What to do with 10 more points of Rebels

By Hrathen, in X-Wing

So I build lots of lists. Far more than I ever have the opportunity to play. And one thing comes up a lot while I am building Rebel lists. After I have bought a few ships and upgraded them minimally for what I want them to do, sometimes I only have about 10 more points or so. If it were closer to 5 or so, I can always more upgrades for 5 points. If it were closer to 15 points or so then I look at my list and do some shaving to see if I can't slip in another ship.

10 points is not a problem for the Empire because I can shave just a few points and get a TIE.

When I am building a Rebel list and I have 10 points more to spend, spending them on upgrades, just feels ineficient, and shaving 7 points off my exisisting list so I can add a Prototype Pilot often leaves my original list idea stripped down into something else entirely.

I am not looking for a right answer here. I don't think there is a right answer to questions like this, but I am sure I am not the only one who faces this issue, and I am interested to hear how other people out there deal with this issue.

I think for me I usually upgrade to a better pilot or add more upgrades unless that messes with the intent of my build or I don't like the "better" pilot's skill. But I also usually use such an opportunity to throw a torp/missile on a ship which i wouldn't usually do. Give wedge a PT or even an APT and see what happens. It may not add anything to the build or it could help me destroy a tie before it even shoots once. Or throw that APT on a rookie Pilot to beef him up or make my opponent take him as a threat and therefore take some heat off a more important pilot like Wedge. Either way it will make my game more interesting and maybe more fun.

Hard to know without knowing what those minimal upgrades you refer to are (and to avoid doubling up), but some good droids, advanced proton torpedoes, etc...some of the bigger upgrade cards might be worthwhile.

Well, it depends on what you're running, though I have to believe you're running 3 named pilots.

If you don't have many mods, and you're running something like Rookie Rookie Gold w/ ICT Blue w/ AdvS, that would put you at 90 points. And in that case, or similar cases, I would look to upgrade to PS4. That would put you at 98 points around the board. And in this specific case, I would probably leave it at 98 points to ensure init so you can move first and get your actions against Bloody Daggers and similar squads. Or if you're 10 points short and you're already a PS4 squad, downgrade to a PS2 and add a Prototype. Or, you could upgrade to a few PS6 ships. I'm not a big fan of Arvel's ability, but keep in mind that he's still PS6, and you're not paying a premium for it, so if you consider it a PS6 generic A wing without an ability, it ain't too bad. Though I'd rather take a GSP w/ VI for less points and 1 less PS.

On 3 ship squads, it's hard to say without specific examples. First thing first I'd probably make sure there's something in every systems slot, then in every EPT, then probably a modification.

Hard to know without knowing what those minimal upgrades you refer to are (and to avoid doubling up), but some good droids, advanced proton torpedoes, etc...some of the bigger upgrade cards might be worthwhile.

I am not talking about any specific situation, but referring to a generality that tends to pop up a lot when I am building Rebels.

I've had this happen to me from time to time from Rebel builds as well, but it depends on whether or not I'm flying B-Wings and Y-Wings, since they're usually more upgrade heavy. I just usually think "Okay, what can I do to make this ship more unpredictable, dangerous, or more survivable against the enemy?" and go from there. I don't typically use the lower skilled pilots because, lets face it, I like to shoot the enemy before they can shoot me, but throwing in an Engine or Shield Upgrade in can really make all the difference in the game. Like many people, I'm sketchy about adding secondary weapons that aren't permanent because of how they're a one time use attack, but throwing on a Homing Missile or torpedo really can be a big game changer.

If you have ten points left then upgrading isn't inefficient provided you choose things that will help. Stealth device is never bad, far from good on a one agility ship other than a tanked up Falcon title or Ib but never outright bad. A few low cost Pilot skills like determination or elusiveness are good. While I personally like missiles and protons do not throw them on just to fill up points, you need a plan if you want to get your points worth from them.

There is too so much that can be done with ten points, especially when we have no idea what the other 90 points were spent on, that a clear answer is impossible to give. It depends on what you're flying and what you're trying to do. Much of the time it seems someone wants a few more points for that one additional upgrade but here you're looking for more than that.

Improving PS isn't a bad choice unless you are really hoping to use ships for blockers.

Depending on the ships involved adding a modification or two to the squad could be helpful; Shield on Luke for example.

with that many points i usually look to upgrade a pilot or two, making a rookie pilot into Biggs or Garven Dreis or upgrading a Gold Squadron Pilot to Dutch Vander, stuff like that. u might even have room for R2D2 in there but generally its a good idea to spread the points amongst 2-3 ships by making them all just a little better.

Same thing you did for the 1st 90pts... Shoot the rebel {scum} down!!!

APT and a sheild upgrade to protect it is a pretty interesting game changer from both the offensive and tactics perspective. 10pts is a great time to go up to a named pilot and again protect your investment. Upgrade your Astromechs?

Without more specifics its hard to say.