New to X-wing Rebel List

By Montejello, in X-Wing

Greetings,

I was lucky enough to get introduced to the game a few days ago. Since my fiancee and I are Star Wars fans I bought a bunch of models that should arrive as soon as tomorrow. Not having played a single game and the fact she has chosen the Empire and leaving me the Rebels.

Models Soon To Arrive At My Door:

X-Wing x 4

Y-Wing x1

TIE Advanced x1

TIE Fighter x5

My first list after reading a bunch of forums I came across a list I would like some folks opinions on. I am sure this is nothing unique but somethign I was hoping for some more insight on. I hope my first game to come soon. As a general all comer vs Rebels and Imperial swarm; how would this fair?

100pts Rebel

Wedge + R2 + Expert Handling + Proton

Luke + R2 + Expert Handling

Dutch + R5 + Ion Cannon + Proton

The idea from reading is to obviously rid of the Proton torpedoes at Range 3 soon as I can on anything I can shoot at (though I've read mixed reviews about Torps). Luke and Wedge will be able to barrel roll to clear locks or open firing solutions. Wedge will most likely fly tight with Dutch to utilize the free locks and Ion cannon. Luke could stay in formation, address threats, or become a single threat as needed.

I see a lot about 4 ship setups for Rebel and was wondering if those would be a better start than my proposed list above.

Again I have yet to play a game and my only experience in the game has been the 8 hours I spent pouring of forums and watching battle reports. Obsessions are great! Just stoked to have a Star Wars space battle game where I can feel… well like I am piloting in their Universe.

Regards,

Montejello

It's a decent list, but expert handling on the X-wings gives them a stress token, meaning you need to make a green manouvre to clear them. Not saying you shouldn't do, but there is a cost to it. Honestly, you should wait till you get your ships before looking at options, there are some pretty good upgrades in with them.

EDIT: Here's the list I'm using to practice manouvring with mith my Imperials

Dutch Vander-31pts.
R2-F2, Ion Cannon Turret

Luke Skywalker-30pts.
R5 Astromech, Determination, Proton Torpedoes

Wedge Antilles-35pts.
R5-D8, Marksmanship

I think the R2 would be better on Dutch. He relly needs those extra green amnouvres…

Montejello said:

The idea from reading is to obviously rid of the Proton torpedoes at Range 3 soon as I can on anything I can shoot at (though I've read mixed reviews about Torps)…

I see a lot about 4 ship setups for Rebel and was wondering if those would be a better start than my proposed list above.

The mode (most frequent result) for torpedo damage against a TIE with Focus is 0. So it doesn't often pay off to launch torpedoes early, and launching them late is also iffy--you don't want a ship to die with unlaunched torpedoes, and after the first couple of rounds you may also have trouble creating enough range from your target to use them.

Torpedoes are still probably worth taking in a 3-ship list because you may very well have 8 points or so left over, and if they hit home they could make a tough fight much faster and easier. But personally, I don't ever count on doing significant damage with my torpedoes.

As for 4-ship lists, I've personally had and seen more success with them than the 3-ship lists, but I would encourage you to find a local group and get a couple of games under your belt before making a lot of list decisions. Good luck!

Thanks for the replies! The ships just arrived. What 4 ship list would you guys recommend trying out?

Monte

Montejello said:

Thanks for the replies! The ships just arrived. What 4 ship list would you guys recommend trying out?

Monte

Congrats… Set aside a fairly large block of time for unboxing, punching out tokens, assembling dials, etc. Also--and I'm speaking from personal experience, here--find a way to convince any cats in the house not to assist you by stealing your X-wings and then parading around the house showing them off.

As for 4-ship lists, I currently have two favorites:

  • Wedge Antilles + Swarm Tactics
  • Biggs Darklighter (no attachments, but VERY careful maneuvering)
  • Rookie Pilot
  • Gold Squadron Pilot + Ion Cannon Turret

OR

  • Garven Dreis + R5 Astromech
  • "Dutch" Vander + R5-K6 + Ion Cannon Turret
  • Rookie Pilot
  • Rookie Pilot

In the first list, the idea is to use Biggs to pick up the early hits and hopefully down a couple of TIEs before he bites the dust. I haven't had good luck with it, but I've been beaten by it often enough to know that it works.

The second list relies on synergy: Dutch hands out free target locks and disrupts formations with the ion cannon, while Garven hands out Focus to either boost a Rookie's attack or help mitigate incoming attacks. It's a bit more defensive than the Wedge list, with the additional fillip that your opponent can't easily anticipate which X-wing is going to be the most dangerous shooter in a round.