Welcome to The Squadron Files!
If you’ve been following along, you’ll know we just wrapped up The Upgrade Files. That series was about card slots, costs, and the odd bit of rebalancing theory. This one is about the little plastic guys themselves — the squadrons that clog our tables, win our games, and sometimes rot forever in storage because AMG (and FFG before them) gave them a points cost that makes no sense in this universe or the next.
It’s important to set expectations right away. This is not Special Modifications. We’re not doing a ground-up redesign here. We’re not pretending the ace cap doesn’t exist (it does, and that means “best four aces” is always the reality). We’re not rewriting Sloane out of the faction (believe me, I’ve fantasized about it). This series is about the game as it is, with ARC-realistic tweaks that could actually happen.
So: point changes (can fix many things but not all), keyword swaps (ARC has already done this), and commentary on what already works and what doesn’t. That’s the scope.
Rebels: A Mid-Life Crisis
Let me start with what might sound controversial: most Rebel squadrons are… mid. Not “secretly broken and waiting to be discovered.” Not “balanced but overshadowed.” Just plain mid.
Yes, there was a time when Rieekan ace balls with Yavaris behind them terrorized the meta. But let’s be honest: that was a house of cards. Stacking Bomber Command Centers, Yavaris, Rieekan’s zombie mode, no 1.5 evades, no PDIC, no ace cap — all of that got hit with the nerf bat. And what we’re left with is a Rebel squadron suite that’s slow, overcosted, and mostly disappointing once you take the nostalgia goggles off.
When Rebel generics do shine, it’s because they hit some accidental sweet spot — like Gold Squadron, the one non-speed-2 Rebel with a two-dice battery. That’s why you see Gold everywhere. Meanwhile, the poor X-wing costs 13 for swingy uniblue AS with no rerolls, a red bomber die PDIC laughs at, and Escort to make sure it dies first. Great job, guys!
The exception is the A-wing. Fast, cheap, efficient. But it doesn’t synergize well with the Rebel fleet as a whole, and it lacks Bomber. Which means it’s stuck as the eternal sidekick, never the main show.
And that, really, is the Rebel squadron story: a few exceptions surrounded by mediocrity. Let’s get into the details.
A-wing
The crown jewel of Rebel generics. Speed 5 matters because you choose the fights. Counter makes attacking them risky. Four hull is just enough to really make it feel more tanky than TIEs. And the cost — 11 — is spot on. The only real problem with A-wings is that they don’t synergize with the rest of the Rebel toolkit. No Bomber keyword, no fancy rerolls. But as self-contained interceptors, they’re excellent.
Verdict: Keep as is.
Green Squadron
And then there’s Green, the unique “upgrade” that somehow has less Counter than the generic. That’s just sad, although being a speed 5 black die bomber makes it better than a TIE Defender (16 points) in that regard. Between being unique and getting reduced Counter, it is more of a sidegrade than an upgrade, so I think 12 is a bit much.
Verdict: Drop it to 11, and maybe it will see more play.
Shara Bey
Everyone’s favorite counter trap. Unless you’re taking Tycho for his amazing “ignore everything” movement and shooting freedom, Shara is usually the better ace. In isolation, she’s worth at least 18, more like 19. In faction context, she’s one of only two fast Rebel screeners, so 18 is the ceiling.
Verdict: Increase to 18.
Tycho Celchu
The other half of the Rebel speed duo. In a vacuum, Tycho at 16 is absurdly efficient. He’s a scatter ace with perfect positioning. But because Rebels have so few other fast options, he’s almost mandatory, and raising him too high would strangle the faction.
Verdict: Increase to 17 and move on.
B-wing
Ah, the B-wing. In lore, the most advanced Rebel starfighter. In Armada, a ponderous, semi-fragile headache. It’s too dangerous on offense to be cheap, too slow and squishy to be a reliable heavy member, and too dependent on support upgrades to be anything but a niche option. And you have to build your entire list around it, so it doesn't easily slot into any old Rebel fleet. It's a design that never aged well.
