With rebels you either need to run a lot of operatives/specialists/support or you need high activation counts. If you're not running operatives or heavies, you really need to be at a minimum of 15-16 activations. I think the rebel sweet-spot right now is 17-19 activations. You also need to be ok with units just melting off the board. As long as a unit doesn't get one-shotted, the high-activation strategy is pretty effective for rebels. You end up creating more problems on the table than the enemy has solutions. As a result, there will most likely be a mismatch somewhere and you just take advantage of what the enemy gives you.
Definitely agree on the 2 main ways of running lists. I tend to enjoy the more hero hammer style lists around 12-13 acts but I think there's definitely lists that can take advantage of the more points efficient rebel units and go to higher acts. Which commanders/operatives do you tend to take?
Have the leftover rebels from the starter set, once I finish my empire going to use this video to help me plan my 3D prints to build out my rebel army. Keep up the great work!
My Empire list is generally Scarif themed, Vader, Krennic, 2x Shores + 2x Mortars, 2x storms, 2x Death Troopers, a pair of bikes and an AT-ST fresh off the printer. Any tips for creating a decently competitive rebels list to complement the Scarif theme? Sounds like Jyn might not be the answer? 😂
I play very aggressively into their objectives turn 2-3. Usually cleaning out half the board by the end of turn 4. I don't get the atrt love as I find they are dead very quickly in standard.
You've definitely got some great early reach with the Tauns, Mando and Bad Batch! I definitely agree that that list fits your playstyle. I always try and fit prepared supplies on Commander Luke where possible, getting the surge block can be huge. And yeah can't go wrong with a couple of sleeper cells to back it all up
Great video! As a SC player I feel your pain on order control. I do at least get rewarded for my lack of it though 🤣. Overall this is great information! Understanding how you play the game is very important. I favor Pykes over bse as I like their flexibility and threat ranges better. I have had similar issues with Maul as what you described with Luke so he has been removed until further testing can be done. I think the biggest thing is you have to get games in with your list to know how you would like to tweak it and optimize it etc.
@@shaunkrogulski9619 100%, rebels could really use some independent synergy….. Rough to be an SC player right now but definitely agree on understanding your own playstyle!
@TheLegionCantina it would make sense. Rebel characters are always going rogue and doing things against their orders. Independent synergies would just work thematically.
I see you favor IG-11. Do you get any success with Bounty? Also, bounty is considered weak but have you considered playing double bounty with rebels? I only BTV when I play rebels but BHs are cool and peek my curiosity
@@TheLegionCantinaLet me give you a proposal/idea... It would be useful talk about the mission cards in general and in the POV of rebels! I think is a very important decision
I definitely approve of the boba and bad batch combo, I actually think boba is really underrated in this version of the game! You're definitely utilising a lot of rebels most efficient units in this list. How do you find the big rebel trooper squad with the Ion gun?
With rebels you either need to run a lot of operatives/specialists/support or you need high activation counts. If you're not running operatives or heavies, you really need to be at a minimum of 15-16 activations. I think the rebel sweet-spot right now is 17-19 activations. You also need to be ok with units just melting off the board. As long as a unit doesn't get one-shotted, the high-activation strategy is pretty effective for rebels. You end up creating more problems on the table than the enemy has solutions. As a result, there will most likely be a mismatch somewhere and you just take advantage of what the enemy gives you.
Definitely agree on the 2 main ways of running lists. I tend to enjoy the more hero hammer style lists around 12-13 acts but I think there's definitely lists that can take advantage of the more points efficient rebel units and go to higher acts. Which commanders/operatives do you tend to take?
Have the leftover rebels from the starter set, once I finish my empire going to use this video to help me plan my 3D prints to build out my rebel army. Keep up the great work!
@@finntangeman5301 sounds great, there are so many cool 3d prints for legion out there! What have you got for empire?
My Empire list is generally Scarif themed, Vader, Krennic, 2x Shores + 2x
Mortars, 2x storms, 2x Death Troopers, a pair of bikes and an AT-ST fresh off the printer.
