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==Squadrons== ====Rebel Squadrons 1==== [[File:RebelSquadrons1.png|thumb|300px|right|Rebel Fighter Squadrons 1 Expansion Pack]] ''For the rebel player, the meat of Squadrons 1 is in the A-Wings and Y-Wings. Even the most conservative rebel force wants one pack in order to field A-wing aces. How many you purchase beyond that boils down to how heavily you intend to lean into Y-wing bombing.'' {| class="wikitable" |- ! Type !! Speed !! Hull !! AA !! AS !! Defense !! Keywords |- ! scope="row" | X-wing | 3 | 5 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤⬤</span> | <span style="color:red">⬤</span><span style="color:blue"></span> | | Bomber, Escort |- | Luke Skywalker | 3 | 5 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤⬤</span> | <span style="color:red"></span><span style="color:blue"></span><span style="color:black">⬤</span> | Bracex2 | Bomber, Escort |- | Biggs Darklighter | 3 | 5 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤⬤</span> | <span style="color:red">⬤</span><span style="color:blue"></span> | Bracex2 | Bomber, Escort |- | Wedge Antilles | 3 | 5 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤⬤</span> | <span style="color:red"></span><span style="color:blue"></span><span style="color:black">⬤</span> | Bracex2 | Bomber, Escort |- | Hera Syndulla | 3 | 5 | <span style="color:red">⬤</span><span style="color:blue">⬤⬤</span><span style="color:black">⬤</span> | <span style="color:red"></span><span style="color:blue"></span></span><span style="color:black">⬤</span> | Bracex2 | Bomber, Dodge 1 |- | Rogue Squadron | 3 | 5 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤⬤</span><span style="color:black"></span> | <span style="color:red">⬤</span><span style="color:blue"></span></span><span style="color:black"></span> | | Rogue, Bomber |- ! scope="row" | A-wings | 5 | 4 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤</span> | <span style="color:red"></span><span style="color:blue"></span><span style="color:black">⬤</span> | | Counter 2 |- | Shara Bey | 5 | 4 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤</span> | <span style="color:red"></span><span style="color:blue"></span><span style="color:black">⬤</span> | Brace, Scatter | Counter 3 |- | Tycho Celchu | 5 | 4 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤</span> | <span style="color:red"></span><span style="color:blue"></span><span style="color:black">⬤</span> | Brace, Scatter | Counter 2 |- | Green Squadron | 5 | 4 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤</span> | <span style="color:red"></span><span style="color:blue"></span><span style="color:black">⬤</span> | | Bomber, Counter 1 |- ! scope="row" | B-Wing | 2 | 5 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤</span> | <span style="color:red"></span><span style="color:blue">⬤</span>⬤ | | Bomber |- | Keyan Farlander | 2 | 5 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤</span> | <span style="color:red"></span><span style="color:blue"></span>⬤⬤ | Bracex2 | Bomber |- | Ten Numb | 2 | 5 | <span style="color:red"></span><span style="color:blue">⬤⬤</span>⬤ | <span style="color:red"></span><span style="color:blue">⬤</span>⬤ | Brace x2 | Bomber |- | Dagger Squadron | 2 | 5 | <span style="color:red"></span><span style="color:blue">⬤⬤</span>⬤ | <span style="color:red"></span><span style="color:blue">⬤</span>⬤ | | Bomber, Swarm |- ! scope="row" | E-Wing Squadron | 4 | 5 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤⬤</span> | <span style="color:red">⬤</span><span style="color:blue"></span> | | Bomber, Snipe 3 |- | Corran Horn | 4 | 5 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤⬤</span> | <span style="color:red">⬤</span><span style="color:blue"></span> | Bracex2 | Bomber, Rogue, Snipe 4 |- ! scope="row" | Y-Wing | 3 | 6 | <span style="color:red"></span><span style="color:blue">⬤⬤</span> | <span style="color:red"></span><span style="color:blue"></span>⬤ | | Bomber, Heavy |- | Dutch Vander | 3 | 6 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤</span> | <span style="color:red"></span><span style="color:blue"></span>⬤ | Bracex2 | Bomber, Heavy |- | Norra Wexley | 3 | 6 | <span style="color:red"></span><span