First serious Rebel try ABXY (Dutch+Garven)
I did run an ABXY list and enjoyed it (also mostly an imperial):
Greensquad+ ptl+ missile
Blue + FCS+ sheild
Rookie + R2
Gold + ion turret
I decided that upgrading to Garvin or Luke was probably a good idea. Other than that its a fun list. Lots of HP lots of maneuverability out of the Awing, barrelrolls with the bwing, good HPs, turret ion.
Hi everyoneJust started playing X-Wing a few weeks ago. Having a great time and own at least two of every ship.I've mostly been playing Imperials but I felt like trying to make a nice rebel list. The ABXY concept is something I find aluring, so here's my list.X-Wing Garven Dreis - 27pR2 AstromechY-Wing Dutch Vander - 28pIon Cannon TurretB-Wing Blue Squadron Pilot - 25pIon CannonA-Wing Prototype Pilot - 20pStealth Device
I'm getting an ABXY squadron ready for Worlds. Here's my advice:
The R2 Astromech on Garven Dreis isn't going to do much unless you're planning on performing Koiogran Turns frequently. Also, the Stealth Device on Prototype Pilot means that your least powerful and least valuable ship (points-wise) becomes the most difficult to hit. Essentially, there's no reason for your opponent to target it until it's the only ship left. I'd recommend pulling the R2 Astromech and Stealth Device to give Prototype Pilot a Concussion Missile.
On the flip side, "Dutch" Vander has a 3 Firepower turret with an Ion effect, hands out Target Locks (and probably won't be using Focus because of it, although he can get it from Dreis), only has 1 Agility, and is your most valuable ship (points-wise). He's definitely the ship I'd target first. His loss won't cripple your squadron (ABXY usually doesn't rely on any single ship) but it will hurt, and it'll be hard to prevent.
I tried to balance out offensive and defensive capabilities on each of my ships, so that there's no clear target for my enemy.
Rookie Pilot
Blue Squadron Pilot
- Sensor Jammer (although after seeing your list I will experiment with an Ion Cannon)
Gold Squadron Pilot
- Ion Cannon Turret, Proton Torpedoes
Green Squadron Pilot
- Push the Limit, Concussion Missiles
Hi everyoneJust started playing X-Wing a few weeks ago. Having a great time and own at least two of every ship.I've mostly been playing Imperials but I felt like trying to make a nice rebel list. The ABXY concept is something I find aluring, so here's my list.X-Wing Garven Dreis - 27pR2 AstromechY-Wing Dutch Vander - 28pIon Cannon TurretB-Wing Blue Squadron Pilot - 25pIon CannonA-Wing Prototype Pilot - 20pStealth Device
I'm getting an ABXY squadron ready for Worlds. Here's my advice:
The R2 Astromech on Garven Dreis isn't going to do much unless you're planning on performing Koiogran Turns frequently. Also, the Stealth Device on Prototype Pilot means that your least powerful and least valuable ship (points-wise) becomes the most difficult to hit. Essentially, there's no reason for your opponent to target it until it's the only ship left. I'd recommend pulling the R2 Astromech and Stealth Device to give Prototype Pilot a Concussion Missile.
On the flip side, "Dutch" Vander has a 3 Firepower turret with an Ion effect, hands out Target Locks (and probably won't be using Focus because of it, although he can get it from Dreis), only has 1 Agility, and is your most valuable ship (points-wise). He's definitely the ship I'd target first. His loss won't cripple your squadron (ABXY usually doesn't rely on any single ship) but it will hurt, and it'll be hard to prevent.
I tried to balance out offensive and defensive capabilities on each of my ships, so that there's no clear target for my enemy.
Rookie Pilot
Blue Squadron Pilot
- Sensor Jammer (although after seeing your list I will experiment with an Ion Cannon)
Gold Squadron Pilot
- Ion Cannon Turret, Proton Torpedoes
Green Squadron Pilot
- Push the Limit, Concussion Missiles
I might consider using the 4 points to give "Dutch" R2-D2, to give your most targeted ship more survivability.
Hi everyoneJust started playing X-Wing a few weeks ago. Having a great time and own at least two of every ship.I've mostly been playing Imperials but I felt like trying to make a nice rebel list. The ABXY concept is something I find aluring, so here's my list.X-Wing Garven Dreis - 27pR2 AstromechY-Wing Dutch Vander - 28pIon Cannon TurretB-Wing Blue Squadron Pilot - 25pIon CannonA-Wing Prototype Pilot - 20pStealth Device
I'm getting an ABXY squadron ready for Worlds. Here's my advice:
The R2 Astromech on Garven Dreis isn't going to do much unless you're planning on performing Koiogran Turns frequently. Also, the Stealth Device on Prototype Pilot means that your least powerful and least valuable ship (points-wise) becomes the most difficult to hit. Essentially, there's no reason for your opponent to target it until it's the only ship left. I'd recommend pulling the R2 Astromech and Stealth Device to give Prototype Pilot a Concussion Missile.
