3x Rebel Veterans (48 + 19 = 67)
-- Rebel Officer Upgrade (19)

2x Rebel Commandos (Strike Team) (20 + 42 = 62)
-- DH-447 Sniper (28)
--
Offensive Push (4)
--
HQ Uplink (10)

Rebel Pathfinders (68 + 9 = 77)
-- Duck and Cover (4)
--
Long-Range Comlink (5)
--
A-300 Short Range Config (0)

1.4 FD Laser Cannon Team (70 + 12 = 82)
-- Linked Targeting Array (5)
--
Overcharged Generator (7)

Commands :
Crack Shot (1), Rebellious (1), Trust Goes Both Ways (2), Last Stand (2), Complete the Mission (3), Volunteer Mission (3), Standing Orders (4)

Deployments : Advanced Positions, Battle Lines, Disarray, Major Offensive
Objectives : Key Positions, Recover the Supplies, Intercept the Transmissions, Sabotage the Moisture Vaporators
Conditions : Clear Conditions, Hostile Environment, Limited Visibility, Rapid Reinforcements
Edited by Glyph
Error in title

yes to the tactical question.

SCOUT X (UNIT KEYWORD)
After a unit with the scout x keyword deploys, it may perform a standard move, up to speed x.

The tactical x keyword allows a unit to gain a number of aim tokens equal to x, each time that unit performs a standard move.
• Climbing, clambering, embarking, disembarking, pivoting, reversing, and strafing are not standard moves.
• This effect is different than performing an aim action, and therefore does not trigger abilities that occur after aim actions are performed.
• A unit with the tactical x keyword that performs a standard move during the Deployment Phase (such as by using the scout x keyword) gains x aim tokens.
• A unit with tactical x will always gain x aim tokens after it performs a standard move, including speed-x moves.

20 hours ago, Derrault said:

yes to the tactical question.

SCOUT X (UNIT KEYWORD)
After a unit with the scout x keyword deploys, it may perform a standard move, up to speed x.

The tactical x keyword allows a unit to gain a number of aim tokens equal to x, each time that unit performs a standard move.
• Climbing, clambering, embarking, disembarking, pivoting, reversing, and strafing are not standard moves.
• This effect is different than performing an aim action, and therefore does not trigger abilities that occur after aim actions are performed.
• A unit with the tactical x keyword that performs a standard move during the Deployment Phase (such as by using the scout x keyword) gains x aim tokens.
• A unit with tactical x will always gain x aim tokens after it performs a standard move, including speed-x moves.

Thanks for the reply and clarification! I had my suspicion, but it's nice to get it clarified in such a clear manner :)

You may want to correct your title I never looked at it as I thought it was a republic list, which I've no experience of.

Where the Republic list?

2 hours ago, syrath said:

You may want to correct your title I never looked at it as I thought it was a republic list, which I've no experience of.

1 hour ago, arnoldrew said:

Where the Republic list?

Sweet monkey-Jesus! I've just realised now after you've pointed it out! I wanted to play Republic, but decided upon continuing my Rebels...guess I conditioned myself to think "Republic". I am, though, a bit disappointed to get no feedback other than an obvious error in the title...

I play tested a game with Cassian and K2 the other day and one bit of advise is be incredibly careful with K2. His inconspicuous is great and all but one round I miscalculated how close my opponent could get to me by using cohesion to get into range 1. Took one attack, lost inconspicuous, and he melted so fast

Edited by bllaw
6 hours ago, bllaw said:

I play tested a game with Cassian and K2 the other day and one bit of advise is be incredibly careful with K2. His inconspicuous is great and all but one round I miscalculated how close my opponent could get to me by using cohesion to get into range 1. Took one attack, lost inconspicuous, and he melted so fast

Inconspicuous is what R2 has. K2 has Incognito.

Just curious, why the HQs on the snipers? That seems like 20 points that could be used somewhere else. You might change my mind though. Just wanted to hear your reasoning.

Edited by weebaer
On 3/23/2020 at 4:28 AM, weebaer said:

Just curious, why the HQs on the snipers? That seems like 20 points that could be used somewhere else. You might change my mind though. Just wanted to hear your reasoning.

It means that I can have a turn where I don't need to rely on luck when pulling their order token from the bag as I only have 2 Command Cards that give orders out to 2 and to 3 other units (other than the character).

One more thing, you have an extra 5 points, as Jyn’s blaster is cheaper for k2 as she is in the list.

On 3/24/2020 at 3:11 PM, Glyph said:

It means that I can have a turn where I don't need to rely on luck when pulling their order token from the bag as I only have 2 Command Cards that give orders out to 2 and to 3 other units (other than the character).

I feel like snipers can be kept relatively safe. If the HQs work for you then definitely keep it. There are a lot of people on here that will tell what is good/bad but if it is working then keep it! That being said here is my 2 cents. I think if I need an order on my snipers then I have either made them too important in my army or I am out of position. Snipers are an awesome bonus to an army but if they are taking up orders instead of corps capturing objectives, or my heros, then I might be able to play them a bit more efficiently. That's just me though.