Rebel swarm lists?

By oddeye, in X-Wing

Wondering if anyone has tried to make a decent semi rebel swarm list now that there are a few ships w/ pilots under 20 points? I've played around with making a few 5 ship rebel lists though I can't really seem to find one that seems at least somewhat competitive. 4 prototype a-wings cost 68 pts leave you with 32 pts for another ship and a few upgrades.

some sample lists:

5 (a-wing) prototype pilots with stealth devices: 100pts

Extremely low PS / 10 shots per round / great movement / 3(4) defense dice

2 (a-wing) prototype pilots: 34pts

2 (y-wing) gold squadron pilots with proton torps: 44pts

1 (b-wing) blue squadron pilot: 22

Rather low PS / 11 shots per round / decent movement / 2 proton torps

4 (a-wings) prototype pilots: 68pts

1 ???? named pilot w/ upgrades : 32pts

Anyways these lists i just came up with on the fly, I'm really trying to get a good conversation about trying to sqeeze in 5 ships for a rebel list. Obviously with the point costs its going to be hard to fit in a few missles or upgrades. I'm thinking if FFG releases a z-95 that it will be around 14-15 points and would make a rebel swarm much more viable. Until then, let me know what you think!

I don't have enough ships to swarm, but for low points games a Gold Squadron Pilot + Ion Cannon Turret and a Prototype Pilot makes a nice combo at 40 points. Hit something with the ion so that next turn the A-Wing swoops in for Range 1.

For 100 points you could use.

Rookie Pilot

Gold Squadron Pilot + Ion Cannon Turret

Prototype Pilot

Prototype Pilot

Blue Squadron Pilot

Actually, that looks pretty solid. I originally typed in a Gold + Blaster Turret, but the Blue gives you some more punch and maneuverability.

5 (a-wing) prototype pilots with stealth devices: 100pts

Extremely low PS / 10 shots per round / great movement / 3(4) defense dice

I only have 2 A's right now, but I will likely pick up a couple more A-Wings. While 5 of them would be a pain for my opponent, I don't think they have enough punch to be a consistent threat.

I would probably drop the fifth pilot for missiles on the other four. Ideally, that would create enough of an Alpha Strike to level the playing field and make up for the 2 die attack value.

5 HWKs with Blaster Turrets. You need to spend your focus to attack (so no focus on results), but 3 dice unmodified x5 that doesn't require LOS within Range 2 can be fun.

Edited by Toggle

One more list that I would like to try

Rebel Operative w/ Blaster Turret x5

The ships have poor maneuverability, but they also have a 360 degree firing arc. As long as your opponents don't stay at range 3 the whole time you should do well.

One more list that I would like to try

Rebel Operative w/ Blaster Turret x5

The ships have poor maneuverability, but they also have a 360 degree firing arc. As long as your opponents don't stay at range 3 the whole time you should do well.

Dark Curse would like to say hello to you. The problem with that list is that it can be almost entirely shut down by one relatively cheap ship. That says nothing about those who CAN stay at range 3 from you.

========
XA Swarm
========
Keep the As together for focused fire.
99 points
Pilots
------
Prototype Pilot (20)
A-Wing (17), Stealth Device (3)
Prototype Pilot (20)
A-Wing (17), Stealth Device (3)
Prototype Pilot (17)
Rookie Pilot (21)
Rookie Pilot (21)

I've been wanting to try something like this. 2x Xwings can be pretty powerful. Up the defense on the Awings with stealth to keep them on the board for quick strikes and round things out with a turret on a Y-wing. You would just have to fly in a way that would take advantage of or at least mitigate the low pilot skills.

This is from one of my big posts... I work with lots of five ship rebel builds...

Until now, of my many many 5 ship builds, my most competitive five ship builds have been

Rookie Swarm

AA XX Y+ion

Attack Swarm

AA XXX (with R2s)

(Note you can swap rookie and r2 for blue squad)

(honorable mention)

A-team

ORS AA Y X

I have a few new builds that I am testing - but this one is quite fun - and does rather well for what it is...