style="color:blue">⬤⬤⬤</span> | <span style="color:red"></span><span style="color:blue"></span>⬤ | Bracex2 | Bomber |- | Gold Squadron | 3 | 6 | <span style="color:red"></span><span style="color:blue">⬤⬤</span> | <span style="color:red"></span><span style="color:blue">⬤⬤</span> | | Bomber |- |} *'''X-Wing Squadron''' - The Rebellion's basic source of Escort, the X-Wing is a well-rounded squadron workhouse. At the Rebel standard speed 3, it brings in a hard-hitting 4 blue AA dice, Bomber allows its 1 red battery die to still be quite effective at hitting ships; and 5 hull is pretty sturdy, befitting an Escort ship. Whether you need to hit squadrons or ships, the X-Wing is a solid all around choice, and Escort means it also has a place keeping your specialized squadrons alive. **'''Luke Skywalker''' - Over the base model, Luke gains two brace tokens, his bomber die upgrades to black, and his attacks treat ships as if they had no shields. This means Luke generally wants to bomb rather than dogfight, as putting hull damage onto a ship is much more valuable than shield damage - and if Luke rolls a crit, he can cripple an enemy ship extremely early. Pairs very well with Dodonna, as well as Yavaris/Adar. Available only in the core set. **'''Wedge Antilles''' - Wedge gains the standard X-Wing two brace tokens, and Luke's black battery die. However, whereas Luke specializes in hitting ships, Wedge excels at dogfighting. He adds two blue dice - ''for six total'' - against enemy squadrons that have already been activated. While this turns Wedge into a wrecking ball, in order to use his ability, you need to either activate him later - giving up the alpha strike - or pair him with his best friend, Dutch. Wedge can be tricky, because sometimes forgoing the alpha strike can be the wrong choice, making him just an overpriced X-Wing. **'''Biggs Darklighter''' - If Luke is the Bomber-oriented ace and Wedge is the dogfighting-oriented ace, then Biggs is the Escort-oriented ace. He has the standard two braces, but doesn't get the bomber die upgrade of the other two. What he ''does'' get is the ability to reduce the damage a nearby Escort is about to take by 1, and put that damage on a different nearby Escort instead. In other words, so long as Biggs is around, none of your X-Wings die until they all do. YT-1300s, with their 7 hull, make an excellent source of extra health to tap. Combine with Jan Ors, Gallant Haven, and/or Rieekan to create a squadron ball that can all but never die. Originally available in the Corellian Conflict campaign box. **'''Rogue Squadron''' - This Rebel unique drops Escort for Rogue, at a 1 point premium. Doesn't get defense tokens, but useful in low squadron command fleets, or a way to cheaply upgrade an X-Wing to a unique for Rieekan. Originally available in the Corellian Conflict campaign box. **'''Hera Syndulla''' - When she activates, she gives adept 1 to all her '''escort''' friends at distance 1 ''for the rest of the round''. X-Wings and YT-1300's love captain mom, because adept works against EVERYTHING; ships, fighters, and counter rolls. Comes with dodge, bomber, and two braces. Added in ''Rapid Reinforcements I''. *'''B-Wing Squadron''' - B-Wings bring a combination of amazing bombing - rolling 1 blue and 1 black against ships - with high hull, no Heavy, and a strong 3 blue AA attack. However, at speed two, they are nothing short of "slow as hell", and can easily find themselves out of position and either missing turns of bombing, or ineffectively chasing enemy ships all game. Using B-Wings well means using great care in placing them during deployment and making sure you have the squadron commands to keep them moving and shooting, but their low speed can be mitigated by certain upgrades (All Fighters Follow Me!, Independence, Fighter Coordination Team, Rapid Launch Bays, etc), or by placing them such that your opponent's ships land on them, keeping them in the ship's front arc. Otherwise, their fantastic dice make them great defensive bombers, and they're perfectly competent at shooting their way through an enemy fighter screen. But if you want faster bombers or more total hull for your points, look to Y-Wings or Scurrgs instead. **'''Keyan