Showing posts with label Rebel. Show all posts
Showing posts with label Rebel. Show all posts

Wednesday, February 4, 2026

The Ship Files, Part 4: Rebels — “M(a)C Starhawk”

Welcome back to The Ship Files!

This is the second half of the Rebel roster, continuing directly from Part 3: Potatoes and Shrimps. If you haven’t read that one — or the two Imperial entries before it — I’d strongly recommend starting there, especially with the intro to Part 1, where I lay out what this whole exercise is actually about.

One quick bit of housekeeping before we dive in: since the last entry in this series, Legacy Wave 1 has dropped. That release added a handful of new titles for existing ships, including two ships covered in this article. I’m not going to do a deep dive on those titles here — check out my Legacy wave 1 review for more — but where relevant, I’ll mention how they affect the ships in question.

Alright. Deep breath. Let’s talk about Rebel capital ships.


MC80 “Home One”


The original MC80 has… not aged gracefully.

It’s slow, so 90% of the time it wants Engine Techs. It lacks a Weapons Team slot, which means you’re strongly incentivized to take Leading Shots — and that immediately locks you out of PDIC. LS + ET usually pushes you toward Quad Battery Turrets just to get some reliable blue dice in there. And of course you want ECM, because of course you do.

That’s a lot of upgrades just to make the ship feel “okay”.

Firepower is middling for a large base at this price point. You can make it hit hard — especially under Ackbar — but red dice without strong modification support are fickle, and you end up paying a premium for consistency. The end result is a ship that’s better than an AFII in most respects… but costs significantly more, and still doesn’t really excel at anything.

The Assault Cruiser variant is much more interesting. Double Defensive Retrofit is rare and potentially very powerful, and the longer-range emphasis fits the Rebel game plan nicely. Unfortunately, it starts at 110 points before upgrades, which is a steep buy-in.

What if: The Command Cruiser should have had a Fleet Command slot from day one. Thankfully, Legacy Wave 1 gave us Nautilian, which at least patches that hole. Both variants also feel like ships that should have had Salvo, but we all know that conversation is going nowhere.

Verdict: The price drops helped, but I still don’t see many Home Ones on the table. I’m not sure whether they need another cut or just more time at their current price, but right now, they still feel like too much effort for too little payoff.


MC80 “Liberty”


This is my favorite Rebel ship in this article, hands down.

A large-base ship that can hit speed 4 (with Engine Techs), delete anything smaller than itself in one activation, seriously maul anything its own size, and then leave? That’s fantastic —  unless you're on the receiving end. When the Liberty works, it really works.

But — and it’s a big but — it has some glaring dependencies. It almost always wants Engine Techs. It really wants Agate or RaddusMadine can also work, making the whole “hit and run” plan somewhat more flexible, but it loses the toughness Agate brings. Those dependencies inflate the real cost of the ship far beyond its printed price.

What if: A Recusant-style defense suite — no double brace, but Evade and Salvo — would at least make the ship feel more dynamic. It wouldn’t solve the Engine Techs tax, though, and fixing the boring dice pools and upgrade bars would require a total redesign anyway.

Verdict: Slightly overpriced. I’d be happy with 93 for the Star Cruiser and 98 for the Battle Cruiser. If you do that, though, Agate (and maybe Raddus, but not Madine) probably need to go up as well, since they benefit disproportionately.


Modified Pelta-class


Ever played GAR? Ever run Peltas? Yeah. Me too. Love them.

So where are the Rebel Peltas?

On paper, they’re arguably better than the GAR versions — more front firepower, similar cost, Fleet Command access on a small hull. And yet… they’re rare sights, even after ARC dropped the Assault Pelta all the way to 52 points.

That’s because firepower alone doesn’t make a ship good. Speed, defense, upgrade bars, and opportunity cost all matter — and the Rebel Peltas struggle there.

