Good morning gamers,
This is it - whoever wins this round of the tournament gets all the bananas and the "Jar Jar Jar" (it's a cup, but come on - you know we're not calling it the Jar Jar Cup, since that's the event name). It's been a four-month journey of meeting up once a month to play games together and while I've enjoyed it, I'll also be happy to change up the lists I'm playing to experiment with other factions before the new starter sets arrive. I've been playing with Rebels this whole time, so while there was a Kenobi/Commando list that I liked, I opted to stick with the Rebels for one last go before I start pivoting to experimenting with Empire lists. Let's dig in and see what the lists are for this last round of the tournament!
List #1: 12-activation Rebel Alliance
This is my list - I have been telling the guys that Commander Luke is not trash and now it's time to back that up by taking him a third time. This list is basically my 650-king-of-the-hill-list from Round 2, but with the Bad Batch, Din, and Sleeper Cell added. I've still got five Armor 2 vehicles that are great at pounding the snot out of things from a distance, Sleeper Cell and the Bad Batch for pummelling up close, Luke and Din for interesting Alpha Strike options, and three token Rebel Trooper squads. I'm also happy that we waited until after the points update, so I could get some Smoke Grenades on my Rebel Troopers thanks to a small points reduction on Din's Flame Projector:
- Luke Skywalker with Burst of Speed, Underworld Connections, Offensive Push, and Recon Intel
- The Bad Batch with Hunter, Echo, Tech, and Wrecker
- Din Djarin with Din's Flame Projector, Beskar Spear, and Grogu
- 1x Rebel Troopers with Smoke Grenades
- 2x Rebel Troopers
- 1x Rebel Sleeper Cell
- 3x AT-RTs with AT-RT Laser Cannons
- 2x X-34 Landspeeders with RPS-6 Rocket Gunners, Unstable Astromechs, and Mark II Medium Blasters
Truly competitive players will have questions about some of the elements of this list, but I'll make an important note: this is a King of the Hill game - decisions were made about what to include not based on whether I can control POIs, but whether I can keep units alive with NO POIs on the board. I'd never take a Rebel Sleeper Cell without the 5pt Astromech, but since there will be no POIs to end near, he's giving me an extra wound, but that's it. Similarly, I've opted for all Rebel Troopers instead of any of the other Rebel Corps options because they can be run cheaply and tucked away in a corner to deny points until I have an advantage on one side and they can plink a hit or two at range 3. The Landspeeders are AMAZING and super useful at getting suppression on things, if not killing them. Finally, I've left Omega at home in favor of Grogu because I don't need additional range to contest POIs, because Din can use the health, and because a LOT of things can benefit from "The Hand Thing."
I also know my opponent for this match - and I'm gonna need all the tricks I can muster to beat him. We're playing on the top table (both of us sitting nicely on 3-0 this tournament), so I've tried to pack in as many options as I can to beat his hyper-efficient list (though discovering the night before that my two favorite Luke command cards - I Am a Jedi and You Serve Your Master Well - both got nixed from my list because I don't have Operative Luke REALLY hurt). Now on to see what Centaur is bringing.