On the flip side, "Dutch" Vander has a 3 Firepower turret with an Ion effect, hands out Target Locks (and probably won't be using Focus because of it, although he can get it from Dreis), only has 1 Agility, and is your most valuable ship (points-wise). He's definitely the ship I'd target first. His loss won't cripple your squadron (ABXY usually doesn't rely on any single ship) but it will hurt, and it'll be hard to prevent.
I tried to balance out offensive and defensive capabilities on each of my ships, so that there's no clear target for my enemy.
Rookie Pilot
Blue Squadron Pilot
- Sensor Jammer (although after seeing your list I will experiment with an Ion Cannon)
Gold Squadron Pilot
- Ion Cannon Turret, Proton Torpedoes
Green Squadron Pilot
- Push the Limit, Concussion Missiles
I might consider using the 4 points to give "Dutch" R2-D2, to give your most targeted ship more survivability.
Problem with that is that he only has 4 greens. Straight 1 + 2, and L/R Bank 1. It makes it very predictable. Plus, if focused, Dutch should die within two attack rounds, meaning he only regenerated 1 shield. If that's the case, for 4 points you might as well put a Shield Upgrade on him and not limit his movement.
Hi everyoneJust started playing X-Wing a few weeks ago. Having a great time and own at least two of every ship.I've mostly been playing Imperials but I felt like trying to make a nice rebel list. The ABXY concept is something I find aluring, so here's my list.X-Wing Garven Dreis - 27pR2 AstromechY-Wing Dutch Vander - 28pIon Cannon TurretB-Wing Blue Squadron Pilot - 25pIon CannonA-Wing Prototype Pilot - 20pStealth Device
I'm getting an ABXY squadron ready for Worlds. Here's my advice:
The R2 Astromech on Garven Dreis isn't going to do much unless you're planning on performing Koiogran Turns frequently. Also, the Stealth Device on Prototype Pilot means that your least powerful and least valuable ship (points-wise) becomes the most difficult to hit. Essentially, there's no reason for your opponent to target it until it's the only ship left. I'd recommend pulling the R2 Astromech and Stealth Device to give Prototype Pilot a Concussion Missile.
On the flip side, "Dutch" Vander has a 3 Firepower turret with an Ion effect, hands out Target Locks (and probably won't be using Focus because of it, although he can get it from Dreis), only has 1 Agility, and is your most valuable ship (points-wise). He's definitely the ship I'd target first. His loss won't cripple your squadron (ABXY usually doesn't rely on any single ship) but it will hurt, and it'll be hard to prevent.
I tried to balance out offensive and defensive capabilities on each of my ships, so that there's no clear target for my enemy.
Rookie Pilot
Blue Squadron Pilot
- Sensor Jammer (although after seeing your list I will experiment with an Ion Cannon)
Gold Squadron Pilot
- Ion Cannon Turret, Proton Torpedoes
Green Squadron Pilot
- Push the Limit, Concussion Missiles
I might consider using the 4 points to give "Dutch" R2-D2, to give your most targeted ship more survivability.
Problem with that is that he only has 4 greens. Straight 1 + 2, and L/R Bank 1. It makes it very predictable. Plus, if focused, Dutch should die within two attack rounds, meaning he only regenerated 1 shield. If that's the case, for 4 points you might as well put a Shield Upgrade on him and not limit his movement.
A fair point. It isn't like a Y-Wing is going to give enough jukes to not get focused.
Thanks for the replies. I have considred both the R2D2 on Dutch as well as Stealth.
Problem is that R2D2 needs a green dial and Stealth really does nothing on a ship with 1 agility.
What could be done is possibly to put a R5 on Dutch to give some protection against crits
The reason for the A-Wing with stealth is the possibilty to go close (range 1) and put some preassure on the enemy.
This will work even better if I can get a Ion token on a ship or two. If I get a round or 2 of 3 attack dice, he might be anoying enought to shot at, drawing some attention away from Dutch at longer range.
The 360 degrees attack will come in handy when a ship has a Ion token on them, possibility to cruise to the side of the ship and still shot it.
It's really mostly theory, hoping to test it out this weekend.
How does the idea sound to you?
Edited by FnordsThanks for the replies. I have considred both the R2D2 on Dutch as well as Stealth.
Problem is that R2D2 needs a green dial and Stealth really does nothing on a ship with 1 agility.
The reason for the A-Wing with stealth is the possibilty to go close (range 1) and put some preassure on the enemy.
