Rebel 100 pts for Wave 2 fights

By Englishpete, in X-Wing

You all saw my Wave 2 Imps with 2 Firesprays. This is my Wave 2 rebel list. I think Ion Cannons will come more into their own with the wave 2 ships that are super mobile.

Total Squad Points: 100

Pilot: Rookie Pilot 1
X-Wing (21)
Upgrades:

  • No upgrades Selected



Pilot: Gold Squadron Pilot 1
Y-Wing (18)
Upgrades:

  • Ion Cannon Turret (5)
  • R5 Astromech (1)



Pilot: Gold Squadron Pilot 2
Y-Wing (18)
Upgrades:

  • Ion Cannon Turret (5)


Pilot: Tycho Celchu
A-Wing (26)
Upgrades:

  • Deadeye (1)
  • Homing Missles (5)

Englishpete said:

You all saw my Wave 2 Imps with 2 Firesprays. This is my Wave 2 rebel list. I think Ion Cannons will come more into their own with the wave 2 ships that are super mobile.

Total Squad Points: 100

Pilot: Rookie Pilot 1
X-Wing (21)
Upgrades:

  • No upgrades Selected



Pilot: Gold Squadron Pilot 1
Y-Wing (18)
Upgrades:

  • Ion Cannon Turret (5)
  • R5 Astromech (1)



Pilot: Gold Squadron Pilot 2
Y-Wing (18)
Upgrades:

  • Ion Cannon Turret (5)


Pilot: Tycho Celchu
A-Wing (26)
Upgrades:

  • Deadeye (1)
  • Homing Missles (5)

I like it. It's very similar to a Wave 1 squad I've tried and really like. It replaces the Rookie and Tycho with Wedge and Biggs (no upgrades). I like yours a little better because BIggs can be boring. But I've learned to break Biggs off from Wedge before he bites the dust so that I keep 2 X-wings alive longer, adding to my firepower. It would be interesting to pit them against eachother.

In my opinion Y-wings have ALWAYS been good ships. And just in case nobody else has realized this, Soontir Fel's weakness is the ion cannon turret. His ability rewards taking stress tokens, but if he gets tagged by an ion cannon he can't ditch the stress and he gets eaten alive without actions. That's 27 points down the drain. I've seen it happen 3 of the 4 times I've seen Fel played (including once when I fell into this very trap).

I'd like to hear why you want Deadeye on Tycho. It's a good card, and it's only one point, so it's not like dropping it makes a huge difference. I'm assuming it's just so you can have the freedom to fire at anybody you want, even without locking on.

You assume correctly on deadeye, if it doesn't bring value, i'll drop it for a second R5 on the y-wing.

I'll let you know how it flys.

Drop it, you don't have to spend your target lock to fire homing missiles, saving it for reroll with it, then focus if needed!

I altered the list a little to gather some synergy.

Total Squad Points: 100

Pilot: Garven Dreis
X-Wing (26)
Upgrades:

  • R2 Astromech (1)



Pilot: "Dutch" Vander
Y-Wing (23)
Upgrades:

  • Ion Cannon Turret (5)



Pilot: Gold Squadron Pilot 1
Y-Wing (18)
Upgrades:

  • Ion Cannon Turret (5)



Pilot: Prototype Pilot 1
A-Wing (17)
Upgrades:

  • Homing Missles (5)


or the extreme close formation team…

Total Squad Points: 100

Pilot: Garven Dreis
X-Wing (26)
Upgrades:

  • R2-D2 (4)
  • Shield Upgrade (4)



Pilot: "Dutch" Vander
Y-Wing (23)
Upgrades:

  • Ion Cannon Turret (5)
  • Shield Upgrade (4)



Pilot: Horton Salm
Y-Wing (25)
Upgrades:

  • Ion Cannon Turret (5)
  • Shield Upgrade (4)



I have been contemplating the value of shield upgrade. I suspect that unless you're running R2, stealth upgrade is probably better. A Shield upgrade will only ever yield 1 extra hit point - a steath upgrade can yield you that same hit point 37.5% of the time (or 62.5% of the time if you have focus). Assuming you avoid the attack, the stealth upgrade continues working and potentially yielding extra hit points over the course of the game.

How much value have you found in Horton without proton torps?

I'm not sold on torps period. I fly Y-Wings for the Ion Cannon and a high pilot skill can really help tag your opponent.