The Assault Pelta is fine now. Cheap enough to justify bringing, capable of running Intensify Firepower!, and with the right support (Leia, CF tokens), it can punch above its weight. It’s limited, but at least it has a role.

The Command Pelta, on the other hand, is not fine at 60. As a carrier, it’s bad. The AFII-B outclasses it so completely that cost and Fleet Command access can’t compensate. Once upon a time, old Yavaris + Command Pelta + un-nerfed Rieekan was a real archetype. That entire ecosystem is gone, and the ship was never redesigned to survive without it.

What if: Personally, I don’t love Fleet Commands on small ships at all — they feel like they should belong on larger command platforms, with better internal balance between them. But that’s a much bigger discussion.

Verdict: Assault Pelta is fine. Command Pelta should drop to 56 — but if that happens, the Nebulon-B (below) also needs help.


Nebulon-B Frigate

I have a complicated relationship with this ship.

I’ve been playing Armada since May 2015. I’ve flown Nebs badly into Victory front arcs. I’ve both abused and suffered under un-nerfed Yavaris. I love how weird it looks and plays — strange arcs, strange defenses, strange everything.

But that weirdness is also why it’s so hard to just slot one into a list. Nebulons tend to appear either as title carriers (Salvation now, Yavaris once upon a time) or as part of a full-on Neb spam list. There’s very little middle ground.

Both variants also suffer from extremely dated design: bland dice pools, near-identical upgrade bars, and exaggeratedly weak side arcs. It works, but it feels ancient.

What if: The Escort having an Offensive Retrofit would do wonders. The Support as a Fleet Support / combat hybrid would be genuinely interesting. But neither is happening without a redesign.

Verdict: Both variants are overpriced. The Support should come down a couple of points, and the Escort’s +6 premium is far too steep for +1 flak and +1 squadron. 49 / 53 feels reasonable; 48 / 52 might even be fine.


Providence-class (Rebel)

This ship is a fascinating mess.

Yes, it uses the same model and arcs as the CIS Providence — but everything else is different. Speed 2 instead of 3. Less yaw. An Evade instead of a Contain. Lower squadron value. No Defensive Retrofit slot. No Invincible-style title.

At 95 points, it looks like a bargain compared to the CIS version at 103.

It is not.

Without a Defensive Retrofit, Agate is basically stapled to this ship. You also need Engine Techs because speed 2. If you want it to be a carrier, you need Expanded Hangars. And suddenly you’re pouring points into just making the chassis functional.

Here’s a fairly typical carrier build:

Providence Carrier (95)
• Kyrsta Agate (25)
• Ray Antilles (7)
• Walex Blissex (5)
• Flight Controllers (6)
• Boosted Comms (4)
• Caitken and Shollan (6)
• Expanded Hangar Bay (5)
• Engine Techs (8)
• Fighter Coordination Team (3)
= 164 points

That’s a lot of investment for something that’s merely “okay+”.

Legacy Wave 1’s Rebel One title helps with survivability and gives you alternatives to Agate, which is good — but it’s also more points, and the fundamental problem remains.

What if: Honestly? Too many to count. This ship is what happens when design constraints start to suffocate a system.

Verdict: Drop it to 90 points. At least then it’s easier to afford everything it needs to do its job. But again, this suggests Agate needs to come up if we want to increase variety.


Starhawk-class Battleship

What a waste of plastic.

Rebels finally get something that can stand toe-to-toe with an ISD… and it’s speed 2, has no Defensive Retrofit, and practically screams AGATE + COME AT ME BRO.

You can make it work. It’s legal. It’s effective. But it relies on fortressing, objective play, and your opponent being forced to engage you. That’s a deeply passive, reactive way to play Armada — and frankly, a boring one.

The design intent is clear: enormous hull and shields balanced by poor mobility and limited upgrade access. The problem is that Agate bypasses a big chunk of that intended weakness, while the lack of speed means the ship can’t play proactively.