This will work even better if I can get a Ion token on a ship or two. If I get a round or 2 of 3 attack dice, he might be anoying enought to shot at, drawing some attention away from Dutch at longer range.
The 360 degrees attack will come in handy when a ship has a Ion token on them, possibility to cruise to the side of the ship and still shot it.
It's really mostly theory, hoping to test it out this weekend.
How does the idea sound to you?
Honestly, it sounds to me like you're lacking firepower. And I disagree with everyone's assessment that Dutch is the first target. I would target Garvin first. Dutch shouldn't be putting out that much hurt, averaging 2.25 hits with his Ion, so depending on the ship he may not even be putting 1 damage through a turn.
I don't really see much use to the ion cannon on the B wing as it's your main attacker - getting a Focus / TL from Garvin/Dutch for 3-4 dice. The Ion I only see as a round 1 useful thing, but I think it's a waste of points afterwards. Advanced sensors or FCS would be a better use imo.
The A wing is just going to be a fly on the wall most of the time. Your opponent should ignore it, and it should be using its actions to stay out of other's arcs (which is difficult to do at PS1). But it does have the advantage of potentially getting a TL from Dutch to increase its R1 attack to 2.25 hits. Though if it ever got a F from Garvin, I would think it would use it on defense instead of offense. But in general... as I said - your opponent should ignore it except for the the opportunity that you present it at R1 to a 3 attack ship, in which case it'd be wise to wipe out the stealth device and then continue to ignore it until the next R1 opportunity, where it will get destroyed.
Which leaves Garvin. He is technically the least resilient ship that you're fielding. Trust me on that the math proves that out. It is a balance between health and agility, and the A wing's 3rd green die edges it out over the 1 extra hull, and the Y and B wings 8 health compensate for their 1 agility. Garvin also has a good effect - if we take the B wing at R1 of the opponent, Garvin's effect increases the hits he rolls from 3 to 3.75. At R2 its increased from 2.25 to 2.81. Each turn. Which is the same increase that Dutch provides, but not as useful since his has to be on a specific enemy ship, and that ship has to be in range.
So, if we're going to be rearranging points somewhere (which there are only 7 points to rearrange - the Ion cannon turret must stay)... I would probably go with either beefing up the B wing to an HLC, or upgrading to a green squad w/ PTL + Stealth, as well as putting a FCS on the B wing.
Going route 1 gives your opponent two primary targets in Garvin and the B wing. And while that one is being focused down, the other is wrecking havoc. Route 2 makes the B and A wing more aggressive. The problem with this is that you might find yourself not making use of Dutch's ability every turn. But Garvin gives a free focus, dutch gives a free lock, A wing has a second action, and B wing maintains a TL. So once Garvin dies, Dutch can only give the A wing a TL, who likely isn't in range, but even if it is, the A wing would only make use of PTL to boost/evade (which isn't a bad thing actually. Focus, evade, TL is a nice combo)
Looking at your squad you have two predominant pairings that I can see.
Pair up Garven and the A-wing. The Awing can move in and bump to take away actions. It loses its actions. Garven comes in and uses his focus up and passes it to the A for defense/attacking
Pair up B-wing and Dutch. A B wing with a TL will put out mucho damage consistantly. Also, an ioned ship can be setup perfectly for the nimble at 2 or under maneuver B-wing to hammer.
Leaves 4 points unallocated. I would put cluster missiles on the A-wing. 2x3 die attack can really punch it to a YT, Shuttle, Y-wing, or B-wing and their 1 evade die.
If I was to try a squad like this I would go Garven and a Gold Y with Blaster turret, a B-wing with HLC and a proto A-wing with Homing missiles. Fits at 99 points for initiative or you can put an R2 on the Gold for maneuverability options.
Missiles on an Awing should mean a Greensquad with PTL to go with it. The Awing can't wait around for Garven to catch up and pass the focus. Awings are only worthwhile when you can fly them like Awings, if you're tying them to a less maneuverable ship take a second Ywing.
Missiles on an Awing should mean a Greensquad with PTL to go with it. The Awing can't wait around for Garven to catch up and pass the focus. Awings are only worthwhile when you can fly them like Awings, if you're tying them to a less maneuverable ship take a second Ywing.
agrred! AWs are good bc rhey are fast and maneuverable. 3 def means they are hard tom kill too
I also find that Garven is the target most players would go for, less hits to take down and a dangerous target on par with Dutch.
Missiles on the A-Wing is of course a possibility but I think taht taking of the Astromech on Garven and the Stealth Device on the A-Wing and using a HLC on the B-Wing instead of the Ion Cannon might be a good idea.
This would make the A-Wing easier to hit, might make it a bigger target, the B-Wing will be a lot more dangerous as well which would make it harder for the eneomy to decide what to do.
This would also up the offensive power and make it less of a loss if I lose Garven or Dutch