Rebel Squadron XYH

By Red Castle, in X-Wing

I mainly play the Empire, but next time I'll use the rebels, here's a squad that I would like to try out. I just don't know how to best use the last 4 points. Shield upgrade on Kyle Katarn to help him survive? R2-D2 on Garven? a torpedo for Garven? An elite talent for Kyle and an astromech for Garven? Something else? I'm looking for suggestion.


Horton Salm (25)

Ion Cannon Turret (5)

Proton Torpedoes (4)

Proton Torpedoes (4)

R2 Astromech (1)


Garven Dreis (26)


Kyle Katarn (21)

Blaster Turret (4)

Recon Specialist (3)

Moldy Crow (3)


Total: 96


Basically the tactic would be pretty simple, first round you advance slowly and start farming the focus token with Kyle. Second round, you target lock an ennemy with Horton and get a Focus from Kyle for your first torpedo shot, so with Horton free reroll at range 2-3, you should be able to do some damage. Repeat for round 3. After this round, Horton can start using his Ion turret, ideally at range 2 to benefit from his free reroll while focusing.


Meanwhile, Garven focus, and when he use a token, he can give it to Kyle who can store it or use it. Since Garven and Kyle are both PS6, you can start by shooting with Garven and then with Kyle, so he should still have 2 focus token to fire the blaster turret. (he gets 2 from each focus action with recon specialist, give one to either Garven or Horton depending on the need and then get one back from Garven.


The big drawback for this squad is that it's only 3 ship and lack a lot of maneuvrability. But, on the other hand, it has 2 360 turrets, so it should not need that much maneuvrability, and the Ion turret can help to get in position for the killing blow.


So, viable or not? Is there something I miss? And what should I do with the last 4 points?


First off, I'd downgrade Horton Salm to "Dutch" Vander, so all 3 pilots have double actions.

If you have an X-Wing and 4 points to spare in your fleet, automatically pick R2-D2, if its not already in your fleet. Shield Regeneration is just TOO GOOD.

Thirdly, I'd consider selling off the Protons for more upgrades.

Loading that much up on a Y wing just begs for me to kill it. There's nothing I can do about the first one, but I'm not going to let you get that second one off. Going head to head, if we both move 1 forward, that's a total distance closed of 4 (1 forward each + 2 bases = 4). 5 Forward is 2 range. So, even if you manage to properly predict what I'm doing the first turn, and you get me barely in R3, going 2 forward will barely put me in R1. So, now you can't shoot the same ship. That said, it's plausible that I have two rows of ships... but they should have a 4 forward move, and therefore, they can all be within R1.

This is assuming that I don't kill Horton outright on the first turn. He only has 1 agi, call it 2 at R3, against a swarm, they'll be doing .85 damage each, include HR reroll in there, and they should be doing 7+ damage to him, real close to killing him (close enough that it'll happen and not happen in different games). Against heavy hitting rebels, they're going to be putting 4 attakcs of 3 dice, doing 1.53 each, for a total of 6. They shouldn't kill you in one turn, but it's also rather feasible for them to have Wedge, so he'll get another attack in the next turn, putting it up at 7.5. Once again, this is close enough that it may / may not kill you before you get the second shot.

But now you have to cheorigraph some set of maneuvers that allows him to 1) get a second TL (so no bumping into your own guy) 2) Keeps them in arc, 3) keeps the enemy at R2. This is easiest done from a flanking position, but the Y wing is too slow to be effective at that. I just don't really see any way to consistantly get that second PT off, nevertheless, ever using the ICT.

As for other ideas, I've become a big fan of the HWK with Chewy - there are several crippling crits out there - direct damage, ignore pilot ability, munitions failure... That Chewy negates, plus then he regens the shield. But that would mean no Recon spec. But that's one of the reasons I'm not too keen on Kyle in general. For the 31 points you have in him, you could take Wedge w/ SL to get that focus for the PT, and then you have Wedge for the rest of the fight instead of Kyle.

I see it already mentioned but the "favored" XYH squad are 666 using Garven, Dutch, and Kyle. Horton's ability is a bit better than TL when he uses ordnance because he needs the TL to fire but with Dutch you can also be giving Garven at TL letting another ship fire. Even looking at the original squadron I'd be moving some of the stuff you have on Horton over to Garven.

Too bad no Y-wing pilots can take Elite upgrades. Deadeye would be perfect for making the most of your banked focus.

As far as being viable, I feel like Katarn will become a target as soon as your enemy determines what you're doing. You might want to spend those last few points making him harder to kill.

Too bad no Y-wing pilots can take Elite upgrades. Deadeye would be perfect for making the most of your banked focus.

As far as being viable, I feel like Katarn will become a target as soon as your enemy determines what you're doing. You might want to spend those last few points making him harder to kill.

That's one of the good things about taking "Dutch" instead of Horton: all 3 are equally disposable, as any two remainders will still have deadly interactions.

This squad sticks with your theme but spreads around the firepower and adds to it with Jan. You should get both torps off with TL and Focus and Jan can add an attack die to each torp and then enhance the remaining weapons.

