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"Green Arrow" list

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Hey dude just wanted to start by saying that I am a huge fan of A wings and love to see them flown in tournaments and the like. As far as formations, if you are interested look up Hub Zemke. He was in charge of the 56th fighter group during WWII and came up with a lot of the maneuvers and formations that fighter pilots use to this way as well as escort formations. There are a lot of very interesting maneuvers and theories that translate surprisingly well to the faster x wing ships. The mission, even if you loose because of the die make your opponent feel as if you are 2 steps ahead of them.

 

*side note, if you can learn to break formation and get back into it you can decimate your opponents because most people are unable to do so. This works especially well against enemy arc dodgers who still suffer from stress and do not have the luxury of flying in a formation.

 

:D its nice to see a fellow A wing pilot though 

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Flew 5 GSPs last nite vs 2 Fire Sprays, Kath and Eamon. The match was touch and go until he miss judged a 3 turn and put Kath on a rock in the middle of 3 As. The rock took her last shield and the As finished her off.

What CTALS4 said about formation flying is spot on. I lost formation on my first turn and never did more than 3 As back together. I was very lucky that a lot of my moves to get back into formation was either out of arc or out of range.

I really like your line up. Always thought that Wingman was under used and under appreciated. Sunday will be my next match and will fly you squad. Hopefully i can let it shine.

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As far as formations, if you are interested look up Hub Zemke. He was in charge of the 56th fighter group during WWII and came up with a lot of the maneuvers and formations that fighter pilots use to this way as well as escort formations. There are a lot of very interesting maneuvers and theories that translate surprisingly well to the faster x wing ships.

 

This is a reeeeeally freaking cool idea...

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Thanks FutureistiKen. Just remember that any battle is won or lost far before it begins. If you get graph paper you can actually convert the movement templates to match the boxes on the paper and can use it to draw up formations and flight patterns. This can help you visualize what manuevers can help you get into what formations, as you can actually go out of one and into an entirely different one (which usually scares people). A wings and the faster x wing ships can benefit especially well from these kind of formations. Another good source of formation flight patters are the Thunderbirds (the AF demonstration planes). -The concept of the calipso pass (two planes pass bye each other at close ranges), the Thunderbirds' famous maneuver, is very useful with the wingman upgrade. Essentially the enemy is trying to flank you so you have one ship do a K and the ship next to it do a strait with the same speed. they end up as a larger blocking obstacle and get much more coverage. When done in coordination with your other two ships you can set it up so they do banks in opposite directions and form a + shape, offering 360 security and removing all stress... This is just one example of the maneuvers that you can learn from real pilots.

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Stoneface, sorry I was just wondering what upgrades you used on your 5 GSPs

I ran title, refit, autothrusters and determination. Thrusters kicked in once or twice and determination never. That was the 5th time flying As and the 1st win. Had been flying the top 3 aces. Some of the losses were close but close only works in horseshoes and hand grenades.

I never gave the As much credit until recently. Two attack and 4 hp doesn't make them apparently strong but after reading some of the posts I decided to give them a try. I got into X-wing back in January and my friend and I play every Wednesday. We usually fly something different each time looking for a good squad fit. Had been flying different variations on 3 or 4 Bs until lately. I must have a touch of OCD because I like flying all of one type of ship. Or maybe I'm getting old and it's just easier to remember what I'm flying.

Flying As makes you think more. Fast and maneuverable they have the ability to get you out of trouble if you screwed up. If you're still alive, that is. Probably fly them again Sunday if able. Going to try GSL's list. I've used wingman once or twice before with a shuttle and BSP Tie to good effect. Time to try it on some fighters.

Edited by Stoneface

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Hello everyone this is my first post on the forums, greetings to all my fellow lovers of this excellent game of X-wing.