Verdict: At 14, it's overpriced. At 13, it’s still awkward, but you can’t make it cheaper without breaking the game, so 13 it is.
Dagger Squadron
It's a mild upgrade over the generic B-wing in terms of AS, but B-wings should be bombing, not fighting other squads. Then again, sometimes you have to, and then it is an upgrade. Compared to Gold Squadron, however, it's not much to look at. Slower, less hull, only marginally better damage against ships. Definitely not worth the 15 vs 12 points!
Verdict: Let's make it 13 points, same as the B-wing, 1 more than Gold. It's either that, or increase Gold.
Keyan Farlander
What even is this? His ability feels like a relic of a less civilized age. Maybe worth 16 for the double brace and double black battery, but honestly, he’s a museum piece.
Verdict: Rework is preferable. In the meantime, set him to 16.
Ten Numb
Better than Keyan, at least. A lot better. Splash damage is strong, especially in a Toryn/Adar package (and ARC Draven). But he’s still a B-wing, which means slow and relatively fragile. At 19, he’s overpriced, but not unusable.
Verdict: Make him 18.
E-wing
This one was supposed to be the shiny new toy. Speed 4, Snipe, a bit of flexibility. And then you look at the dice pools: uniblue AS, red bomber die, no rerolls. At 14, they’re still mediocre. Maybe at 13, they’d see play.
Verdict: Drop to 13. The X-wing is 11 now, so that checks out.
Corran Horn
On paper: Rogue, Snipe 4, some versatility. In reality: 22 points for mid dice and no Adept. He feels like a half-finished design, lacking a special ability.
Verdict: Give him Adept 1 and he’d at least feel modern and somewhat worth his price.
X-wing
The supposed backbone of the Rebellion. In Armada, the poster child for overcosted mediocrity. Escort is their only saving grace. Hull 5 is fine. Speed 3 is fine. But the dice? Swingy uniblue AS and a red bomber die you can’t rely on. No one is paying 13 points for this when A-wings exist.
Verdict: Drop it to 11. Seriously.
Rogue Squadron
Rogue is fine at 14, as long as YT-2400s are moved up to 17. Otherwise, it’s just another mid and mildly overcosted squadron that you might take if you can't afford another YT.
Verdict: Keep as is.
Biggs Darklighter
Absolutely not. The whole Biggs/Jan/Gallant Haven/Jamming Field stack was the least fun part of old Armada squadron play. Oh, look, now we also have Overpriced-Hera! And we can bring Mid-Norra to watch our CRITs get rerolled! Golly!
Biggs and friends no longer have any way to output enough damage vs. ships to be relevant and have largely faded from use (thank the Maker), but the card itself is still a nightmare of design. With X-wings significantly cheaper, he could potentially become even less enjoyable while remaining fairly inefficient.
Needs a rework, not a points tweak. Let him keep some sort of damage-mitigating ability, but make him self-sacrificing rather than enabling all that damage shuffling. Then he could also become significantly cheaper, maybe as low as 15.
Verdict: Careful rework to maintain flavor, improve survivability of other squadrons, and low cost.
Luke Skywalker (ARC)
Rogue Luke is infinitely better than Escort Luke. He doesn’t just fly in and die first, and Rogue makes him self-sufficient. Still stuck with boring 4 blue AS, but at least now he has a place on the table. Cost is fine.
Verdict: Leave as is. Yeah, we're all secretly salty he didn't get a more thorough rework with Adept 1, but that doesn't mean this version isn't both good and somewhat thematic.
Hera Syndulla
Hera's dice pools are much more interesting than uniblue, but she doesn't give herself rerolls, so she becomes rather mid. But why isn't she just Adept 1 (Adept gives rerolls, no connection to the Force is required IMO, just skill) instead of Dodge, so she can be somewhat useful herself? By the way, when you try to boost a mid-tier squadron that's overpriced, don't use 25% of the ace cap, and then also make it hideously expensive. Another AMG fail!