And don’t get me started on the titles — two-thirds of them only working on one variant is just bad design.

What if: I genuinely think FFG tried to balance this ship. It’s just that the end result isn’t particularly fun. Fixing it properly would require fundamental changes that are well outside ARC’s scope.

Verdict: Leave the ship alone, but Agate probably needs to be more expensive. I say that a lot, don't I?


Final Thoughts

Well… that was a lot of negativity.

The common thread in this second batch of Rebel ships is age — and design constraints caused by older designs. Many of them are victims of early-wave design: conservative upgrade bars, awkward dice pools, and defensive assumptions that don’t hold up in the modern game. ARC has done what it can with points, but some hulls are simply carrying too much historical baggage.

That said, you need to take what I write with a grain of salt; you should know by now this is my style of evaluating something. In reality, I'm quite fond of the Neb, for example, but I don't think it's a particularly good design — or correctly priced. And I do actually dust off my Starhawk from time to time, but never for anything below 600 points.

Next up: Republic (one post), and finally Separatists (one post). Then we’ll see how all of this looks when viewed side-by-side.

Until then — fly casual, but not too casual.

Friday, January 30, 2026

Fleet Dossier: Leia Nautilian Hammerheads

Today’s Fleet Dossier is a Rebel list.

It’s inspired by an exchange with Peter Saber on Facebook. He really likes Nautilian. I wasn’t entirely convinced… so here’s my attempt at becoming convinced.

The core concept is ARC Leia + Nautilian + Hammerhead swarm—if you can call three Hammerheads a swarm. Normally, three isn’t quite enough to really get the title value flowing, but Nautilian effectively gives you another “copy” of the effect, and that might be just enough.

And yes: this is very much an ARC Leia list. It doesn’t work if your flagship can’t spend tokens and still repair. It also highlights how much less flexible old Leia was.

For this build, I’ve chosen Task Force Antilles for a bit of durability. A Leia Hammerhead that pivots into Repair can regenerate/move shields (and even hull) surprisingly well—in Hammerhead terms, anyway. Don’t expect miracles. If you want to go fully on offense, you can swap to Task Force Organa instead and save six points. (Also: TFO at 1 and TFA at 3 has always felt a little… lopsided. But that’s neither here nor there.)

The squad screen is small but nasty. This exact four-A-wing package has done work for me even into squad-heavy lists. They will die, but used correctly, they can derail your opponent’s carefully laid squadron plan. Into light-to-medium squads, they can delay and disrupt for ages. Into squadless fleets, they chip in meaningful damage over the game.

This also shouldn’t be a particularly difficult fleet to run. Your flagship needs to draw fire so the Hammerheads don’t evaporate immediately—but obviously, “getting your flagship shot” is not exactly a free win condition, so you’re juggling how much aggro it takes. Between PDIC, ET, and Leia-fueled Repairs, you should be fine… as long as you coordinate that with the Hammerhead strike and manage the squad screen. Bread-and-butter Armada, really. 🙂


400 points

I see no reason to bid with this list. I’m not much of a bidder to begin with, and this fleet doesn’t meaningfully benefit from it.

Name: Leia Nautilian TFA 400
Faction: Rebel
Commander: Leia Organa [ARC]

Assault: Most Wanted
Defense: Asteroid Tactics
Navigation: Infested Fields

MC80 Command Cruiser (102)
• Leia Organa [ARC] (28)
• Raymus Antilles (7)
• Engine Techs (8)
• Electronic Countermeasures (7)
• Point Defense Ion Cannons (6)
• Quad Battery Turrets (5)
• Nautilian [Legacy] (4)
• Intensify Firepower! (6)
= 173 Points

Hammerhead Scout Corvette (41)
• Slaved Turrets (6)
• Task Force Antilles (3)
= 50 Points

Hammerhead Scout Corvette (41)
• Slaved Turrets (6)
• Task Force Antilles (3)
= 50 Points

Hammerhead Scout Corvette (41)
• Slaved Turrets (6)
• Task Force Antilles (3)
= 50 Points

GR-75 Medium Transports (18)
• Ahsoka Tano (2)
• Comms Net (2)
= 22 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
• 2 x A-wing Squadron (22)
= 55 Points

Total Points: 400

Variations and flex

There isn’t much I’d change here.