 

Here is a list I've been running recently which I am calling "Green Arrow".  This list is for anyone who both enjoys winning through outmaneuvering their opponent and who wants a challenge.  So far I'm 7 and 2 with it, mostly on Vassal:

 

http://xwing-builder.co.uk/view/292005/green-arrow

 

As you may have guessed from my username I am a big fan of A-wings, in fact I've nearly exclusively flown them to every tournament I've played in over the last year.  They sheer speed and maneuverability of the air-frame is unrivaled (Big ship boost cheese mechanic aside) and while they can be very dice dependent they have a lot of tricks up their sleeves played right.

 

The list has 4 identical Green Squadron pilots with Push the limit, Wingman, Chadraan, A-wing Test pilot, and Hull Upgrade.  They price in at 25 points each, so you are at an even 100 but that's ok as you will almost NEVER care about initiative.  Seriously few players take PS 3 pilots.

 

The main cool thing this list lets you do is use wingman and push the limit nearly every turn on every ship.  As long as you fly in formation you will reliably double action and effectively receive 0 stress.  You can K-turn as a group and have 0 stress.  And thanks to the A-wing's insane 50% green manuever dial you can effectively laugh at Rebel Captive and Panic Attack stress generating builds.

 

The "Arrow" part of the name comes from my favored deployment style, the Arrowhead or Wedge formation.  Here is what it looks like:

 

Wedge Heavy Left (Right Corner Deployment)

attachicon.gifWedge Heavy Left.JPG

 

Arrowhead (Center Deployment)

attachicon.gifArrow.JPG

 

Wedge Heavy Right (Left Corner Deployment)

attachicon.gifWedge Heavy Right.JPG

 

This formation allows you to reliably fly in formation close enough to use Wingman and so that you can avoid bumping yourself very easily.  You can also change formation from the wedge or arrowhead into a line formation very easily.  Its important that you NOT try to fly a standard box formation as you often see with tie fighters, the A-wing's dial does not work well flown that way, its too fast and if one ship bumps in that formation you lose all your actions for a turn which you absolutely MUST NOT DO with this build.

 

The last trick of this list is Hull Upgrades.  While Autothrusters is a great modification it is most well suited for lists with 1-3 A-wings all flying seperate from each other and trying to dodge arcs.  With Green Arrow though you are going to fly straight down your opponent's throat early game, before splitting up and arc dodging, so the extra hull point helps a lot.  You no longer have to worry about getting killed off by lucky Direct Hits or Minor Explosions as much either.  Plus having 20 hit points is just about always going to be better than 16.

 

Tactics wise this list is meant to be flown straight at your opponent's list while focusing and evading nearly every turn.  Your goal is to try to use your speed to get into range 3 on turn 1 of whatever your opponent's largest and most expensive ship is and so as much damage to it as you can in the initial pass.  You can largely guarantee 2 rounds of shooting at it by pushing 1 (ie: move 1 ship straight 4 and the rest straight 2) ship slightly ahead of the rest to block the large ship, the wedge and arrowhead formations have the added benefit of conveniently blocking the majority of the places a large ship can move too to fly past you when you do this.  Once they are "in the trap" you will usually 5 K-turn for your next move, now conveniently being behind them and having more shots.  All while clearing your stress through wingman and green moves.

 

Most players fall into the trap thinking "those are just A-wings, I can tank their damage easy) and will fly straight at you.  Most games though it works out that you throw 8 red dice at the big ship the 1st turn at range 3, 9 dice at it the second turn at range 1, and 8-10 dice at it after the K-turn on turn three.  That is usually about 20 dice, which will reliably kill many of the big ships in the game.

 

From that point you break off into pairs and hunt down your opponent.

 

This list does have a harder time vs other arc dodger lists, as your low PS require you to anticipate where your opponent will move, but that is where the skill comes in.

 

Definitely not a list for the timid or for those who don't like to "fly hard", but it works great done right.  If you give it a try let me know how you do with it!

FWIW, your middle formation was known as "finger four" and used extensively by the Germans in WWII.

