rebel stratagies

By lotrgeek123, in X-Wing

I've been playing with my dad a lot lately, and he's getting really ticked. I'm empire and he's rebels. Out of the 10 games we've played, his 2 x-wings and 1 y-wing have been getting their butt kicked by my 3 tie fighters and tie addvanced. He's getting very mad, so i'm asking this question for my sake. Do you guys have any rebel stratagies for a 100 point game for the rebels?

Tell him to run Wedge with swarm tactics, Biggs, a Red Squadron pilot, and a rookie pilot.

he only has 2 x-wings, so he can't have the rookie pilot. So what should he do with the y-wing?

Run Salm for damage or Dutch Vander for target locks, otherwise just a Gold Squadron Pilot with Ion Cannons.

I reamain nearly undefeated (including the kessel run where I took first) with this list and strategy.

Wedge- R2D2, Marksmanship

Luke-R5D8, Marksmanship

Dutch-Ion Cannon, R5K6

I run them in a pack along one side of the board, Dutch closest to the edge then Luke followed by Wedge followed in a line. I fly them strait until about the middle of the board where engagements usually start. Turn them into the center of the board, most imperial list demand a formation that then puts me in an enfilade postion at this point (My ships are flanking and the enemy is in a form of strait line). I consentrate fire starting with the nearest ship, Wedge, then Luke, then use Dutch to put some control on the ship I choose for the next round. By the round this all starts, the way the board looks it makes it very difficult for the Imps to get in the way of my fighter wing (so I get to keep my actions) and between Target locks, and marksmanship I'm taking down 1.5 ships around minimum. Most of your flying will be being done at speeds 1-2 at this point, and your targets should be coming to you being removed from the board right along the 1-2 range split. All in all it comes down to knowing how to fly with a rebel list, and making sure you get your actions, getting behind or flanking your enemy. I found like Wings of War the game really comes down to who flies better, better flying will beat better rolling 90% of the time.

I think that torpedoes and missiles are being discarded way too quickly. I myself enjoy them, since at range 3 the enemy don't get any extra dice for defence because that only aplies to primary weapons fire.

With that said, here is a fun 3 ship party squad.

Rebel 99p torp squad:

  • Wedge w/ R2-F2
  • Garven w/ R2-D2, torps
  • Dutch w/ R2, torps, Ion cannon

Wedge is doing his stuff, and can get target locks from dutch and focus tokens for evasions from garven (once he's used his). But the fun synergy here is between Garven and Dutch. Both with pilot value 6, so they do everything at the same time, one should remember though that always move garven first and always fire with garven first, so that dutch can give garven his free target lock and garven can pass on a free focus to dutch.

I like this small squad, it has a lot of firepower at all ranges and can take a few hits aswell.

Here is also a 4man rebel squad I've used with great success:

  • Biggs /w R2-D2
  • Dutch /w R2, Ion-Cannon
  • Rookie Pilot
  • Rookie Pilot

Here you have the advantage of more ships, also I believe this might be confusing to the enemy as there is no real main priority on what to shoot first. And with that R2 on that Y-wing, you can suddenly start doing koigorans followed up by sharp 2 turns, so it's harder to predict where the Y-wing is heading to get rid of it's stress token.