  • PDIC → Leading Shots is the obvious “more damage” swap, and QBT + LS plays nicely. But you already have IF!, and the Hammerheads are the real spike damage anyway. PDIC also matters because… you’re flying an MC80 that must stay alive.

  • TFA → TFO is the other big lever. You gain offense and free up 6 points, but your entire fleet becomes noticeably more brittle. You can spend the points on things like Chart Officer on Hammerheads (if you’re worried about formation), Bright Hope on the GR-75, Hardened Bulkheads on the MC80, or just keep a small bid if that’s your thing. Personally, for this concept, I want the durability, so I’m staying with TFA.

Objectives

These are debatable, and that’s fine.

  • Most Wanted is here to maximize the payoff: three Slaved Hammerheads doing Leia-enabled CF into a Most Wanted target can be absolutely horrific.

  • Opening Salvo is tempting but I think it’s a trap. Hammerheads don’t love return fire for “+1 die once,” and any serious damage on the MC80 can cost you a lot of points.

  • Abandoned Mining Facility and Volatile Deposits are both solid alternatives for Yellow/Blue, but I’m deliberately using the “slug” objectives to discourage squad-centric fleets. Ideally they pick MW… or they get to struggle through the A-wing screen plan.


600 points

At 600, you need another “center of gravity.” The MC80 can’t take all the aggro, and the Hammerheads still won’t survive being the only thing in range.

So I add:

  • one more Hammerhead, and DCaps on all four for a stronger opening punch,

  • an Assault Frigate as a second serious ship (tankier profile, credible at all ranges with the addition of Boarding Troopers) threat.

  • a second GR-75 and more token support so the MC80 stays fed. Leia + ET + IF! makes the flagship… thirsty.

  • two more A-wings (it's Sector Fleet, so max 150 squadron points for my opponent, so I HOPE this is enough).

Name: Leia Nautilian TFA 600
Faction: Rebel
Gamemode: Sector Fleet
Commander: Leia Organa [ARC]

Assault: Most Wanted
Defense: Asteroid Tactics
Navigation: Infested Fields

MC80 Command Cruiser (102)
• Leia Organa [ARC] (28)
• Raymus Antilles (7)
• Engine Techs (8)
• Electronic Countermeasures (7)
• Point Defense Ion Cannons (6)
• Quad Battery Turrets (5)
• Nautilian [Legacy] (4)
• Intensify Firepower! (6)
= 173 Points

Assault Frigate Mark II B (72)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• Dual Turbolaser Turrets (4)
• Paragon (5)
= 91 Points

Hammerhead Scout Corvette (41)
• Disposable Capacitors (3)
• Slaved Turrets (6)
• Task Force Antilles (3)
= 53 Points

Hammerhead Scout Corvette (41)
• Disposable Capacitors (3)
• Slaved Turrets (6)
• Task Force Antilles (3)
= 53 Points

Hammerhead Scout Corvette (41)
• Disposable Capacitors (3)
• Slaved Turrets (6)
• Task Force Antilles (3)
= 53 Points

Hammerhead Scout Corvette (41)
• Disposable Capacitors (3)
• Slaved Turrets (6)
• Task Force Antilles (3)
= 53 Points

GR-75 Medium Transports (18)
• Ahsoka Tano (2)
• Comms Net (2)
• Bright Hope (2)
= 24 Points

GR-75 Medium Transports (18)
• Hondo Ohnaka (2)
• Comms Net (2)
• Quantum Storm (1)
= 23 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
• 4 x A-wing Squadron (44)
= 77 Points

Total Points: 600

600-point tweaks

Same levers as at 400, plus a couple more:

  • Paragon → Hardened Bulkheads if you want less “fun” and more “this ship must live.”

