ideas for rebel build

By mikeyboy403, in X-Wing

Hi everybody

I'm looking at getting into playing competions and I've been playing with a few build ideas. I've been getting my mate to play as well and he has asked for some help in his build as well.

I'm looking at a BBY combo.

Ten numb/auto blasters and engine upgrade

Dagger / hlc

Dutch/ ion cannon.

I'm thinking of ditching the hlc as I didn't really use it?

Is there anything else that I could do to improve this build?

Is there any good XYB builds?

It may put too many points (46!) on him but if Ten also has PtL and Advanced Sensors he should be able to get right up there with anybody. That is the cost of a naked HAN but it can dance and is something that high agility fighters will fear. Even if the Autoblaster is dropped it is still a very potent ship with amazing maneuver potential after most other ships have gone. Dumping the HLC would get you the point for that upgrade and still leave you with two points.

im not a fan of autoblasters and imo 3 ship rebel squads needs strong synergy between ships.

4 ship squads just seem safer to me and eliminate the 'Oh oh ive just lost 1/3 of my squad in the first few turns' scenario.

BBYX

BBXX

XXBY

BBBX

BBBB

these r some 4ship combinations id be looking at running (not much points for upgrades or name pilots but thats a good thing in a tournament as u create redundancy by giving ur opponent lots of different targets instead of 'if i kill wedge/name pilot early i win'.

some nice 4 ship squads out here with a single HWK-290 as well, but if ur a new player id go for a mix of XB and perhaps a single Y.

Edited by The_Brown_Bomber

I can't dispute that three ships should have some synergy going on there but by that measure what synergy does Han have in HSF with his normal escort? I acknowledge that you can buy two Reds, or two Rookies with points left to upgrade, for the same price as that Ten version (granted I'd probably ditch the Autoblaster) but this super B has its advantages when your opponent's evasion dice aren't going to matter too much. Of course if your opponent doesn't have that agility the firepower of two X-Wings is far superior.

I can't dispute that three ships should have some synergy going on there but by that measure what synergy does Han have in HSF with his normal escort? I acknowledge that you can buy two Reds, or two Rookies with points left to upgrade, for the same price as that Ten version (granted I'd probably ditch the Autoblaster) but this super B has its advantages when your opponent's evasion dice aren't going to matter too much. Of course if your opponent doesn't have that agility the firepower of two X-Wings is far superior.

Han is the exception to the 3 ship rebel build needing strong synergy - this game always has exceptions.

3 ship - fighter squads are still strong but imo they have less margin for error and therefore should not be recommended for newer players. 4 ship squads tend to be less forgiving as u can lose a ship early and still keep up the pressure.

what i love about this game is wave1 ships are still as competitive the newer ships and there are a number of squads which use only wave1 ships that are great squads. Nothing like going 'old school' and beating up on wave3 ships.

I've never run this as I prefer to run 4 ships squads, but here's what I would suggest starting with as a XYB squad.

Dutch w/ Ion + R2

Luke w/ R2D2 + Shield

Ibby w/ Sensor Jammer + Elusiveness

99pts

The idea would be to enhance the defense of the group. Many people will swear by AdvS and PTL on Ibby. And I'm all for one or the other (or ignoring her ability as a 3rd option). But there's no way to make use of the AdvS and her ability. So I find myself not putting it on her. Sensor Jammer forces the opponents' action to be focus, which would be better if you had a 4th ship that could be a blocker to action deny the opponent, saving a hit. It's also great against ordnance because it forces them to TL+F, or waste the shot. Elusiveness is a nice way to get rid of any crits, and you have a 50/50 chance of negating a hit, which is better than your chances of rolling an evade. But it gives you the stress so you can reroll your own evade die. Note that this means that there will be times where you can't reroll it on offense.

Luke is a pretty standard build. He's a strong defensive character, and R2-D2 should make him the last guy your opponent guns for. Which can also be a bad thing as he'll be hard to kill once the enemy ship numbers dwindle.

And then Dutch. Who controls the board with his ion turret, hopefully keeping an enemy out of the fight for a turn or two, which is a very defensive measure by itself. Handing out a free TL is awesome as well. It gives Luke/Ibby the power of PTL without the stress or the points.

None of these targets are particularly first kill targets, and I could see different people and different builds attacking different ships first. Ibby hits the hardest, but has 8 health, and defensive mechanics. Luke also hits hard, but is the hardest to kill. Which could be incentive to kill him first so you're not stuck 1v1 against him. And Dutch does the least damage, but buffs your squad, while debuffing the enemy. Though if they could action deny him, then he's not that big of a threat.