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CTALS4, years ago I had a book on American WWII aces that detailed some of their exploits. The only story I can remember is of Richard(?) Bong. He was home on a war bond tour and got into some trouble. Did a loop-the-loop on the Golden Gate Bridge and then a knife edge pass down the main drag waving at secretaries!

Bong, Hub Zemke, Pappy Boyington and Butch O'Hare are all that I can recall from that book. Wish I could remember the name of that book. It also gave pretty decent descriptions of various fighter formations and maneuvers.

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Hi GSP, we had a great Vassal game a couple of weeks ago, your 4 greens (even if in a different configuration if I remember correctly) VS my Jake, Tycho & Green.

I think your list has a nice potential so good luck with it!

L.

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Stoneface, sorry I was just wondering what upgrades you used on your 5 GSPs

I ran title, refit, autothrusters and determination. Thrusters kicked in once or twice and determination never. That was the 5th time flying As and the 1st win. Had been flying the top 3 aces. Some of the losses were close but close only works in horseshoes and hand grenades.

I never gave the As much credit until recently. Two attack and 4 hp doesn't make them apparently strong but after reading some of the posts I decided to give them a try. I got into X-wing back in January and my friend and I play every Wednesday. We usually fly something different each time looking for a good squad fit. Had been flying different variations on 3 or 4 Bs until lately. I must have a touch of OCD because I like flying all of one type of ship. Or maybe I'm getting old and it's just easier to remember what I'm flying.

Flying As makes you think more. Fast and maneuverable they have the ability to get you out of trouble if you screwed up. If you're still alive, that is. Probably fly them again Sunday if able. Going to try GSL's list. I've used wingman once or twice before with a shuttle and BSP Tie to good effect. Time to try it on some fighters.

 

Interesting choice in determination I haven't really seen it used too much.

 

If you could figure out the name of that book that would be pretty sweet :) 

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Stoneface, sorry I was just wondering what upgrades you used on your 5 GSPs

I ran title, refit, autothrusters and determination. Thrusters kicked in once or twice and determination never. That was the 5th time flying As and the 1st win. Had been flying the top 3 aces. Some of the losses were close but close only works in horseshoes and hand grenades.

I never gave the As much credit until recently. Two attack and 4 hp doesn't make them apparently strong but after reading some of the posts I decided to give them a try. I got into X-wing back in January and my friend and I play every Wednesday. We usually fly something different each time looking for a good squad fit. Had been flying different variations on 3 or 4 Bs until lately. I must have a touch of OCD because I like flying all of one type of ship. Or maybe I'm getting old and it's just easier to remember what I'm flying.

Flying As makes you think more. Fast and maneuverable they have the ability to get you out of trouble if you screwed up. If you're still alive, that is. Probably fly them again Sunday if able. Going to try GSL's list. I've used wingman once or twice before with a shuttle and BSP Tie to good effect. Time to try it on some fighters.

Interesting choice in determination I haven't really seen it used too much.

 

If you could figure out the name of that book that would be pretty sweet :)

Unfortunately it was a very long time ago. And I do mean a very, very, very long time ago. Maybe 55 years?

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Wow this is an awesome discussion! Just as a quick update I am now nine and two with this list on vessel, I've played against a large variety of different types of builds and the only thing that I've had a really big challenge against is a Brobots heavy laser cannon one, but I think any list is going to have a challenging time taking that down.

Stoneface I really like the idea of using actual dog fighting tactics and military theory to enhance one's game. I am Army myself and it occurred to me that the same types of formations that a fire team would utilize to cover multiple sectors fire and ensure rapid redeployment to react to threats from multiple directions would translate quite well into x-wing, especially as starting formations at the beginning of the game. If you could find the name of the book you mentioned that would be awesome.

