Rebels: 3 great ships or 4 ok ships?

By SolennelBern, in X-Wing

To be fair, I don't think the large ships should count as one ship in this discussion. They're usually worth 1.5-2 small ships I think.

I regularly run a 3 ship rebel build. Wedge, Biggs and Chewie. It only leaves 4 points for upgrades but draw their fire is mandatory for Chewie. I placed 3rd at FFG's May the 4th event with it so it is possible to do well with only three ships. You need to fly very well and concentrate fire with your higher pilot skill to eliminate your opponents superior numbers fast. The best advice is to fly what you are familiar and comfortable with. If your list fits your play style then you will do well with it and don't worry about a bad game or two we all have them. Doing well in a tournament is 75% skill and 25% luck.

I wanted to add that who knows how this will change with the next wave.

Edited by AlexW

I've been thinking a lot about the pilots I never get to fly, like Ten Numb and Ibtisam, and how 3 slow-moving X-wings that were upgraded made it to the GenCon finals. Some of that was the super-Luke combo, but what about three slow ships like this:

Ten Numb with Marksman and Advanced Sensors = 37

Ibtisam with Advanced Sensors and VI = 32

Dutch with an Ion Turret and the generic R2 = 29

Could something like that be maneuverable enough in its slow way to stay in the fight and beefy enough to be competitive?

I've been thinking a lot about the pilots I never get to fly, like Ten Numb and Ibtisam, and how 3 slow-moving X-wings that were upgraded made it to the GenCon finals. Some of that was the super-Luke combo, but what about three slow ships like this:

Ten Numb with Marksman and Advanced Sensors = 37

Ibtisam with Advanced Sensors and VI = 32

Dutch with an Ion Turret and the generic R2 = 29

Could something like that be maneuverable enough in its slow way to stay in the fight and beefy enough to be competitive?

Any B-Wing with Advanced Sensors is incredibly mobile.

.

Not only do Adv Sensors take the sting out of doing a red maneuver or ship collision, it also can let you barrel-roll (or Boost with an Engine Upgrade, hint hint) BEFORE you move. No-one loves an asteroid field more than a B-Wing with Adv Sensors, and no-one can corner more tightly.

Heck, it's the only build in the game that can back up (with a barrel roll) before turning!

With Engine Upgrades, it also becomes the only build in the game with an Angled Koiogran!

However, for the 3rd ship, I'd go with something that doesn't run only 1 agility die. You're highly vulnerable to a Swarm at the moment.

I know the log (huh, an oddly descriptive typo) agility is a problem, but the Bs are going to be the main target regardless, so I'm hoping to use the high PS to take a little of the sting out of the swarm early and either flank or split the Tieball. Like I said though, no idea if that'll actually work. The hope is that then with the ionization and the free target lock from Dutch I can potentially mop up once their initial formation breaks and make my firepower count.

Edited by PenguinBonaparte

I know the log (huh, an oddly descriptive typo) agility is a problem

I actually chortled at this.

I have to agree on the poster above that a Falcon doesn't really count here. Then it's a discussion of how to escort your falcon, which is a large ship plus extras.

Here, the discussion is whether to take 3 named small ships, or 1 named and 3 generics.

I've been hit by both, and I can't vouch for which is stronger. I play Imperials almost exclusively, usually smaller swarms (5 or 6 ships). I feel like make up and ship dress up makes a huge difference, as the assault missile plus b wing ace plus x wing ace combo would be rough.

TheMetalBikini did a nice write up on this same topic here: http://www.themetalbikini.com/2014/02/tournament-talk-3-ship-rebels-vs-4-ship.html