  • Swap transport titles if you want Ahsoka moving faster, but speed 3 is usually fine.

  • If you love Slicers, you can do it by trimming Paragon and retooling the GR-75… but again: the MC80 wants tokens all game, so it might not be worth the effort.


I think both versions come together nicely, and I think both TFA and TFO are viable—I just chose TFA here because this archetype really wants to keep the Hammerheads on the table for as long as possible.

And it’s genuinely cool to see how one ARC card (Leia) and one Legacy card (Nautilian) can enable a fleet type that wouldn’t really exist otherwise—without pushing into OP or NPE territory.

But what do you think? Is Nautilian a good title in general—and is it specifically a good title for ARC Leia? And if you’ve flown Hammerhead packages lately, are you team TFA or team TFO?

Thursday, October 30, 2025

The Ship Files, Part 3: Rebels — “Shrimps and Potatoes”

Welcome back to The Ship Files!

In Parts 1 and 2, we wrestled with the Empire’s angry triangles — the Arquitens through to the SSD — and established what ARC’s design limits actually are. If you haven’t read those yet, start there; the intro to Part 1 sets the scene for the whole series.

This time, we turn our scanners toward the Rebellion: ships that look like they were welded together in a back-alley shipyard, painted by committee, and somehow still manage to win wars. Potatoes, shrimps, and one regrettable loaf of bread (that being the GR-75 Transport).


Assault Frigate Mk II

 

Let’s get this out of the way first: it’s ugly. The ugliest model in the entire game. It doesn’t look like a Star Wars ship — the proportions are off, the engines are wrong, and it’s got zero connection to either Mon Cal aesthetics or the old Legends Assault Frigate Mk I. It doesn't help that the art was made based on an old computer game from an era before graphics were invented.

Controversial take: On the table, it’s… fine. Not great, not terrible — just solidly mid, but with a stronger-than-average defense. Firepower is acceptable but never impressive, both for batteries and flak (the AF2A is acceptable, but 1 blue from a Medium is not). It’s tanky thanks to decent hull and shields plus the brace/redirect/evade token spread and an all-important defensive retrofit (which, let’s be honest, means ECM).

Speed 3 and a friendly nav chart let it kite reasonably well. The Mk A is the better gunship — more dice and better flak — while the Mk B is the better carrier in a faction that lacks dedicated carriers that are also good. The B is also a bit cheaper, so 90+% of the time, it's the model you'll see. 

The A-model’s ARC price drop to 77 helps, but both variants still share the exact same upgrade bar, which feels like early-wave laziness. And if you don't specifically need the extra flak (and I suppose a blue out the front/back), the A is just most points for less squadron command. Meaning you'll typically see it with rogue squadrons. I'd probably only take the A with Agate if I wanted to do Salvos.

The AFII persists in lists mainly because it’s the only reliable Rebel medium that can tank and shoot at range without falling apart. As a carrier, it’s decent enough, sporting a Flight Controllers slot, squadron 3, and an offensive retrofit. That's not BAD, but it's not GREAT either. But what better carriers do the Rebels have? None indeed. So the AF2B is the default carrier option.

What if: Trade the evade for a salvo. The hull looks like it would return fire rather than jink away. But this is far, far outside scope for ARC, and would dramatically alter the ship's profile, so not happening.

Verdict: AFII-B is fine at 72; the AFII-A could maybe drop to 75 (if you're concerned about Agate, increase Agate correspondingly). 


CR90 Corvette


Fast, iconic, and still the queen of Rebel small ships. With Turbolaser Reroute Circuits, it remains one of the best value damage platforms in the game — even after the exhaust-token nerf. It’s fragile, yes, but usually fast enough to live long enough to earn its points.