The ability to break formation and rapidly reform it is a key element of running this list successfully, and is the main aspect of my style of play that is usually complimented on by my opponents. Unlike flying basic Tie Fighters or Z-95s in formation the A-wing actually has the maneuverability necessary to get back into formation almost immediately. Usually I will separate the squadron into two separate teams and ensure that regardless of where a ship goes it will always be within range one of at least one other friendly ship, even if neither ship is facing the same direction or completed anything close to a similar maneuver. Done right this really throws most players off of their game as the usual presumption when facing a swarm style list is that all of the ships within the swarm will perform a similar maneuver the majority of the time. As there is no "Howlrunner" lynchpin in the formation you can reform it at will.

A good trick to try with the A-wing, and really benefits from the Wingman EPT as well, is to think at least one turn ahead as to where you plan on positioning your ships REGARDLESS of what happens in the combat phase. For example if you have some of your ships take bank maneuvers and others take straights such that they are facing in multiple directions then in the next turn you can have some of those ships K-turn such that they are facing back in the opposite direction as they were the previous turn. I call this a fake-break, when you make it look like you plan to break formation in the next turn but instead K-turn so that you ships are all facing inwards at your opponent's pursuing ships.

This way you can usually set up a trap that will catch your opponents most valuable ships in the firing arcs of at least three of your A-wings while denying it the ability to take actions By bumping it.

The other thing that I've noticed with this build is that most opponents will prioritize A single A-wing nearly to the exclusion of all else. Always take advantage of this, move the ship they are trying to destroy far enough away that they likely won't kill it and turtle up, but ensure they can still shoot at it. Make it challenging to kill but also keep it close enough that your opponent will still be tempted to try to devote firepower to taking it out. This tactic is a great way to make high pilot skill ships much more predictable, because if you know what your opponent will try to kill you know where he is likely going to move. When he goes for it you will be set up to ambush he's much more valuable high pilot skill ship and pull out in the lead.

I used this exact approach in a match today against Soontir Fel, Whisper, and Dark Curse. By keeping one of my ships just barely in an attackable position (Green 2 as it happened) I successfully had my opponent "chasing the birdie" the entire match. While he did eventually take out that one A-wing the other three were unscathed and I killed both Whisper and Fel.

Anyways I'm very excited that people like this build and I'm very curious to hear how it works for the rest of you when you try it. And if anyone either lives in southern New England in the United States or wants to play a match on vassal just send me a message and we'll set something up.

Edited by Green Squad Leader

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GSL, Somewhere in this forum are links to several articles on air combat. Unfortunately I wasn't smart enough to copy those links before I scrubbed my tablet. I did figure out the 'k' turn is an Immelman modified for 2D play. A Google search may turn up those articles.

A lot of thought went in to air combat tactics before, during and after WWI and there's no sense in reinventing the process. The biggest difference is in the movement sequences and anticipating your opponent's move. The latter of which I'm particularly bad at.

I like the fake-break move. How easy is it to pull off against higher skill pilots? Seems to me that against high ps arc dodgers it may not work as well as against ships that maneuver normally.

The last couple of weeks has given me a new respect for the A-wing. Your build addresses the squishiness with hull upgrade. We'll see what happens Sunday when I fly your build. Looking forward to it.

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I like the fake-break move. How easy is it to pull off against higher skill pilots? Seems to me that against high ps arc dodgers it may not work as well as against ships that maneuver normally.

True it is a bit easier to pull off against less maneuverable ships, but remember that the majority of players will almost always choose to take either a 1 or 2 speed maneuver while pursuing enemy ships. If your opponent is convinced that he has you in a bad spot then he is even more likely to do this. By using the speed of the A-wing you can set up a traffic jam in front of his ship in the likely spaces he will try to move to, this actually works better against faster ships as usually the slowest straight move they have is a 2 forward. You set things up such that if he 1 straights or 1 banks he is blocked by one ship, then have the three k-turning ships covering the 2 straights and 2 banks. Yes he can 1 or 2 turn out it doing so will leave none of your ships in arc and you will be able to get behind him on his next turn. Also if you are fighting near a table edge you can be pretty certain that he will turn towards the center, most players almost always do.

