trustybroom 570 Posted September 25, 2014 Though I primarily fly Imperial, I've always been a huge fan of A-Wings. I had been excitedly waiting for Aces for a while now so that I can start using A-Wings heavily again. Once I got them, I jumped right into squad building and came up with...nothing. Especially in this meta, I couldn't think of something that wouldn't work better with another ship. Sure I could slap a 15 point prototype in a bunch of lists, but to me that doesn't feel like playing an A-Wing. I eventually said, "screw it" and came up with this very uncompetitive list:Jake Farrell (24)Push the Limit (3)Chardaan Refit (-2)Outmaneuver (3)A-Wing Test Pilot (0)Green Squadron Pilot (19)Opportunist (4)Chardaan Refit (-2)Predator (3)A-Wing Test Pilot (0)Gemmer Sojan (22)Proton Rockets (3)Push the Limit (3)A-Wing Test Pilot (0)Green Squadron Pilot (19)Push the Limit (3)Chardaan Refit (-2)Total: 100View in Yet Another Squad Builder It'll be fun, but not really competitive. Anyway, did anyone else come up with ideas on what to do with these new, crazy A-Wings? 1 berusplants reacted to this Quote Share this post Link to post Share on other sites
AtillaTheFun 82 Posted September 25, 2014 I ran a very fun build which I think I could stack up against the current meta and come out okay with. Green Squadron Pilot x4 PtL Proton Rockets I flew against a soontir, defender, and another small ship that I forget at this point and almost didn't lose any ships. It's obviously not a super hard counter to a falcon, but what I was thinking is turtle up with focus and evade and get in real close letting fly with the prockets you could probably down the falcon somewhat quickly with that much red being thrown on the table. Then just mop up whatever escort the falcon had and call it a day. Against phantoms it can be more tricky, but I've found that as long as you can get behind them they at least probably won't be able to shoot you after their decloak and movement, and if any rebel ship is going to be able to get that positioning it'd be an A-wing. Other ideas include refitting them and taking PtL with outmaneuver to make them excellent flankers (as well as falcon slayers) or expert handling and outmaneuver to make them intercepters. I haven't flown the list too much but I would love to try it out. 3 CatPeeler, lansing2 and Kyrios Mirage reacted to this Quote Share this post Link to post Share on other sites
Engine25 2,910 Posted September 25, 2014 (edited) Both of these served me exceedingly well last night in the local league: Jake Farrell ++A-wing Test Pilot ++Push the Limit ++Outmaneuver ++Proton Rockets Keyan Farlander ++Opportunist ++Heavy Laser Cannon Specifically with the A-wing, Jake took an aggressive path towards Etahn Abaht, ending his maneuver almost directly in front at Range 1. Focus for free barrel roll out of arc, then Push for a banked boost to close the distance. Jake's first attack of the game, he Outmaneuvered and unloaded that Proton Rocket for five hits. Stealthed Etahn rolled two blanks and a focus (he had barrel rolled in front of me in attempt to block). Jake quickly proved himself to me by vaporizing an undamaged E-wing on his first roll on my table. Edited September 25, 2014 by Engine25 4 Jo Jo, Narcoleptic, Kyrios Mirage and 1 other reacted to this Quote Share this post Link to post Share on other sites
DoubleNot7 768 Posted September 25, 2014 What now? Play games, have fun. 2 Vorpal Sword and admat reacted to this Quote Share this post Link to post Share on other sites
Papamambo 339 Posted September 25, 2014 Though I primarily fly Imperial, I've always been a huge fan of A-Wings. I had been excitedly waiting for Aces for a while now so that I can start using A-Wings heavily again. Once I got them, I jumped right into squad building and came up with...nothing. Especially in this meta, I couldn't think of something that wouldn't work better with another ship. Sure I could slap a 15 point prototype in a bunch of lists, but to me that doesn't feel like playing an A-Wing. I eventually said, "screw it" and came up with this very uncompetitive list: Jake Farrell (24) Push the Limit (3) Chardaan Refit (-2) Outmaneuver (3) A-Wing Test Pilot (0) Green Squadron Pilot (19) Opportunist (4) Chardaan Refit (-2) Predator (3) A-Wing Test Pilot (0) Gemmer Sojan (22) Proton Rockets (3) Push the Limit (3) A-Wing