The A-variant is everywhere; the B-variant… not so much. The B can shine under Mon Mothma or in the hands of a very precise pilot, but its double-evade defense collapses at medium range, and it can’t equip TRC or D-Caps. It’s cheap, sure, but cheap isn’t always good.

What if: Give the B-model an Offensive Retrofit instead of Defensive. DCaps become an option and everything changes. Probably never happening, but it would be neat.

Verdict: CR90A is fine at 44, though I’d love to see it at 43 and push TRC to 8 points to (maybe) diversify builds. The B-model should drop to 37–38 — that’s Consular territory and where it belongs.


GR-75 Medium Transport


Costs almost nothing, delivers enormous utility, and — critically — dies like a champion. The Rebel flotilla remains one of the most efficient support tools in the game: token generation, squad commands, activation padding, and inexplicably excellent maneuverability.

The Combat Retrofit exists, technically, but even after cost cuts, it rarely leaves the shelf. Guns are irrelevant when your job is to feed tokens and not explode.

What if: Ban Ackbar from affecting flotillas (please), and then give the Combat Retrofit a blue side arc just for flavor.

Verdict: Combat Retrofit at 24 is acceptable (23 would also be fine). The base Transport, though, is too cheap. Bump it to 20 and it’d still see universal play.


Hammerhead Corvette


A sad little ship with big dreams. The Hammerhead has its niche moments — a Raddus drop via Profundity, a Ruthless flak platform, or just a cheap third a combat ship — but it’s never a list centerpiece. 

It also doesn't swarm effectively (though this is more how the game scores than any fault of the ship itself): every loss bleeds points, and you rarely win big, even if you do win.

What if: Full rework. Give it a Brace instead of that pointless Contain, or maybe an extra engineering point so it can actually repair. But that’s deep surgery, not ARC tweaks.

Verdict: Overcosted. Torpedo down to 35; Scout no higher than 39.


MC30 Frigate

 

Classic small-ship design at its most baffling. The Scout and Torpedo versions are identical except for swapping all red die for blues — early FFG minimalism at work. And honestly, with that firepower, it probably deserved a medium base.

Still, it remains one of the most effective Rebel brawlers. Both variants see play, carried almost entirely by their titles. Admonition used to reign; post-1.5, Foresight has the edge, but either is mandatory. I dislike ships that need titles to function, but here we are.

What if: Total redesign — mixed dice pools, different upgrade bars, maybe even a medium base. But that’s a Special Modifications problem, not an ARC one.

Verdict: Leave it. The rabbit hole is deep, and the ship is kind of fine where it is.


MC75 Cruiser

The MC75 is what happens when you cross an Assault Frigate with a Home One and teach it to brawl. It’s a fine ship — tough, mean, and capable of terrifying close-range volleys.

Its biggest crime is the token spread: two Contains. Stop trying to make Contain a thing! The front-arc focus and odd red-side/blue-front battery layout make it feel confused, but both variants are otherwise solid, especially after the price drops.

The combination of higher cost, no range out the front, and a poor defensive suite prevents the Armored variant from being a viable carrier option or gunship alternative to the AF2. Thus, you will often find it in a Raddus list (where gunnery range and defense at range are less important), but not too often elsewhere.

What if: Replace one Contain with a Salvo and call it a day.

Verdict: 99 and 95 would be fair with Salvo; without it, shave a few more points (but you can't take off too many or it'll crowd out other Rebel ships).


Next Time

Next up: the rest of the Rebel roster — MC80s, Nebulons, Peltas, Providences, and the mighty (and slightly absurd) Starhawk.

Tuesday, September 23, 2025

The Squadron Files, Part 4: Rebellious Rogues

 

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 Empire 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.


