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The Return of Rogues

Updated: Apr 7, 2020

When Rogue first came out its was considered exceptionally powerful, and rightly so you no longer had to command you squadrons to get them to do something for you. This lead to lists that everyone that lived through it im sure remembers for thoughts that dont the list was something like this:


CR90 Corvette A (44) • General Cracken (26) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 79 Points


CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points


CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points


CR90 Corvette A (44) = 44 Points


CR90 Corvette A (44) = 44 Points


Squadrons: • 8 x YT-2400 (128) = 128 Points


Total Points: 397


factor in TRC had not been nerfed yet and it was a very annoying fleet to fly against. I have been thinking about revisiting this idea with a fleet like this one:


CR90 Corvette A (44) = 44 Points


CR90 Corvette A (44) = 44 Points


CR90 Corvette A (44) = 44 Points


CR90 Corvette A (44) • Ray Antilles (7) • Tantive IV (3) = 54 Points


Pelta Assault Ship (56) • Kyrsta Agate (20) • Intensify Firepower! (6) • External Racks (3) = 85 Points


Squadrons: • 8 x YT-2400 (128) = 128 Points


Total Points: 399





However, soon after this the well known Reekian aces started to take hold and started to show how powerful, a squadron command could be. Some builds in this archetype took a small bid and would outbid the rouges list and it showed a glaring weakness to rouge based fleets they were incredibly vulnerable to an alpha strike by squadrons commanded by ships.


Assault Frigate Mk2 B (72) • General Rieekan (30) • Adar Tallon (10) • Flight Controllers (6) • Gallant Haven (8) = 126 Points


Nebulon-B Escort Frigate (57) • Flight Commander (3) • Fighter Coordination Team (3) • Yavaris (5) = 68 Points


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


GR-75 Medium Transports (18) • Toryn Farr (7) • Comms Net (2) • Bright Hope (2) = 29 Points


GR-75 Medium Transports (18) • Bomber Command Center (8) = 26 Points


Squadrons: • Dagger Squadron (15) • Ten Numb (19) • Gold Squadron (12) • Norra Wexley (17) • Jan Ors (19) • Biggs Darklighter (19) • 2 x YT-1300 (26) = 127 Points


Total Points: 398





The above list is just an example of Reekian aces, and obviously the power of this list brought about a lot of changes to the game. It became extremely dominant, and then the nerf bat hit. Even to this day Rieekan aces is still a very good list type its just be curbed a little bit, but once the power of the squadron command was revealed the game has never been the same.


The power of the squadron command reached its apex with Thrawn 2 Ship:


Imperial II (120) • Grand Admiral Thrawn (32) • Governor Pryce (7) • Gunnery Team (7) • Electronic Countermeasures (7) • Leading Shots (4) • Quad Battery Turrets (5) • Avenger (5) = 187 Points


Quasar Fire I (54) • Captain Brunson (5) • Flight Controllers (6) • Boosted Comms (4) • Squall (3) = 72 Points


Squadrons: • Maarek Stele (21) • Morna Kee (27) • Colonel Jendon (20) • Mauler Mithel (15) • 2 x TIE Defender Squadron (32) • 2 x TIE Fighter Squadron (16) = 131 Points


Total Points: 390




Again above list is just an example of what Thrawn 2 ship might look like. The list compacted as much firepower as possible into as few activations as possible. basicly the Idea is to use the power of the ISD and its complementing squadorns likely MMJ and another bomber to have such an extremely powerful activation that it definitely swings the game into your favor, it also used squall to reach out and touch your opponent turn one.


This tactic begin to gain a lot of momentum, but so did a counter tactic a rouge ball. The idea was let your ships take a punch on the nose while holding back your rouge ball then in effect use rouge to alpha the opposing squadball in the squad phase.


This tactic is nearly entirely rebel exclusive and that feels thematic as the Empires troops need orders and follow a rigid chain of command where as the rebels are a more like independent freedom fighters or terrorists however you see it. The Impire does have great options to have a few rouges supplement a normal squadball, but as for a full rouge ball it's a bit iffy in my opinion However I have been toying with Advanced transponder net with decimators, it is however quite expensive.





This simple tactic of having your ships take the first hit then having your rogue squadrons go in and strike the opposing squadball has really revitalized the whole rouge ball.





another tactic that I have seen used to bring rouge balls back into the action is to on the crucial squadron engagement turn have activate the rogues so they can get the drop first and then the rest of the game they use rouge to activate themselfs. Rogues are back and here to stay, I have personally become very fond of a rogue heavy Starhawk build of mine.


Starhawk Battleship Mark II (150) • Kyrsta Agate (20) • Walex Blissex (5) • Expert Shield Tech (5) • Local Fire Control (4) • Quad Laser Turrets (5) • High-Capacity Ion Turbines (8) • Linked Turbolaser Towers (7) • Unity (10) = 214 Points


GR-75 Medium Transports (18) • Toryn Farr (7) • Comms Net (2) • Bright Hope (2) = 29 Points


GR-75 Medium Transports (18) • Hondo Ohnaka (2) • Bomber Command Center (8) = 28 Points


Squadrons: • Lando Calrissian (23) • Ketsu Onyo (22) • Wedge Antilles (19) • Dutch Vander (16) • Hera Syndulla (28) • Nym (21) = 129 Points


Total Points: 400


How have you used rouges? What do you feel are their strengths and weaknesses? what are some of your favorite rouge squadballs? Until next time have a great week!

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