Test Pilot (0) Green Squadron Pilot (19) Push the Limit (3) Chardaan Refit (-2) Total: 100 View in Yet Another Squad Builder It'll be fun, but not really competitive. Anyway, did anyone else come up with ideas on what to do with these new, crazy A-Wings? It looks like it might be a fun list to try. I love A-wings - admittedly less than I love Interceptors, but they are fun to fly. My issue with them is that while their dial is great, they just don't throw enough dice. And I think that's why you seldom see them in competitive lists. With Aces out now, I'm hoping they'll become more popular, and I'm starting to think of some builds myself. That being said, I still have an issue with how many dice they throw. That's not something that'll change unfortunately. Proton rockets help, but then the same old argument comes up about A's being overcosted. If you throw the Refit on, Proton Rockets are off the table.. A pretty major conundrum. My first tournament, I flew a HSF list against an opponent with 4 A's on the table. I seriously thought I was done for - first turn we were in range of each other, he dropped a Rookie. 2 turns later he dropped my second Rookie. He kept dodging in and out of arc that my Rookies never had a shot. 3 rounds later though, when he had no choice but to come after the Falcon, he started dropping like flies. This was a while back though, so no Aces, and A's weren't as strong as they are potentially now. They can be a threat, but I think their strength lies in the end game. Hit and fade tactics at first, taking on escorts is where they excel. And in the end game they can be a major nuisance with their jinkiness.. Quote Share this post Link to post Share on other sites
trustybroom 570 Posted September 25, 2014 I ran a very fun build which I think I could stack up against the current meta and come out okay with. Green Squadron Pilot x4 PtL Proton Rockets I flew against a soontir, defender, and another small ship that I forget at this point and almost didn't lose any ships. It's obviously not a super hard counter to a falcon, but what I was thinking is turtle up with focus and evade and get in real close letting fly with the prockets you could probably down the falcon somewhat quickly with that much red being thrown on the table. Then just mop up whatever escort the falcon had and call it a day. Against phantoms it can be more tricky, but I've found that as long as you can get behind them they at least probably won't be able to shoot you after their decloak and movement, and if any rebel ship is going to be able to get that positioning it'd be an A-wing. Other ideas include refitting them and taking PtL with outmaneuver to make them excellent flankers (as well as falcon slayers) or expert handling and outmaneuver to make them intercepters. I haven't flown the list too much but I would love to try it out. I like Proton rockets a lot. They kind of surprised me both times I've used them and really, really hurt the ships I fired them at. They could lay a lot of hurt on the Falcon. I also like your idea for the Phantom. I'm going to have to try that. One thing about your list is the PS3. Have you run into significant trouble because of that? I ask, 'cause most people I run into nowadays are running pretty high PS ships. Sure they'll waste a lot of points in the PS bid against this list, but they'll also get to maneuver later. So, how did you deal with Soontir? Jake Farrell ++A-wing Test Pilot ++Push the Limit ++Outmaneuver ++Proton Rockets Keyan Farlander ++Opportunist ++Heavy Laser Cannon Also, THIS would be a lot of fun. I have a feeling that Keyan would really ruin someone's day also. 2 Engine25 and AtillaTheFun reacted to this Quote Share this post Link to post Share on other sites