If you create a situation in which your opponent would normally clear the closest ship but he can't fit his ship where it would end up (by covering his 2 straight and 2 banks) then he will still wind up bumping the first ship. This is even easier to pull off on big ships.

It takes some practice to get good at, but done right the fake-break is quite powerful. It has the added advantage that if your opponent moves out of the trap before you spring it you can always turn the fake break into a true break and its cost you nothing.

The next game I play where I use it I'll take some pictures so it makes more sense, I realize it can be confusing typed out long form.

Edited by Green Squad Leader

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Hello everyone this is my first post on the forums, greetings to all my fellow lovers of this excellent game of X-wing.

 

Here is a list I've been running recently which I am calling "Green Arrow".  This list is for anyone who both enjoys winning through outmaneuvering their opponent and who wants a challenge.  So far I'm 7 and 2 with it, mostly on Vassal:

 

http://xwing-builder.co.uk/view/292005/green-arrow

 

As you may have guessed from my username I am a big fan of A-wings, in fact I've nearly exclusively flown them to every tournament I've played in over the last year.  They sheer speed and maneuverability of the air-frame is unrivaled (Big ship boost cheese mechanic aside) and while they can be very dice dependent they have a lot of tricks up their sleeves played right.

 

The list has 4 identical Green Squadron pilots with Push the limit, Wingman, Chadraan, A-wing Test pilot, and Hull Upgrade.  They price in at 25 points each, so you are at an even 100 but that's ok as you will almost NEVER care about initiative.  Seriously few players take PS 3 pilots.

 

The main cool thing this list lets you do is use wingman and push the limit nearly every turn on every ship.  As long as you fly in formation you will reliably double action and effectively receive 0 stress.  You can K-turn as a group and have 0 stress.  And thanks to the A-wing's insane 50% green manuever dial you can effectively laugh at Rebel Captive and Panic Attack stress generating builds.

 

The "Arrow" part of the name comes from my favored deployment style, the Arrowhead or Wedge formation.  Here is what it looks like:

 

Wedge Heavy Left (Right Corner Deployment)

attachicon.gifWedge Heavy Left.JPG

 

Arrowhead (Center Deployment)

attachicon.gifArrow.JPG

 

Wedge Heavy Right (Left Corner Deployment)

attachicon.gifWedge Heavy Right.JPG

 

This formation allows you to reliably fly in formation close enough to use Wingman and so that you can avoid bumping yourself very easily.  You can also change formation from the wedge or arrowhead into a line formation very easily.  Its important that you NOT try to fly a standard box formation as you often see with tie fighters, the A-wing's dial does not work well flown that way, its too fast and if one ship bumps in that formation you lose all your actions for a turn which you absolutely MUST NOT DO with this build.

 

The last trick of this list is Hull Upgrades.  While Autothrusters is a great modification it is most well suited for lists with 1-3 A-wings all flying seperate from each other and trying to dodge arcs.  With Green Arrow though you are going to fly straight down your opponent's throat early game, before splitting up and arc dodging, so the extra hull point helps a lot.  You no longer have to worry about getting killed off by lucky Direct Hits or Minor Explosions as much either.  Plus having 20 hit points is just about always going to be better than 16.

 

Tactics wise this list is meant to be flown straight at your opponent's list while focusing and evading nearly every turn.  Your goal is to try to use your speed to get into range 3 on turn 1 of whatever your opponent's largest and most expensive ship is and so as much damage to it as you can in the initial pass.  You can largely guarantee 2 rounds of shooting at it by pushing 1 (ie: move 1 ship straight 4 and the rest straight 2) ship slightly ahead of the rest to block the large ship, the wedge and arrowhead formations have the added benefit of conveniently blocking the majority of the places a large ship can move too to fly past you when you do this.  Once they are "in the trap" you will usually 5 K-turn for your next move, now conveniently being behind them and having more shots.  All while clearing your stress through wingman and green moves.