Rebel Rogues: A Mixed Bunch

Rebel irregulars are a strange collection — some forgettable, some fantastic, and more than a few that feel like they were designed in a hurry after too much... of something. There are gems here, yes, but there are also clunkers, and then a handful of “what were they thinking?” oddballs (the YT-1300, a non-rogue escort, still takes the cake for me).


HWK-290

How did this become a 4-hull, double-brace squadron with low speed? It’s physically smaller than most other irregulars, so 4 hull is fine, but why didn’t it get a scatter instead? And meanwhile, the JumpMaster — a much larger ship — was saddled with 4 hull, but did get the scatter AND higher speed. It should have had high hull and a double brace. 

So what can you do with it now? Not much. Intel was once broken, now it’s been nerfed to mediocrity, and the HWK went from essential to forgotten. Drop it to 10 points to tempt people into bringing Intel again, or leave it at 12 and just give it Rogue so it actually does something on its own.

Verdict: Drop to 10 or add Rogue and keep at 12.

Kanan Jarrus

First question: why is Kanan not on the Ghost? Seriously. Instead he’s here, awkwardly bolted onto a HWK. And the result is… mid. He does have a niche now with ARC Draven (since he’s cheap-ish and hard enough to shift to matter), but it feels weird to see a Jedi Knight flying a glorified space taxi. He is also a bit overpriced when you look at his stats, even in a Draven list.

Verdict: I think 17 is enough for Kanan.

Jan Ors

Jan is the definition of “good but problematic.” Brace-passing is amazing, but she’s frail, and her presence always risks pushing squadron combat into degenerate “stack the bubbles and never die” territory. Is she a feature? A bug? A stopgap? I honestly can’t tell anymore. She’s useful, but she’s also a walking balance problem.

Verdict: Keep as is, or increase cost if the X-wing comes down as I suggested.


Lancer-class Pursuit Craft

The generic Lancer feels like a casualty of Ketsu’s design. It was clearly built to host her scatter-ace chassis, which meant locking the generic into a fragile 4-hull Rogue with unimpressive anti-squad fire. And this is supposed to be a big ship! It should have had 6 hull, minimum.

As it stands, the generic is poor value. At least ARC dropped it to 14, which is just enough to justify taking one. It’s fragile, but it’s fast and does okay damage, so leave it be for now.

Verdict: Leave as is.

Ketsu Onyo

Now here’s the good stuff. Speed 4, scatter, double-blue bomber dice, and an ability that lets her lock squads in place? For 22 points, that’s a steal. Ketsu is arguably the best Rogue bomber in the entire Rebel lineup. She's maybe not Lando good, but she's at least 23 or even 24 points good.

Verdict: Make her 23 or 24 points.


Fenn Rau / Mandalorian Gauntlet

A special case: no generic counterpart, just Fenn himself. He’s a paradox — both good and bad, depending entirely on context.

If you can leverage Assault (with ARC Draven specifically), Fenn is strong. He pushes extra squadrons, which is always impactful (4 squads from a Liberty token, anyone?). But he’s also very expensive and carries only a single defense token, so he dies faster than you’d like. His personal firepower is mid at best. Use him right and he’s a force multiplier. Use him wrong, and he’s just an expensive ace that evaporates. High ceiling, low floor. 

I kind of feel he's a tad bit too expensive, as I struggle to fit him into a Biggs/Hera X-wing combo, but maybe it's those squads that are a bit too expensive? What if he came down a hair? Would that incentivize Rebels to lean more into commanded squadrons instead of rogues? On the other hand, Gar Saxon is 20, and he's objectively much worse.

Verdict: Leave as is or shave off a point or two.


Scurrg H-6 Bomber

What the B-wing wishes it was: a heavy bomber with 6 hull, speed 3, and grit. Yes, it’s a worse dogfighter — but if your heavy bombers are dogfighting, you’ve already lost. The Scurrg is built to bomb ships, and it does that job far better than its Rebel stablemates.

Verdict: Leave as is.

