Having trouble with the Rebels...Help!

By majikforce, in X-Wing

My group is starting our fourth game of xwing. So far the imperials have dominated every skirmish. Just wondering about the balance of the game and what our problem is. We have 2v2 games. We have been playing 125 point games. Our current collection of ships consists of:

Imperial 3 ties, 2 Int, 1 Adv. Rebels 2 X, 1 Y, 1 A, and we just got a B wing but haven't played with it yet. Is it our variety of rebel ships? Our point total? Our lack of skill with the game? Bad rebel strategy? I learned early on that the game is very offensive in nature plus it didn't hurt that the imperials seem to roll lights out every time! Just looking for thoughts from more experienced players. Thanks.

Can you tell us what your list is? What pilots and upgrades are you using on those ships?

Large point totals combined with small collections are not a good combo.

Looking at how much you have on EITHER side, I think you ought to be playing at 60 points. (If you're responsible for 1/2 of your 125 point fleet instead of all of it, that's different).

However, I will say that the two sides are supposed to be balanced at equal point values, so it might be in how you are building your ships.

Some general tips:

  • Luke Skywalker is insanely survivable (on par with a naked Firespray-31 !!! ). As such, he will deal more damage over the course of a game than Wedge.
  • Biggs should not be flown directly into the fight. He should peel Some (but NOT all) of your enemy fire. Concentrating your fire to take down one ship per round is the best way to get fast results, and Biggs can prevent your opponent from doing that.
  • Garven Dreis and "Dutch" Vander are both incredible ships, because they essentially give your fleet 2 actions instead of just the one. Flown together, they generate a LOT of damage.
  • Turrets are FANTASTIC against the more maneuverable Empire ships, particularly Interceptors.
  • There are several ways of building your new B-Wing to be truly excellent. It can simultaneously be the best long-range sniper in the game, and the best close-range knife-fighter. Make sure it doesn't die early!
  • Proton Torpedoes and other forms of expendable ordnance generally aren't worth it, particularly against your high-evasion Imperial foes. Spend the points on an upgrade that lasts, and doesn't get rid of your action!
Edited by DraconPyrothayan

rebels really have no problems tbh in our gamegroup the fight are really close but rebels won last weekend 4 times and we fought swarm tie's and pixed tie's with vader ect

the rebel lists i played was bigs, skywalker with veteran upgrade ( +2PS ) a red quadron pilot and a ywing with horton and i won 2 times to a imp list with little to no trouble

our other rebels player had a YT and 2 xwings, not sure what pilots or upgrades he had tho but he won a little less luck at the end he only had luke left vc a tie fighter

tbh its all about moving in a group and focus fire your opponents big guys down and if they return fire you have bigs to protect the rest of you group so they stay long enough alive to clean up the mess

Maybe try normal 100 point games?

I'd second suggestions to cut back to 100 point games or maybe even less. I'm not sure how you're doing the 2x2 but you may even consider cutting back even more and building four light (about 60 points) squads to go against each other. This would let you play faster 1 on 1 games although I sense a lack of templates (only one core set?) may keep you from having two games running.

Buy a Falcon. It'll make imperials spending lots of points on single interceptors very sad.

need more B-Wings in there.

A-Wing is a bit of a tricky one - they are deadly in the hands of an experienced player but they take time to master. Tycho with PLT is a beast but is ur starting out id recommend running XXBB, XXXX, XXXY or BBXY. if u had the ships i hear BBBXX is very strong for rebels.

Do you rotate partners? That might help.