Farlander''' - King of bombers, he comes with not only best-in-class two black bomber dice, but he can also reroll his attack dice against hull zones with no shields. Because he wants to hit hull as soon as possible, he pairs with Norra Wexley and Y-Wings; aside from that, he's just a B-Wing with two braces, so the same usage applies - be wary of his low speed, and enjoy rolling 4 damage into a ship from a single squadron. **'''Ten Numb''' - Following the same pattern as the X-Wings, the other B-Wing ace focuses on the ship's dogfighting abilities rather than its bombing power. Upgrading one of his blue AA dice to black, Numb gains the incredibly powerful ability to spend a blue die with a crit (note: ''spend'', so you remove the die from the pool - it's not a critical effect) to deal 1 damage to every enemy squadron at range 1 of the target (note: the target does count as "at range 1 of itself"). Almost like a Rebel Mauler Mithel, combined with Toryn Farr for rerolls, Yavaris for an extra dice, or Adar Tallon for a second shot, Numb can deal ''absurd'' amounts of damage with hot dice. Once again, beware his low speed leaving him out of position. Originally available in the Corellian Conflict campaign box. **'''Dagger Squadron''' - A defense tokenless B-Wing with one blue AA die upgraded to black, and Swarm, for just an additional point. Not terribly useful, but cheap. Commonly overlooked, but does benefit from Lieutenant Blount's ability. Originally available in the Corellian Conflict campaign box. *'''Y-Wing Squadron''' - Faster and more resilient than B-Wings, but with poorer attack rolls. Their poor attack dice and Heavy makes them pretty pathetic dogfighters, so keep them on-target bombing enemy ships and bring somebody else to do the killing - although they have the most hull per point of any rebel squadron, so as long as they have a source of intel giving them shots, they don't mind getting hit by flak or fighter attacks too much. **'''Dutch Vander''' - Dutch ups the frame's meager AA to a decent three blue, gains two braces, and a special ability - any squadron he deals at least one damage to becomes activated, or takes an additional damage if it was already activated. The ability to prevent enemy squadrons (particularly aces) from activating at all can be huge, especially if you've got Yavaris/Adar to do it more than once, and/or Wedge to leverage it for huge damage. **'''Norra Wexley''' - Once again, Norra is the bombing focused ace. Identical statline to Dutch, but trades his ability for giving every nearby bomber (including herself) a crit effect - the defending hull zone loses one shield. This is equivalent to one flat damage added to every bomber roll that has a crit until you start hitting hull, so she gets better the more bombers you have around her. Originally available in the Corellian Conflict campaign box. **'''Gold Squadron''' - For two points, trades one black bomber die for two blue. Same maximum damage, no defense tokens, but better average damage and benefits more from Toryn Farr or Norra. Plus the usual bonus of qualifying for Rieekan. Originally available in the Corellian Conflict campaign box. *'''A-Wing Squadron''' - Torpedo tubes strapped to a giant rocket. Speed 5, but only 4 hull; strong three blue AA, plus a black battery die making up for no bomber, so they still do decent damage to ships. Their Counter 2 means as often as not they die in a blaze of glory, taking the attacker with them. While they one have fewer offensive dice than the X-Wing, they end up with one ''more'' on net if the target shoots back. **'''Tycho Celchu''' - Tycho gains the coveted A-Wing defense token suite of a brace and a scatter, keeping him alive a bit longer and (hopefully) causing opponents to take more damage from Counter than they dealt with their attack. His ability enables him to move or shoot ships even while engaged, so he can never be locked down - once he gets down to low health, don't be afraid to just pull him out of the fight to avoid giving away his points. Usually the first squadron added to a Sato list. **'''Shara Bey''' - Same statline and tokens as Tycho, but while Tycho's ability lets him bug out of a fight, Shara wants