heychadwick 11,354 Posted September 25, 2014 I think the A-wings have different uses. I was listening to the Scum and Villany podcast and they talked about using a bunch of 15 pt A-wings just to get in people's way. Use them like the Academy Pilots to jam up the way. After that, you use YT-1300 or the newer one to to blast people. If you want the A-wings to be offensive on their own, you need to boost them somehow. Use all the special cards and all to give as much of a bonus as you can, as 2 red dice just isn't enough. I read the new Gemmer and also how Expose is utterly useless and wanted to combine the two. Gemmer Sojan + Test Pilot + Expose + Chadraan Refit (24 pts)Jan Ors + Ion Turret + Nien Nunb + Squad Leader (33 pts)Dutch Vander + Ion Turret + R7-T1 (31 pts)Bandit (12 pts) Jan Ors can gives all ships within range 1-3 an extra attack die. You can take a bunch of A-wings or Z-95's in that case. I went with just one and a Bandit. Jan is also PS8 and can give her action to someone else, so that helps when determining who is where and who gets it. If it's Gemmer, he can choose to Expose late in the turn or not. If he's in the sweet spot of Range 1, he can get 5 attack dice with a TL from Dutch! It's not too crazy an idea if Dutch and Jan are Ionizing people. The -1 green isn't that bad for Gemmer if he's in that sweet spot. If you wanted to take that Jan Ors build, you could get four 15pt A-wings in that list with points to spare. I think it's all about the boost. 1 Papamambo reacted to this Quote Share this post Link to post Share on other sites
Baron Soontir Fel 640 Posted September 25, 2014 Here's a fun build I can't wait to run: Wes Janson +Predator Jake Farrell +Outmaneuver Green Squadron +Opportunist Green Squadron +Opportunist 1 admat reacted to this Quote Share this post Link to post Share on other sites
Engine25 2,910 Posted September 25, 2014 (edited) I ran a very fun build which I think I could stack up against the current meta and come out okay with. Green Squadron Pilot x4 PtL Proton Rockets I flew against a soontir, defender, and another small ship that I forget at this point and almost didn't lose any ships. It's obviously not a super hard counter to a falcon, but what I was thinking is turtle up with focus and evade and get in real close letting fly with the prockets you could probably down the falcon somewhat quickly with that much red being thrown on the table. Then just mop up whatever escort the falcon had and call it a day. Against phantoms it can be more tricky, but I've found that as long as you can get behind them they at least probably won't be able to shoot you after their decloak and movement, and if any rebel ship is going to be able to get that positioning it'd be an A-wing. Other ideas include refitting them and taking PtL with outmaneuver to make them excellent flankers (as well as falcon slayers) or expert handling and outmaneuver to make them intercepters. I haven't flown the list too much but I would love to try it out. I like Proton rockets a lot. They kind of surprised me both times I've used them and really, really hurt the ships I fired them at. They could lay a lot of hurt on the Falcon. I also like your idea for the Phantom. I'm going to have to try that. One thing about your list is the PS3. Have you run into significant trouble because of that? I ask, 'cause most people I run into nowadays are running pretty high PS ships. Sure they'll waste a lot of points in the PS bid against this list, but they'll also get to maneuver later. So, how did you deal with Soontir? Jake Farrell ++A-wing Test Pilot ++Push the Limit ++Outmaneuver ++Proton Rockets Keyan Farlander ++Opportunist ++Heavy Laser Cannon Also, THIS would be a lot of fun. I have a feeling that Keyan would really ruin someone's day also. Oh, it was. He definitely needs support to make it work, though. He has a major target on him so I put him next to Biggs and Wes Janson with R3-A2 to strip tokens and stress the target to make it slower for next turn. I am typically really afraid to play small, high PS lists without Falcons because they don't tend to be very durable, but the damage output on this list was relentless for three attacks. I mainly designed it to get some testing out of Keyan, not so much to be competitive, but I won two for two, one against a Phantom/Bounty Hunter list and another against a Phantom/TIE Swarm list. Edited September 25, 2014 by Engine25 Quote Share this post Link to post Share on other sites