==================

Identification day

==================

A B X Y+r2 H+Ion

Rebel Operative (21)

HWK-290 (16), Ion Cannon Turret (5)

Blue Squadron Pilot (22)

Prototype Pilot (17)

Gold Squadron Pilot (19)

Y-Wing (18), R2 Astromech (1)

Rookie Pilot (21)

(Also - if you don't mind dropping the ion cannon - you can switch the rebel operative out for kyle, or roark - giving other options, but dropping your much needed offense (you need offense to offset the low PS numbers)

I've used this list with a bit of success

Prototype pilot 17

Prototype pilot 17

Red Squadron pilot 23

Rookie pilot 21

Rookie pilot 21

Comes out to 99 points to try to clench the initiative and I fly it in formation like a TIE swarm with the A-wings out front and the X-wings in behind providing target locked firepower. With boost, the A-wings are just as good as academy pilots at forcing bumps and preventing the enemy from taking actions. The A-wings attempt to draw enemy fire away from the X-wings by simply being closer to make themselves juicier targets. If the opponent doesn't shoot at the A-wings, they are still close enough to provide 3 dice for close range shots at anyone that didn't bump into them.

i really like how there are multiple variations of rebel swarm lists out there, all similar yet still very different

i like the list i've played with success and passed onto my wife to play (also with good success so far)

Blue Squadron x2

Rookie Pilot x1

Prototype Pilot x2

5 (a-wing) prototype pilots with stealth devices: 100pts

Extremely low PS / 10 shots per round / great movement / 3(4) defense dice

I only have 2 A's right now, but I will likely pick up a couple more A-Wings. While 5 of them would be a pain for my opponent, I don't think they have enough punch to be a consistent threat.

I would probably drop the fifth pilot for missiles on the other four. Ideally, that would create enough of an Alpha Strike to level the playing field and make up for the 2 die attack value.

5 prototypes with stealth devices would be really annoying to fly against especially if you are using evade actions constantly. looking at a possible 5 agility every attack and a few sheilds to absorb the first couple of hits that get through, who cares about shooting last with defense like that en masse. Though you are right, not much of a punch. You could drop 3 stealths for 2 missles. Sounds like fun on paper, unfortunately I'm 2 a's short to trying it out..

this is great, thanks for the replies. I'll have to try out some of these lists out. I like the variations with x's and b's with a few prototype pilots. I really wanted to use a couple b's and x's anyways as I actually only have 3 a wings right now. Plus I'm a huge fan of b-wings.

I was playing around with a few more ideas last night, one centered with biggs.

4 prototype pilots 68pts

1 biggs with r2-d2 and hull upgrade 32pts

Imperial players are forced to deal with biggs first, leaving the A's to pick apart ships piece meal. though the a's don't pack to much of power, if biggs fared well for a few turns might give you the edge you need.

5 green squadron pilots w/ determination 100pts

variation on the prototypes w/ stealth. higher PS, less evade with some damage mitigation.

2 prototype 34pts

2 rookie 42pts

1 blue with fcs 24pts

I think it's worth saying having 5 ships without a obvious primary target goes a long way, though without a lot of upgrades you are left with less options besides basic attacks. There are plenty of good lists in this thread, I will play test with my local gaming group with a few of the lists this week to see how they work out.

Edited by oddeye

Last night I flew:

Jan Ors w/ Adrenaline Rush, Nien Nunb, and Ion Cannon

Prototype Pilot X4

Total: 100 points

I was really pleased with how well this list worked. It felt a lot like flying a bunch of TIE fighters/Howlrunner. Whenever an A-wing got into range 1, I had Jan boost its attack. Nien Nunb made it easier for Jan to fly faster and get rid of stress from her ability. Ion cannon helped the A-wings stay out of enemy firing arcs. Fun to use rebel ships in an Empire style!