Verdict: Swap Dodge for Adept. Reduce cost to 20, same as ARC Luke. See what I did there? Both ARC Luke and GK Wedge don't have Escort, so they won't be affected!
Wedge Antilles
On paper, his ability is nice. In practice, uniblue AS with no rerolls holds him back. Strip Escort, give him Snipe, and he’d be playable. As is, he’s just another moderately useful and quite expensive Rebel ace. You know what would be really cool? If he added 1 blue vs ships that have been activated. That's my Wedgy Boi!
Verdict: Remove Escort, add Snipe.
Y-wing
The definition of plodding mediocrity. Hull 6 is good. Bomber is good. Speed 3 is OK. However, bad AS dice and a mid bomber battery keep it firmly below expectations. There is also not a lot of synergy for Y-wings in the Rebel faction, beyond the universal stuff like Toryn, GH, Norra, etc. Well, I guess Ruthless is kind of synergistic.
Verdict: Should be 9.
Gold Squadron
The one Rebel generic that actually feels good. Speed 3 and a two-dice battery make it efficient. 12 points is spot on — for a unique squadron, assuming other points tweaks are followed through. If not, this guy is easily 13 points!
Verdict: Keep as is.
Dutch Vander
An actually solid Rebel ace. Locking down enemy squadrons is strong, and he plays nicely with many types of squadron balls. Not to be a party pooper or anything, but he's actually kind of too strong at 16, so probably deserves the Tycho/Shara treatment. A tiny bump to let others breathe, but not too much of a hike as the faction already struggles a bit.
It's also actually a good thing that he's essentially an "anti-ace" type of squadron; we want low-cost generics to be more viable, and creating ways to shut down enemy aces helps with that goal (but you gotta be careful, as stuff like this quickly becomes NPE).
Verdict: Make him 17.
Norra Wexley
Norra is a meaty non-heavy Y-wing with 3 blue AS, but unfortunately only has that one black bomber die - if she had 2 blues she'd absolutely be an interesting option. Her buff isn't half bad, helping bombers strip shields faster, but after the shields are gone, she's just a double-brace mid bomber hugging one of your precious ace slots.
But the problems don't end there: she costs as much as Shara, but needs other squads around her to leverage her ability, yet also needs escorting, so while she SHOULD be a great boon to you X-wing Biggs-ball, THAT ball is so mid it's another strike against her. And it's not just the X-wing. Any 1-die bomber that manages to get a crit with Norra will too often see it evaded or PDICed.
Verdict: Make her a 2 blue dice bomber. Alternatively, drop her to 15 points, but this is a much less exciting solution.
Z-95 Headhunter
What happens when you combine a fragile hull, bad speed, and bad dice? You get the Z-95. One of the worst-designed squadrons in the game. Six points might make it tolerable. But really, the dice pool needs a redesign. Unired AS is a joke. And I know Toryn exists, but you could argue she's a feature of reroll-less Rebels, not a bug!
Verdict: This is a 6-point squadron that also needs to change its uni-red AS armament.
Lieutenant Blount
Possibly the most insulting Rebel ace. His effect only matters for Swarm squads (so other Zs and Dagger) and only against other squadrons, not ships. For 14 points and an ace slot. That’s more than Valen Rudor, which is just cruel. This card is firmly in the trash compactor unless updated: mix up the uni-red AS, and make him work on himself AND when attacking ships.
Verdict: Needs a rework of dice and a tweak of his ability.
Wrap-Up: The Mid Rebellion
Rebel regular squadrons are a study in mediocrity. The A-wing chassis works. Gold Squadron is excellent. Dutch is solid, ARC Luke has potential. But beyond those bright spots? Overcosted, outdated, and painfully slow.
This is why Rebel rogue balls dominate competitive play. When your generics are this underwhelming, you have no choice but to lean on the irregulars and a handful of efficient aces. Some players see that as flavor: “Rogues are what Rebels do.” Personally, I think it’s a limitation. It makes the faction less flexible, less interesting, and frankly less fun.
Next Up on the Squadron Files: Rebel irregular squadrons.