nothing more than to dig in. Her Counter is boosted to 3 dice, and on the Counter, her crits add damage - so, yes, her counter is actually deadlier than her normal attack. With her Scatter, Shara can earn her points back and more while shrugging off the incoming damage - but she's still a fragile A-Wing, so restrain your urge to over-extend her and throw her at the entire enemy fighter screen. She and Tycho are often the core of a minimal fighter screen, leveraging their scatter to merely pin down an enemy force while their ships kill the carriers. Originally available in the Corellian Conflict campaign box. **'''Green Squadron''' - Downgrades to Counter 1, gains Bomber, no defense tokens, costs an extra point. Compared to a Y-Wing, this is a much faster but less durable one-of alternative. Originally available in the Corellian Conflict campaign box. ====Rogues and Villains==== [[File:RoguesVillains.png|thumb|300px|right|Dual-faction Rogues and Villains Expansion Pack]] ''Rogues and Villains is pure win for the Rebellion despite the Imperials getting more squadrons with Rogue out of it.'' *'''YT-1300''' - Tough as nails, but slow as snails. Runs the same price and same Escort as an X-Wing, but down one AA die, no bomber, 7 hull, and Counter 1 means it's more defensively oriented - but it's constrained by a top speed 2. If you have a way to speed them up, don't mind holding your forces back until they move in, or mix in some X-Wings so someone is holding down the fort until they show up, they're stubbornly hard to kill and throw out tons of Counter dice as they gradually go down. **[[DISTRACTION CARNIFEX|'''Han Solo''']] - The Falcon is a completely different beast under the hood. Faster, much stronger offensively, but ditches the YT-1300's stock abilities for two braces, Grit, and Rogue; so he's hard to pin down and can operate independently. And thanks to Han's special ability, he can choose to activate move at the beginning of the Ship Phase instead, which means he always shoots first. All of this is great, and Han's offensive dice are some of the best you could ask for, but he comes in at a whopping 26 points - the third most costly in the game, and making him almost a small ship in his own right. Ultimately, Han is a very powerful single activation, but does less damage than the two X-Wings you could've taken instead; and for two points more you could take Hera, gain a hull, and trade shooting first for giving two friends Rogue, so his uses are limited. **'''Lando Calrissian''' - Just like Han, Lando brings the Falcon and all it's tricks into the fray. Unlike Han, Lando's Falcon shaves off 3 points of cost and replaces one black die from each attack with a red that (with a hint of roguish luck) can be a bit more damaging. The gambling spirit that Lando's officer card comes back as well, as his version of the Falcon brings a modified form of his dice re-rolling effect. Spending a brace to re-roll your opponent's hit results (as long as they weren't accuracy'd away) is great. Discarding that token when attacking to set your red die as a double hit, or the blue to a needed accuracy result to make damage stick? That bet is up to you to make. *'''YT-2400''' - Fast, lots of hull, four blue AA dice. No bomber, but a black battery die. And, to top it all off, Rogue. This package means the YT-2400 can do everything, and it can do it without squadron commands. If you've got a fleet that doesn't have or can't spare many squadron activations, a wing of these can fly around and kill things all on their own - at the cost of being fairly pricey, and always giving up the alpha strike to activate during the Squadron Phase. Dropping eight YT-2400's on the table is a vulgar display of wealth that gives even Imperials with the [[Manta|Super Star Destroyer]] a pause. **'''Dash Rendar''' - Adds Bomber, Brace tokens, and rerolls based on how many ships or squads he's tangled up with. Otherwise, use like the non-Ace version. **'''Mart Mattin''' - Named after Lucasfilm employee and Porg enthusiast Matt Martin (I wish I was joking...) and introduced in the Rebellion in the Rim expansion. Bort swaps Bomber for Grit and pretty unique trait. Instead of activating like normal