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==Why Play the Rebellion== Gotta go fast; the rebellion is the faction for tactical genius and manuver warfare. Fully HALF of their ship lineup consists of spammable small base ships with evade tokens and good maneuvering tables. For the price of the cheapest Imperial class hull, the rebels can put three hammerheads on the table with points to spare. With Admiral Raddus and the Profundity title they have powerful options for flanking the opponent with a significant portion of their force via deployment gimmicks. What they don't want to do is get dragged into a battleship duel with a star destroyer. Mon calamari cruisers are tough ships, but each of the three types are specialized to exceed a star destroyer in one dimension at the cost of others. The Home One type is a squadron-pushing broadsider, the Liberty type is dedicated flanker and escort hunter, and the MC75 is a close range berserker. The Starhawk has the stats to take a star destroyer solo, but it pays a points premium to do so; a reasonably upgraded ISD will usually be less than 150 points, while an upgraded Starhawk will be close to 200. Instead, where the rebellion really outperforms is in its squadrons. The archetypal alliance fighter, the x-wing, is tough, hits both fighters and ships pretty well, and has the speed to keep pace with most targets. The rebels have several synergistic ace abilities, commanders, and ship titles that combine to get a lot of mileage out of even a numerically small force. Hera Syndulla gives them a third psudo-flotilla using the rogue ability, and alliance rogues in general tend to be either cheaper (YT-2400) than their Imperial counterparts, or more expensive but with much better abilities (both Han's and Lando's versions of the Falcon).
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