I would likely setup such that I'm action denying Dutch and then save him for last. I would ionize Ibby to take her out of the fight for a turn or two (ideally she'd be stressed since she wants to use elusiveness and then get her reroll). And then focus fire on Luke to bring him down before R2D2 can regen more than 1 shield. If things were going well with Ibby, I'd probably keep escorting her with an Ion since it should be easy sauce to do so since she's action free and only has 1 defense die. So I'd turn my sights to Dutch, who really shouldn't last more than a turn or two by himself. And then Ibby wouldn't stand a chance (well, she would be screwed from turn 1 if I could keep my ion on her the entire time).

So there you go - what I would choose, and how I would beat it to show you possible weaknesses if you want to tweak the build.

I've been looking around the forum and i think im going to fly a XYBB combo of some sort.

List 1

Dagger + Adv S 27

Dagger + Adv S 27

Gold+ IonCan 23

Red 23

List 2

Blue + Adv S 25

Blue + Adv S 25

Gold +Ion C 23

Garven +VI 27

List 3

Blue + Adv S 25

Blue + Adv S 25

Gray + Ion C 25

Red +R2 24

Im not sure but i like list 1 but 2 looks like it could work.

Any tips to improve this list?

I've been looking around the forum and i think im going to fly a XYBB combo of some sort.

List 1

Dagger + Adv S 27

Dagger + Adv S 27

Gold+ IonCan 23

Red 23

List 2

Blue + Adv S 25

Blue + Adv S 25

Gold +Ion C 23

Garven +VI 27

List 3

Blue + Adv S 25

Blue + Adv S 25

Gray + Ion C 25

Red +R2 24

Im not sure but i like list 1 but 2 looks like it could work.

Any tips to improve this list?

I'm starting to really like replacing the Gold with Roark. But he costs 1 point more, so we have to find a place to trim that point. List 1 I would suggest downgrading the Red to a Rookie, leaving it at 99 for init (while it doesn't matter for you (go go AdvS, it can screw up the opponent - though the flip side is if you're flying against an ordnance squad, you just made their day) or putting an R5 on the Rookie.

List 2, Garven can't take VI, he has no EPT. So, you change the Gold to Roark and drop the illegal VI and keep Garven. The flip side on this list is that Garven wants to shoot first, so he can hand off his focus to someone else, but Roark wants to make one of the PS2 a PS12. I don't think this is the best place for Roark. So you might want to consider Dutch instead. For 5 points over the Gold, Dutch provides a TL every turn to someone. 1 point from dropping VI, 4 points from dropping Garven to a Rookie + R5 (or another Blue). All that said, the original list (less VI) looks pretty good too, with the one concern being that your main force is PS2. See my closing comments.

List 3 isn't too bad as is. Again, you could trade out the Gray for Roark so you could shoot with one of your dying guys first. My gut tells me though that the original list won't do too well against a wide variety of lists.

A few months ago I was heavy into the Blue+AdvS, but B wings in general die really quick to focus fire. Such that I'd be concerned with one of them not even getting to shoot at all or they would both get 1 shot in (figure the first engagement is at R3, so the first one will only take ~4 damage. Then the second turn will be at R1, and the first one will die real quick, possibly one shot, leaving the second one to get smacked by the rest of the force before he it gets down to his PS2, killing them both off before either gets a second shot). Again, this won't happen with every list, but there are enough that I would consider this a problem. Then you're left with an X wing and an Ion platform.

Lists that will destroy Blue w/ ____ x2 lists are: PS2 ordnance lists w/o init (Bombers), PS3+ ordnance lists (A Wings), Elite 3 lists (Wedge, Biggs, Luke, or Vader, Turr, Fel), PS3+ Swarms (Howlrunner + 6 Obsidian), PS4 lists (Bloody Daggers).

Lists that Blue w/ ____ x2 will own: HSF, Double YT, Double/Triple BH, Buzzsaw (potentially, depending on the rest of the list) PS2 based lists w/o init (w/ init if the ____ = AdvS)

I'm sure there are more for both of these categories, but seeing as the HSF, YTx2, BHx2-3 have fallen out of favor (at least with my local meta) with the addition of wave 3, I think you're much more likely to encounter lists that will destroy blue w/ ___ x2.

Thanks for your help Khyros.

I might go for the following list

Dagger + Adv S 27

Dagger + Adv S 27

Roark+ IonCan 24

Rookie 21

Might I suggest this:
http://xwing-builder.co.uk/view/44686/ptl-bwing

I'm having a lot of success with this Build. Jan provides re-rolls and her Ion will set up easy targets, Wedge will keep the heat off of Jan and is another 3 attack along with the heavy hitting (and very maneuverable) B-wing.

Or...

1. 2x Blue+ AS

Garven

Roark + ion turret

2. Roark + Ion Turret

Garven

Blue+ HLC

rookie

3. Roark + ion turret

Garven

Blue+HLC+ AS

and either a proto type (17) or gold squad (18)