33 points
Jan Ors
Determination, Blaster Turret, Recon Specialist
35 points
"Dutch" Vander
R5 Astromech, Advanced Proton Torpedoes, Ion Cannon Turret
31 points
Garven Dreis
R2 Astromech, Proton Torpedoes
Edited by Englishpete

Is that an Advanced Proton Torpedo I see on Dutch Englishpete? I'd have thought that giving Dutch a regular Torp would be a wiser course of action so he would have a nice punch at long range before getting in close with the Ion Turret.

I guess my question is why use Garven at all? Is he really needed being you already have Kyle around? I'd use Biggs instead to keep the fire off of Kyle and give his X-wing an R2-D2 so he can regen shields.

Second, get rid of the Blaster turret on Kyle. He needs his Focus for defense and to share. Give him an Ion turret. Use Kyle's Ion turret to set up easy shots for your X and Y-wings. Then, you can either keep the extra Ion turret on Horton or give him a Blaster Turret so he can roll 3 attack dice on a 360 deg. firing arch.

Stone's suggestions look really solid to me.

I like an Advanced on Dutch for 2 reasons. First he is likely to survive to deliver it and second, if I can Ion my target the round before, I'll know where he's going to be for the torp hit :-)

6 dice Adv. Proton Torp with TL and Focus is pretty much death for most small ships. B and Y excepted and with crits folded in even they are not safe.

I like an Advanced on Dutch for 2 reasons. First he is likely to survive to deliver it and second, if I can Ion my target the round before, I'll know where he's going to be for the torp hit :-)

6 dice Adv. Proton Torp with TL and Focus is pretty much death for most small ships. B and Y excepted and with crits folded in even they are not safe.

Good reasons although that means letting them get close before you can Ionize them in the first place. If that is your plan then why not put an Ion Turret on Jan as well instead of forcing her to Focus if she want to fire her turret? I guess this could take us into the various discussion on how to "kit out" a HWK depending on who is flying and why.

@Stone37: Why Garven where? In the Horton, Garven, Kyle discussion or the Dutch/Garven/Kyle discussion? I can maybe see it with the OP's squad which doesn't have the crazy action synergy of Dutch version but Garven helps the crazy antics of the later. I also find it extremely puzzling why you would want to dump the Blaster Turret from Kyle, who is kitted out to produce plenty of Focus tokens and store them until needed, and trade it with the Ion Turret on Horton who would then want that Focus token from Kyle's supply to fire it.

I like an Advanced on Dutch for 2 reasons. First he is likely to survive to deliver it and second, if I can Ion my target the round before, I'll know where he's going to be for the torp hit :-)

6 dice Adv. Proton Torp with TL and Focus is pretty much death for most small ships. B and Y excepted and with crits folded in even they are not safe.

@Stone37: Why Garven where? In the Horton, Garven, Kyle discussion or the Dutch/Garven/Kyle discussion? I can maybe see it with the OP's squad which doesn't have the crazy action synergy of Dutch version but Garven helps the crazy antics of the later. I also find it extremely puzzling why you would want to dump the Blaster Turret from Kyle, who is kitted out to produce plenty of Focus tokens and store them until needed, and trade it with the Ion Turret on Horton who would then want that Focus token from Kyle's supply to fire it.

I was directing that comment to the OP. If Kyle is cranking out Focus, I'm not sure you need Garven. I think Biggs would be of more use to this smaller squad.

I LOVE the HWK, and have found both turret weapons to be effective, but I really like saving the Focus for defense or to hand out. Swarms, later in the game, often end up jamming the HWK to try and slow Focus production. This isn't a big deal if the HWK isn't really using it and only producing it. One man's opinion. By no means do I think the Blaster Turret is a bad idea for Kyle. Kyle is my favorite pilot to equip with a blaster because of his crazy focus skills! I tend to take a more defensive and supportive roll with my HWK builds tough.

I didn't put the turret on Jan for two turrets as that only leaves Garven with any decent damage output. Also, set up as is, there is no must kill target in the list, each brings it's own problems to the opponent.

Thanks a lot for all those suggestions, there is a lot to think about. But since I only play casually with some friends and beers (don't know which come first...), I probably won't. :P

The reason why I came with this list is because I have yet to see Horton in play (we always prefer Dutch over him) and his ability seems perfect for Proton Torpedoes, which is also range 2-3. I also wanted to make it possible to shoot them when I wanted with a focus token without having to prepare for 2 turn and taking the risk that my target outmaneuver me, which is quite easy when your ship is a Y-Wing. So that's why I took Kyle so he can give it a focus token. Garven came later as a why not when I saw that he has the same PS than Kyle, so, if he shot first, he could give Kyle a focus token back, which in return could fire a blaster turret with a focus token even if he gave one of his focus token at the start of the turn.

Another funny thing that I found out is if I gave a focus token to Garven and he also took a focus action, he could have two token. Now let's say someone attack him, he use a token so give one to a teamates. Then, when he attack, he use the second one and again, give it to another teamates. So, technically, he could potentially spawn two focus token in the same turn. So potentially 6 focus token for three ship; it seemed to help a lot in attack and defense.

Ah well, as I said, I only play casual games with friends and don't plan to participate in a tournament so, I'll probalby use it anyway, with some tweaks thanks to your tips, and then get my ass kicked!

Thanks everybody for the tips, I learned a lot reading your replies!

Edited by Red Castle