AtillaTheFun 82 Posted September 25, 2014 I ran a very fun build which I think I could stack up against the current meta and come out okay with. Green Squadron Pilot x4 PtL Proton Rockets I flew against a soontir, defender, and another small ship that I forget at this point and almost didn't lose any ships. It's obviously not a super hard counter to a falcon, but what I was thinking is turtle up with focus and evade and get in real close letting fly with the prockets you could probably down the falcon somewhat quickly with that much red being thrown on the table. Then just mop up whatever escort the falcon had and call it a day. Against phantoms it can be more tricky, but I've found that as long as you can get behind them they at least probably won't be able to shoot you after their decloak and movement, and if any rebel ship is going to be able to get that positioning it'd be an A-wing. Other ideas include refitting them and taking PtL with outmaneuver to make them excellent flankers (as well as falcon slayers) or expert handling and outmaneuver to make them intercepters. I haven't flown the list too much but I would love to try it out. I like Proton rockets a lot. They kind of surprised me both times I've used them and really, really hurt the ships I fired them at. They could lay a lot of hurt on the Falcon.I also like your idea for the Phantom. I'm going to have to try that. One thing about your list is the PS3. Have you run into significant trouble because of that? I ask, 'cause most people I run into nowadays are running pretty high PS ships. Sure they'll waste a lot of points in the PS bid against this list, but they'll also get to maneuver later. So, how did you deal with Soontir? Yeah proton rockets are definitely game-changing for the A-wing. People who are concerned about the A-wing being overcosted would be right for any ordnance besides prockets. As far as rebels go they were made for the A-wing because they're the only rebel ship that can take full advantage of them. 5 dice on a single attack with a focus guaranteed and a target lock if you pushed the limit is amazing, especially against a low agility target like the falcon. And yeah with the phantom as long as you're not facing echo once you get behind them it's hard to lose your shot on them especially if you spread your arcs a decent amount. Because of the A-wing's maneuverability and high agility PS3 wasn't a huge problem. When I set up in that one game my opponent decided to plop the defender directly across from all 4 of mine which I had set up in a pinwheel-esque formation. The solution to that was promptly execute hard-1 turns on all of them followed by a boost and then a 3-hard turn the next round to reposition. The fact that my opponent shot first didn't really matter too much because I spent more of my time dodging arcs and passing targets off from one ship to another that he had a hard time getting shots off or hunting down a single target. It was like a swarm of flies where as soon as he got one in his sights it would scoot away and another would be right behind him taking a shot. Soontir was the only ship I was afraid of during the match so I basically just did my best to avoid getting up close and personal with him after he opening engagement. I flew all 4 of my guys in pretty tight in the first engagement so between all of the ships on the board and asteroids he couldn't arc dodge that first round of shooting. I would have killed him then and there if he didn't have a shield upgrade. Even 2 attack dice can hurt with 3 or 4 attacks in a row against a single target. 2 CatPeeler and trustybroom reacted to this Quote Share this post Link to post Share on other sites
AtillaTheFun 82 Posted September 25, 2014 (edited) Also not to mention that unless I knew I was going to have a shot or wasn't going to get shot at I would turtle up with a focus and an evade. Most of the time my ships weren't taking focused fire since I scattered his forces up so it was easy to keep them alive. A lot of rounds would go by with me taking little to no damage. Edited September 25, 2014 by AtillaTheFun Quote Share this post Link to post Share on other sites
heychadwick 11,354 Posted September 25, 2014 If you wanted to maximize Proton Rockets, you could do things like take Jake Farrell with Outmanuever and VI as well as have Jan Ors in a list. You can go at PS 9 and hope you are in the right spot to use Outmanuever. Have a TL from either another turn or someone else (like Dutch). Jan Ors will give you another attack die for a total of 6 and you minus their green dice by one. Do that to a Fat Han and C3PO won't get used. There are ways to have a TL and a Focus at the same time, even after firing the shot. While it would take a lot to set up, you could whallop one ship pretty bad. Take Munitions Failsafe, just in case the dice gods are frowning. Quote Share this post Link to post Share on other sites
