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====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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