Malee Hurra

At 21 points, she’s actually not bad. Two blue battery dice, double brace 6-hull, Grit, Bomber — that’s a solid package. Her ability is situational, but the cost is low enough that she can see real play. She's not a rogue, though, so when you compare her to Ketsu, the cost suddenly feels pretty high.

Verdict: I'd try her at 20 and love her at 19.

Nym

The opposite story. Nym looks amazing on paper, but in practice he demands Adar, Toryn, BCC, and ideally Draven just to make his gimmick sing. That’s a lot of investment for what’s basically a reroll bomb. And when it does work, it veers into NPE territory. Not a great design.

Verdict: Definitely don't bring down the cost. The guy is a MENACE. 


VCX-100

The quintessential Strategic squadron. Eight hull is incredible. Pair it with Toryn and it hits reasonably hard, too. Relay 1 is mid — you probably want two if you’re serious about Relay, but points rarely allow it.

The real tragedy? This should be a Rogue squadron. Everything about the VCX screams “independent operator.” But since it’s the Rebel Lambda, it had to be "nerfed" with no Rogue. At least it’s still worth taking.

Verdict: Leave as is.

Hera Syndulla / Ghost

The most expensive squadron in the game, but she earns it. Rogue-granting is huge. The ace cap limits her, and the single defense token makes her fragile for her cost, but the flexibility she brings is unmatched. Definitely a good option, and definitely worth her slot.

Verdict: Leave as is.


YT-1300


Who thought this was a good idea? A slow, fat, high-hull Escort with Counter. It’s not even Rogue! Clearly designed as the “fix” for the X-wing’s underwhelming Escort, but in hindsight, it just feels like an awkward patch.

If I could wave a magic wand, I’d give it speed 3 and Rogue (and bump the Falcon to speed 4). Failing that, at least drop Escort and give it Rogue. Right now, it’s a relic that only made sense in 2015.

Verdict: Swap Escort for Rogue.

Han Solo

Han is… okay. He hits reasonably hard for 24 points, but without dice mods and without Bomber, he doesn’t shine. He’s fine, but never exciting. And when Lando exists at the same cost, Han just looks worse.

Verdict: Make him 23 points and leave Lando at 24, or leave Han at 24 and make Lando 25. Or both. I dunno. But even if I ran Sato, I would almost prefer Lando.

Lando Calrissian

Mr. Dice Fixer himself. He went up to 24, but he’s still a bargain for what he brings. Outright better than Han in most contexts.

Verdict: He's still a bargain at 24, but look at the guy... you don't want to make him more expensive, do you?


YT-2400

The gold standard of Rebel Rogues. Fast, tough, hits hard, and consistent. At 16 points it’s too good — hence why everyone spams them. Push them up to 17 and you might at least make people think twice.

Verdict: Increase to 17.

Dash Rendar

Double brace, some dice fixing, solid all around. But he’s no Lando, and that makes him feel lackluster.

Verdict: He's 22 points, not 24.

Mart Mattin

Cheaper than Dash, lacks Bomber, but has the hilarious mine gimmick. And honestly? That’s enough. The mine ability more than compensates, making him a fun (if not top-tier) pick.

Verdict: Leave as is.


Wrap-Up: A Rebel Grab Bag

The Rebel irregulars are all over the place. Ketsu, Lando, Hera, and the YT-2400 are standouts. The Scurrg chassis is quietly excellent. But then you’ve got clunkers like the generic Lancer, relics like the YT-1300, and awkward designs like Nym that demand half your upgrade bar to function.

Compared to the Empire’s rogues, the Rebels have more bright spots and more competitive options — but also more weirdness. Some of that weirdness is charming. Some of it is frustrating. And a lot of it shows just how scattershot squadron design was in Armada’s early years.

Next up on the Squadron Files: GAR squadrons.

Friday, September 19, 2025

The Squadron Files, Part 3: Rebels Without a Cause

 

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 Empire 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.