Any tips for creating a decently competitive rebels list to complement the Scarif theme? Sounds like Jyn might not be the answer? 😂
The points change has shafted my style slightly but I've been running stuff like this
997/1000
11 Activations
Luke Skywalker (Hero of the Rebellion) 120 + 19 = 139
--Burst of Speed (10), Underworld Connections (5), Into the Fray (4)
The Bad Batch (Clone Force 99) 140 + 10 = 150
--Wrecker (0), Echo (0), Tech (0), Hunter (0), Omega (10)
Din Djarin 95 + 42 = 137
--Situational Awareness (4), Din's Flame Projector (8), The Mando's Jetpack (15), Beskar Spear (15)
3x Rebel Troopers 40 x 3 = 120
2x Rebel Sleeper Cell 70 + 13 = 83 x 2 = 166
--R4 Astromech (5), Recon Intel (8)
3x Tauntaun Riders 95 x 3 = 285
I play very aggressively into their objectives turn 2-3. Usually cleaning out half the board by the end of turn 4.
I don't get the atrt love as I find they are dead very quickly in standard.
You've definitely got some great early reach with the Tauns, Mando and Bad Batch! I definitely agree that that list fits your playstyle. I always try and fit prepared supplies on Commander Luke where possible, getting the surge block can be huge. And yeah can't go wrong with a couple of sleeper cells to back it all up
Great video! As a SC player I feel your pain on order control. I do at least get rewarded for my lack of it though 🤣.
Overall this is great information! Understanding how you play the game is very important. I favor Pykes over bse as I like their flexibility and threat ranges better. I have had similar issues with Maul as what you described with Luke so he has been removed until further testing can be done.
I think the biggest thing is you have to get games in with your list to know how you would like to tweak it and optimize it etc.
@@shaunkrogulski9619 100%, rebels could really use some independent synergy…..
Rough to be an SC player right now but definitely agree on understanding your own playstyle!
@TheLegionCantina it would make sense. Rebel characters are always going rogue and doing things against their orders. Independent synergies would just work thematically.
Yeah, I think the especially with SC not getting anything new, rebels could definitely pick up a few independent bits and pieces
I see you favor IG-11. Do you get any success with Bounty? Also, bounty is considered weak but have you considered playing double bounty with rebels? I only BTV when I play rebels but BHs are cool and peek my curiosity
Loving your videos mate! Feeling thankful of me being a rebel too jajaja
It’s the only way to be haha
@@TheLegionCantinaLet me give you a proposal/idea... It would be useful talk about the mission cards in general and in the POV of rebels! I think is a very important decision
I will give you my list for the grand tournament in Las végas Open! Give me your comments.
999/1000
11 Activations
Luke Skywalker (Hero of the Rebellion) 120 + 15 = 135
--Jedi Mind Trick (5), Underworld Connections (5), Seize the Initiative (5)
The Bad Batch (Clone Force 99) 140 + 10 = 150
--Wrecker (0), Echo (0), Tech (0), Hunter (0), Omega (10)
Boba Fett 120 + 5 = 125
--Boba's Flame Projector (5)
2x Rebel Troopers 40 x 2 = 80
Rebel Troopers 40 + 80 = 120
--MPL-57 Ion Trooper (27), Rebel Trooper Squad (45), Recon Intel (8)
Rebel Sleeper Cell 70 + 5 = 75
--R4 Astromech (5)
2x AT-RT 50 + 10 = 60 x 2 = 120
--AT-RT Laser Cannon (10)
A-A5 Speeder Truck 65 + 16 = 81
--Unorthodox Tactician (16)
X-34 Landspeeder 55 + 58 = 113
--RPS-6 Rocket Gunner (21), A-300 Rifle Gunner (1), Hotshot Pilot (8), M-45 Ion Blaster (28)
Recover the Research, Intercept Signals, Shifting Priorities
Bring Them to Heel, Destroy Enemy Base, Sweep and Clear
Cunning Deployment, Advanced Intel, Strafing Run
I definitely approve of the boba and bad batch combo, I actually think boba is really underrated in this version of the game! You're definitely utilising a lot of rebels most efficient units in this list. How do you find the big rebel trooper squad with the Ion gun?
Wait, this isn’t a unit guide