UnfairBanana 2,251 Posted September 25, 2014 This is the reason I don't like competitive playing. Planning for tournaments means picking a list that you know will do well, even if it isn't fun to fly. I'd much rather play casual games with my friends where we try out new stuff and not care who wins.But that's me ;D 4 heychadwick, Darthfish, klecser and 1 other reacted to this Quote Share this post Link to post Share on other sites
trustybroom 570 Posted September 25, 2014 This is the reason I don't like competitive playing. Planning for tournaments means picking a list that you know will do well, even if it isn't fun to fly. I'd much rather play casual games with my friends where we try out new stuff and not care who wins. But that's me ;D I have a secret...I'm really, really bored by 100 point tournament play. I LOVE playing epic, but it's so hard to convince people to play. 1 UnfairBanana reacted to this Quote Share this post Link to post Share on other sites
Khyros 4,218 Posted September 25, 2014 A few ideas I've been toying around with (I'm really excited for lone wolf on an A btw): Jan w/ ICT Green w/ Outmaneuver + PTL + Refit Green w/ Outmaneuver + PTL + Refit Blue w/ FCS Idea being that the greens set up to outflank, potentially one of either side, the blue to just shoot up the middle, and jan to hang back the first turn, boosting the blue, but then boosting whomever has the best R1 shot. It'll be weird for me to fly a HWK that's not Roark, but I think it could work well coupled with the outmaneuver A wings. More than likely this is just a funsy list though. Roark w/ ICT Knave w/ FCS + R3A2 Blue Green w/ PTL + Outmaneuver (to be replaced by Lone Wolf) + Refit This is a variation on my Nationals list (drop E and B from PS4 to PS2, drop HLC, change Bandit into Green). I lose the HLC, which is really the biggest down side. But I gain blocking ability on the E being PS1, and a person who wants to be right in the middle of things. The reason I didn't do this during Nationals (and put a FCS on the Dagger) was that if the E wing was the last thing alive, it struggled being PS1. If the Bandit was the last thing alive, it struggled to finish things off. If Roark was the last thing alive, it struggled to finish things off. Leaving only the B as only good ship to close the game out. But with this variation, the Green is a great closer, the Blue is a good closer, Roark is the same (and actually can be pretty good if it's 1v1 against a small ship, preferably without 3 agility), and the E is now clearly the #1 or #2 target (depending on your hate towards Roark), so it shouldn't see end game. Lone Wolf will make the Green even better since it should be on its own for the first and last part of the game. Quote Share this post Link to post Share on other sites
Jetfire 743 Posted September 25, 2014 http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!31:18,73:7:-1:U.56;31:18,73:7:-1:U.56;31:18,72:7:-1:U.54;31:18,72:7:-1:U.54 2x greens with PTL, outmanuever and proton rockets 2x greens with PTL, Chadraan and Wingman 2 punchers and 2 guards 1 lansing2 reacted to this Quote Share this post Link to post Share on other sites
heychadwick 11,354 Posted September 25, 2014 You might have a hard time getting into a good spot for Range 1 attacks with the Rockets and Green Pilots, due to low PS. Also, after those two shots, you don't have much. Quote Share this post Link to post Share on other sites
CatPeeler 440 Posted September 25, 2014 This is the reason I don't like competitive playing. Planning for tournaments means picking a list that you know will do well, even if it isn't fun to fly. I disagree completely. I fly squads that are 'fun to fly' almost exclusively, tournament or not. For me, 'fun to fly' means it either has a natural Boost or has received an Engine Upgrade, and I've flown the holy bejeezus out of the handful of ships that can do that. Give me some EU'd firesprays/defenders/e-wings/a-wings/etc, and I will wreck your face. On the other hand, I can't fly X-wings for @#$^... In my hands, Wedge is just a free 29 points for my opponent. What I'm getting at is that if there are particular ships that you gravitate to, go for it. Know a ship well enough and you'll be able to overcome a lot of 'bad' matchups through skill. 1 UnfairBanana reacted to this Quote Share this post Link to post Share on other sites
