Mobile Rebels

By Englishpete, in X-Wing

Going to try this out tomorrow. Mobile Rebels.

Wedge Antilles, Expert Handling, R2 Unit, Engine Upgrade. (36)

Luke Skywalker, Expert Handling, R2 Unit, Engine Upgrade. (35)

Tycho Celchu, Expert Handling (28)

I really like the concept of fast moving mobile fighters. I'd use 3 X-Wings, but until the GR-75 comes out there are only 2 X's with an EPT.

Thoughts?

I like the concept. Just remember, expert handling won't do as much against most ties.

That being said,

"Do a barrel roll fox!"

Going to try this out tomorrow. Mobile Rebels.

Wedge Antilles, Expert Handling, R2 Unit, Engine Upgrade. (36)

Luke Skywalker, Expert Handling, R2 Unit, Engine Upgrade. (35)

Tycho Celchu, Expert Handling (28)

I really like the concept of fast moving mobile fighters. I'd use 3 X-Wings, but until the GR-75 comes out there are only 2 X's with an EPT.

Thoughts?

I actually just made a 3 ace mobile list myself.

Wedge, push, engine upgrade and r2f2

Luke, push, engine upgrade and r2f2

Arvel

With only three ships your going to take a lot of fire. Having the option of two actions and the ability to add a defense dice is nice.

Going to try this out tomorrow. Mobile Rebels.

Wedge Antilles, Expert Handling, R2 Unit, Engine Upgrade. (36)

Luke Skywalker, Expert Handling, R2 Unit, Engine Upgrade. (35)

Tycho Celchu, Expert Handling (28)

I really like the concept of fast moving mobile fighters. I'd use 3 X-Wings, but until the GR-75 comes out there are only 2 X's with an EPT.

Thoughts?

I actually just made a 3 ace mobile list myself.

Wedge, push, engine upgrade and r2f2

Luke, push, engine upgrade and r2f2

Arvel

With only three ships your going to take a lot of fire. Having the option of two actions and the ability to add a defense dice is nice.

R2F2's a unique- only one per squad.

Squad looks like a good time though. 3 ships will take a lot of fire, but if you can stay out of arcs.....

Edited by Audio Weasel

I almost feel that as an Imperial player i shouldn't be helping Rebel Scum, but I will say this. Be careful with those barrel rolls against high PS ships. Assuming that the Imperial Player has initiative, 2/3 of your squad is barrel rolling before the board is completely locked. And of those dangerous pilots to face, many of them are very maneuverable (and will also be target locking after your barrel rolls). If you don't find this dangerous enough, put it this way. Soontir Fel and Darth Vader are at PS9, and Turr Phennir, Boba Fett, Major Rhymer, Mauler Mithel, Maarek Stele, Captain Kagi and Kath Scarlet are all just Veteran Instincts (only 1 point) away from beating you there as well. Of those ships listed above, Vader, Soontir, Boba, and Kagi all have various cards, actions, abilities or crew members that further modify their movement in some way (good god especially Boba Fett) and on top of that, are capable of reaching a PS higher than 9 (and therefor can trap even Wedge). Plus, Imperial players will just flat out be more used to barrel rolling than you.

So, yeah it's a good build but just be careful.

Or not (you rebel scum!) ^_^

I really like the concept of fast moving mobile fighters. I'd use 3 X-Wings, but until the GR-75 comes out there are only 2 X's with an EPT.

Thoughts?

Not fast at all but my fav 3 mobile (barrel roll) rebel squad is:

Luke + EH + R2 astro

Dagger +HLC+AdS (x2)

If I were to run B's as Hyper Mobile I'd go this way.

36 points
Ibtisam
Advanced Sensors, Veteran Instincts, Engine Upgrade
38 points
Ten Numb
Advanced Sensors, Engine Upgrade
26 points
Tycho Celchu

It does, however, suffer horribly at the hands of Ion Cannons :-)

They are the major weakness of B-Wings as Ioned B's cannot use Adv. Sensors, greatly reducing what they can do and keeping them ioned is fairly easy.

Edited by Englishpete