during the Squadron phase, you can use that activation and drop one of the new Proximity Mine tokens out at distance 1 of the YT-2400 base. In a way, he can deal more anti-ship damage than Dash can, but at the cost of being a big, immovable target for the turn. *'''HWK-290''' - Intel. You want this to keep your bombers bombing, or your squadrons flying around. Aside from that, it's a pricier A-Wing with worse speed and dice. Intel got nerfed '''HARD''' in Armada's recent 1.5 update, providing Grit to a friendly squadron ball instead of making nearby enemy squads Heavy. Be aware of this when making an Intel squad list. **'''Jan Ors''' - Jan improves the HWK-290's dice to A-Wing level, but more importantly she gains two brace tokens and allows nearby friendly squadrons to use them when they're defending. Not only does this keep your generic squadrons alive, but even your aces can occasionally use the help, as Jan's tokens can't be targeted by accuracies when she's not the target of the attack. **'''[[Star Wars:Rebels|Kanan Jarrus]]''' - First off, Kanan loses Intel. That single fact might turn some people off from even considering him. However, he turns the HWK-290 into a '''COMPLETELY''' different beast, more along the lines of a souped up cross between a Mandalorian Gauntlet and a TIE Phantom. Discard an anti-ship hit die, give a ship a Raid token. Discard an anti-ship crit, give a ship a Raid token. Need to focus on other ships with your Squadron commands? Kanan gets Rogue. Swarmed by TIEs that are royally pissed off at you? Cloak away and free up your engagement to harass more ships. *'''Scurrg H-6 Bomber''' - For two points over a B-Wing, Scurrgs improve on their biggest weakness - by jumping up to speed 3. They also gain an additional point of hull, as well as Grit. But in return, they gain Heavy and lose a blue AA die. If you want B-Wing dice at speed 3 and don't want to take a Pelta or another way of speeding them up, these are your solution - they still bring more punch per point than Y-wings, but they can't fight their way out of a paper bag, so bring them some support. **'''Nym''' - Trades Rogue for a pair of Braces, and most importantly, when attacking a ship, he gains a blue crit effect that ''discards'' an enemy defensive token of your choice (note: the timing on critical effects means this goes off ''after'' the enemy gets to spend their tokens, so they can still brace/scatter/etc Nym's attack). At a full 21 points, two Y-Wings would do more damage for less, so if you're going to bring him invest in Yavaris, Toryn Farr, or some other way to make getting off his crit more likely; and have a combat ship that can take advantage of that ISD losing its brace turn two. **'''Malee Hurra''' - FFG's wholly original character for Armada. As is the trend with newer squadrons, Malee's Scurrg swaps a blue die for a red. Her unique ability is a lot more interesting. Once per activation, if a friendly ship at range 1 is attacking another ship, and Malee is only engaged with one or less fighters, your ship may discard one die to change another die to a face with a critical icon. A bit complicated, but she essentially works like a Rebel version of Admiral Screed. Try dropping her with Rapid Launch Bays (for more comedy, [https://en.wikipedia.org/wiki/Matryoshka_doll drop her from a hammerhead dropped from Profundity dropped by Raddus]). ====Rebel Squadrons 2==== [[File:RebelSquadrons2.png|thumb|300px|right|Rebel Fighter Squadrons 2 Expansion Pack]] ''Compared to its [[Armada/Tactics/Empire#Imperial Squadrons 2|Imperial equivalent]], Rebel Squads 2 is less of an upgrade over the basic squads and more of a toolkit for special cases. It's rarely necessary to buy more than one; the Z-95 is NOT the TIE Defender, and the Lancer is not the VT-49 (although Hera and Jendon can debate who's ability is more overpowered for its price). The Imperial pack introduced expensive multi-role squads into a faction that was already skewed towards cheap single role specialists. The Rebels already had good multi-role choices like the A-Wing and YT-2400.'' *'''Z-95 Headhunter Squadron''' - If you've ever looked at a TIE Fighter and thought "man, these are cheap and disposable, but ''let's go even further''", then this is the squadron for you. At just 7 points, these are point-for-point the highest damage output squadron that Rebels can bring to the table; and at just speed 3 and 3 hull, they're going to die to an alpha strike before ever getting to roll that attack. Attempting to use the Z-95 as a foundational squadron is <s>liable</s> ''certain'' to end badly. Z-95s are best used to even up the number of squads, or as a pair for the cheapest possible extra deployment. **'''Lieutenant Blount''' - A Z-95 that gains the coveted Brace/Scatter token suite, his only other improvement is that he grants ''other'' squadrons with Swarm an additional reroll. If you can buy/borrow/steal a dozen Z-95s, throw Blount in to help alleviate their swingy dice. Two YT-1300s, two Z-95s, Blount, and Dagger Squadron ''is'' 3 deployments for just 69 points, but you are going to lose the fighter war unless the enemy doesn't bother to show up for it. *'''E-wing Squadron''' - For two points over their less cutting-edge siblings, E-Wings take the X-Wing statline and bump it up to speed 4, trading Escort for Snipe 3. As using their Snipe costs you a die over their normal attack, and they have a higher speed than X-Wings anyways, their Snipe is useless as often as not. While it gives them more flexibility, and allows them to hang back from the fight when necessary, two points is a high price to pay for that benefit. Rather, Snipe is best suited - as the name implies - for picking off high value targets, such as Rhymer or Dengar, from within a ball of Escorts or otherwise offensive squadrons. Ignoring Counter can also be situationally useful, but the moral is, E-Wings are usually best splashed one or two into a list, rather than fielded in large numbers. Can be good with Sato, shooting from afar while sitting near enemy ships. **'''Corran Horn''' - E-wing with two Braces and Rogue, that can Snipe with all four dice. Not bad, but compare his 22 point cost with the equal Snipe 4 available to the Empire on the 12 point Saber Squadron, and you'll see why he's a niche inclusion. *'''Lancer-class Pursuit Craft''' - Well rounded squadrons, whose low hull and high price make them challenging to use well. As good at bombing as Y-Wings, and with Grit and Rogue they can operate independently and shake off an opponent who spreads his fighters too thin. Unfortunately, their low hull makes it tough for them to weather enemy flak, their high price leaves them comparing unfavorably as dedicated bombers, and their AA lags behind the YT-2400. If you bring them, make sure to protect them. **'''Ketsu Onyo''' - Ketsu improves the Lancer's battery to 2 blue dice, and gains the Brace/Scatter combo. For 22 points, she also brings the ability to reduce all engaged enemy squadrons' speeds by 2, to a minimum of 1. If killing the enemy's intel isn't an option, Ketsu allows you to keep them in one place - most Rebel squadrons find themselves at an absolutely miserable speed 1, although for the Empire, TIE Bombers and TIE Defenders are less inconvenienced. *'''VCX-100 Freighter''' - Relay and Strategic. Activate squadrons while the carrier - a flotilla, maybe Yavaris - sits either comfortably out of harm's way, or allowing your squadrons to extend further; and/or move around objective tokens, potentially maximizing your value - or minimizing the enemy's - from the objective being played. Compared to the Imperial equivalent, its speed and offensive are effectively the same, and both have Heavy, but the VCX gains an additional 2 hull at the cost of only offering Relay 1. Adding a source of rerolls, such as Toryn Farr, gives it a leg up on its counterpart; but most of the time, if you're bringing one, you're bringing two. **'''[[Star Wars:Rebels|Hera Syndulla]]''' - As the most expensive squadron in the game, Hera supercharges the VCX's offensive, while gaining both Grit and Rogue. More importantly, she gains the ability to grant Rogue to two nearby squadrons, allowing Hera and two friends to fly around the table causing problems. In a lot of ways, she can almost be thought of as a GR-75 that's harder for ships to kill and with better flak.
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