Jetfire 743 Posted September 25, 2014 You might have a hard time getting into a good spot for Range 1 attacks with the Rockets and Green Pilots, due to low PS. Also, after those two shots, you don't have much. The rockets are mainly to drop big stuff I come across. Then I have PTL A-wings which I love flying and flown right are amazing. 1 CatPeeler reacted to this Quote Share this post Link to post Share on other sites
CatPeeler 440 Posted September 25, 2014 The rockets are mainly to drop big stuff I come across. Then I have PTL A-wings which I love flying and flown right are amazing. Agreed. I can't wait to run 4 PTL/PR greens... Quote Share this post Link to post Share on other sites
eagletsi111 1,113 Posted September 25, 2014 How about some more info on the mission inside. Like what the escaped pod stats are and how it moves? Please. Quote Share this post Link to post Share on other sites
Narcoleptic 304 Posted September 25, 2014 As a lover of A-wings Rebel Aces is a gift from heaven. The problem I'll have once it comes out here in Sweden (apparently haven't reached us yet *glares at FFG*) is to get enough games, there are so many possibilities with the A-wings now that I will be short on time testing everything. :s Do I want to run Tycho, Jake, Arvel? Do I want to switch Arvel for Gemmer and add a VI to Tycho? Or Jake? Do I want to change Gemmer for a Green and give Tycho or Jake a 3pt upgrade like Outmaneuver or Daredevil? So many options! I'm happy now. :3 1 R22 reacted to this Quote Share this post Link to post Share on other sites
trustybroom 570 Posted September 25, 2014 How about some more info on the mission inside. Like what the escaped pod stats are and how it moves? Please. This is all from memory as the mission is at home. The escape pod has no stats. It cannot attack or be targeted. If you have two ships within 1-2 of each other and you can draw a line between them that also passes through the escape pod, you can assign the escape pod two tokens. When the escape pod spends a token, it can do the equivalent of a boost action. The escape pod starts close to the imperial edge. Rebels win by flying the escape pod off the rebel edge. Imperials win by killing all the rebels. Rebels have 100 points and must include an A-Wing and a B-Wing. I think Rebels also need at least one main pilot. Imperials start with 75 points and can get reinforcements if they lose a ship with PS 4 or less. When an Imperial reinforcement appears, the Rebels choose which corner it deploys in. I think that large ships are off limits for both Rebels & Imperials, but I"m not positive. Quote Share this post Link to post Share on other sites
Malmer 338 Posted September 25, 2014 (edited) If you throw Veteran Instincts along with PTL on Jake Farrell, you'll have a poor man's Soontir Fel ( with PTL + Targeting Computer + Shield Upgrade). Sure Jake's got one less attack die, but then he's also 10 points cheaper! I have this 98 points list I'm looking forward to try out: Jake Farrell + PTL + Veteran Instincts (+ Test Pilot + Refit) 3 x Green + Predator + Opportunist (+ Test Pilot + Refit) Edited September 25, 2014 by Malmer Quote Share this post Link to post Share on other sites
eagletsi111 1,113 Posted September 26, 2014 How about some more info on the mission inside. Like what the escaped pod stats are and how it moves? Please. This is all from memory as the mission is at home. The escape pod has no stats. It cannot attack or be targeted. If you have two ships within 1-2 of each other and you can draw a line between them that also passes through the escape pod, you can assign the escape pod two tokens. When the escape pod spends a token, it can do the equivalent of a boost action. The escape pod starts close to the imperial edge. Rebels win by flying the escape pod off the rebel edge. Imperials win by killing all the rebels. Rebels have 100 points and must include an A-Wing and a B-Wing. I think Rebels also need at least one main pilot. Imperials start with 75 points and can get reinforcements if they lose a ship with PS 4 or less. When an Imperial reinforcement appears, the Rebels choose which corner it deploys in. I think that large ships are off limits for both Rebels & Imperials, but I"m not positive. Thanks Quote Share this post Link to post Share on other sites