Edited by rmb43

I have played a 5 Y-Wing list a few times. Sometimes it was 5 Grey Squadron, sometimes it was 5 Gold with R2 and one with an Ion Turret. It is actually a fairly solid list. Not a record-breaker by any means but it has a TON of shields and hull to chew through, and even 2 Attack will eventually wear people down.

Last night I flew:

I like that list. I'm going to use it myself and see how it goes.

I like the 1x Gold Squadron w/ Ion Turret, 2x Prototype Pilot, 1x Rookie Pilot, and 1x Rookie Pilot/Blue Squadron Pilot at 99/100 points


4x A-Wings + 2x HWK-290. No upgrades (already at 100). You get 6 ships, but 5 naked Prototypes are probably better.

4x A-Wings + 2x HWK-290. No upgrades (already at 100). You get 6 ships, but 5 naked Prototypes are probably better.

yeah, 5 prototypes runs 85pts.. some room for missiles or modifications. I think we will have more options on 6 ship rebel swarms if FFG releases the z-95. I haven't even looked at HWKs yet as I do not own one. I need to pick at least one, I need to swing into my local store to pick up some card sleeves anyways.

I haven't tried a 5 y-wing list out yet as I only have 4, though I could use 4 y's with an a-wing. Again, I really think some of these lists have plenty of merit and or potential to be at least somewhat competetive. Not sure about winning a large tourny or anything but who knows.

Naked generic HWKs are overpriced at 16 points.

Naked generic HWKs are overpriced at 16 points.

Was thinking about that, and decided to check the stats. For 4 more points then a Academy Pilot you get the following.

+1 PS, -1 Attack, -1 Defense +1 hull +1 shield, plus the upgrades. But a much worse dial.

Yeah I'd have to agree 16 points seems high.

I feel that they'd be a much better value at 10-12 points. Maybe keep the nameds close to where they are because the specials ARE nice.

Compare to a Gold Y: Swap Attack and Agility, give the Y 1 Hull and 2 Shields, the HWK's crew slot compared to an Astromech and two Torps, then give the HWK a worse dial. Makes the HWK-290 2 points cheaper. I guess that crew slot is pretty powerful.

I could see using one HWK though i'd want to give it an upgrade to make it somewhat useful.. I just can't see myself using one, i guess thats why i haven't bought a HWK yet. I should consider it though since it is the cheapest rebel ship available and I am trying to make a swarm here ha!

In the games I've played with the HWK, the HWK is targeted last because it is simply not a threat in late game. The pilot abilities are nice, but if they have no one to benefit, then they are entirely useless. I feel swarm lists are where the HWK will shine.

I ran

Prototype A

Prototype A

Rookie X

Blue B

Gold Y + Ion

in a game last weekend, it actually worked pretty well and seemed versatile. Opponent folded very quickly. This list could maneuver very freely since no ship depended on the other and brought a good deal of firepower and a chaotic mix of maneuvers to bear on the enemy. The A-wings are great flanking pests and blockers that can do solid damage at R1, the X and B are straight-up firepower, and the Y can do some small damage while it messes up your opponent's flight plans.

I would love to drop a HWK in there in place of one of the Prototypes but, as others have pointed out, a HWK without a turret is a bad joke and this list would not have the points for it unless I wanted to drop the Y (I only fly them with turrets) or one of my firepower ships, and I want to do neither. I suppose I could try a no-turret Y for once and see if I can't just get it into R1 for some decent shots, but at that point I may as well just drop the Prototype back in for the maneuverability gain. Argh, the decisions. Maybe I'll just try trading the HWK and the Gold for a game or two since they're both Ion. 2 points to play with, too.

Edited by HooblaDGN

I ran Maybe I'll just try trading the HWK and the Gold for a game or two since they're both Ion. 2 points to play with, too.

could put a FCS on the b-wing or add a R2 to the x and y. Not a whole lot you can do with 2 points besides that without EPT on any of the pilots.