Last year, Nand Torfs took out the title of the 2016 X-Wing World Champion with his 'Dengaroo' squad, and although this year he just missed out on the top spot, he chose a Rebel squad that isn't a typical regeneration build. Whilst part 1 took the champion Justin Phua into the spotlight, this post sheds some light on what is capable of getting to the premiere tables in X-Wing to contend a title.
In part 1 of this series, we examined the winning list run by Nand Torfs using the Manaroo squad. Today, we'll be checking in with the runner up's build, the Rebel Regen.
Kevin Leintz - 2016 X-Wing Runner-Up
Kevin ran a Rebel 'Regen' list, starring Luke Skywalker's apprentice Corran Horn, and supported by Miranda Doni (or, of course, it may have been the other way around).
If there was a definitive list of ships which repeatedly perform at all levels of gaming in X-wing, then Corran Horn would be at the top of it. Whilst the E-wing combines the best elements of an X-wing's fire power and the A-wing's agility, the extra upgrades really give it some bite.
As is the case with most top-tier lists, we see Push the Limit in use here. This iconic upgrade which allows for double actions really goes a long way in ensuring action economy, and in essence people build their game around that very fact. Corran Horn is one of the definitive pilots to use this with.
Adding Fire Control System does a few things. Firstly, it mitigates the reason to take a Target Lock as an action, rather using the two actions available to barrel roll and boost to arc dodge, or alternatively focus and evade if you're heading into the thick of it. Whatever the situation, you have appropriate options available. Another reason of course is directly related to Corran's pilot ability. Whatever you attack and do not kill, you then have the option to unload on again during the end phase (with a target lock, this time).
The regeneration capabilities come from R2-D2. Any green manoeuvre will allow the E-wing to regain a shield. The E-wing boasts 4 green manoeuvres, which on it's own isn't particularly amazing. However, combined with the ability to barrel roll as well boost, it somewhat minimises the opponent predicting where Corran will end up.
With 7 upgrade cards aboard the K-wing, you can be very confident that this swiss army knife approach to X-wing provides enough utility to make a massive impact every game. Miranda's pilot ability is simply wonderful. In the opening joust at range 3, the Homing Missiles can effectively have an extra red dice used with them. Nobody likes 5 dice being thrown at them, ever.
The real tricks come from the bombs however, and these aren't normal run-of-the-mill munitions, but rather Sabine has tinkered with each of them adding some splash damage to the already controlling and crippling effects of Conner Net and Ion Bombs. Partnering with Corran, this allows some fierce engagements to be setup and dictated on the Rebels' terms.
Advanced SLAM allows you to get into some solid positions to drop that Conner Net or gain some much needed distance to lick wounds and return to the fight with a few extra shields.
Finally Twin Laser Turret provides Miranda a excellent way to consistently deal out the damage from afar if needs be.
I really like the look of this list and even tried it although I'm sure I suck hard because I hardly ever play Rebels and I imagine the learning curve with this squad can be steep. What do you like about this list? How would fly against it?
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Hardcore war gamer at heart and a huge fan of tabletop games. I use any excuse to get my family involved. Join me as I play and review games while trying not to epically fail.