 

Most players fall into the trap thinking "those are just A-wings, I can tank their damage easy) and will fly straight at you.  Most games though it works out that you throw 8 red dice at the big ship the 1st turn at range 3, 9 dice at it the second turn at range 1, and 8-10 dice at it after the K-turn on turn three.  That is usually about 20 dice, which will reliably kill many of the big ships in the game.

 

From that point you break off into pairs and hunt down your opponent.

 

This list does have a harder time vs other arc dodger lists, as your low PS require you to anticipate where your opponent will move, but that is where the skill comes in.

 

Definitely not a list for the timid or for those who don't like to "fly hard", but it works great done right.  If you give it a try let me know how you do with it!

FWIW, your middle formation was known as "finger four" and used extensively by the Germans in WWII.

 

... sorry to be that guy, but the "finger four" formation is actually what GSL referred to as heavy right (right hand finger 4) and heavy left (left hand finger 4). I can go into depth about how it was invented and named if you want. Additionally, the middle formation is actually called the boomerang, vic, or fluid 4 depending on spacing and who you ask. *vic also has a 3 fighter variant 

post-231861-0-11913900-1439060237_thumb.jpg

The finger 4 was set up in such a way that it worked especially well with 4 flights so that it would make a formation like this:

post-231861-0-11204700-1439060293_thumb.jpg

My MSS class was discussing this a while back and I asked the teacher for more information and diagrams on the subject, and that is how I received the pictures.

 

*Not trying to be rude or mean or anything so im sorry if this post came across as such.

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CTALS4,

No apologies necessary. I was going from memory from an article I read many years ago. I'm glad you pointed out the error. I'm not one of those guys that gets his knickers in a wad when he's wrong.

Thanks for providing the jpegs! Those will come in handy.

A question for you. It appears that the only difference the Trail and Line Astern is spacing. Is there a vertical offset that applies?

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Good question, as you have figured out it is pretty hard to draw the 3D formations on a 2D page. I guess the quickest answer is the conditions in which the two formations are used. It is my understanding that in the trail formation the height order goes 4<3<2<1 (the trail formation can be used to transition in and out of other formations and is set up such that the furthest back member has better visibility of the other three and so on) and for the line astern formation its used in conjunction with a box formation for VIP escort where the box stays steady and the line would break off to engage and would not need the same vertical spacing that the trail has. I hope that answers your question :)

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Good question, as you have figured out it is pretty hard to draw the 3D formations on a 2D page. I guess the quickest answer is the conditions in which the two formations are used. It is my understanding that in the trail formation the height order goes 4<3<2<1 (the trail formation can be used to transition in and out of other formations and is set up such that the furthest back member has better visibility of the other three and so on) and for the line astern formation its used in conjunction with a box formation for VIP escort where the box stays steady and the line would break off to engage and would not need the same vertical spacing that the trail has. I hope that answers your question :)

Answer's it perfectly. Regarding 3D representation on a 2D page. I did a Bing search for Air Combat Maneuvers and up popped a page apparently from Pakistan. They used profile and plan views of different ac to show formations like in the jpgs you provided but with a twist. The size of the ac varied depending on the relative distance to the viewer. In the Trail formation the lead ac was largest and the others were reduced in size. It was an effective way of portraying differences in position.

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That's actually pretty sweet I have not seen too many formation sheets that do it like that. I know the Germans where pretty thorough in explaining their maneuvers but it was usually only one per page because they showed the same formation from virtually every angle. Haha Im just glad that I found a forum that has people willing to talk about the nuances of fighter formations. 

On a side note, I think my favorite part about his list is that it does not use the "normal" things seen in other list but is still very viable if flown right. I don't think it should be about who flies a fat han/ generic turret ship with the lowest amount of mistakes rather than the person who flies their ships the best and gets a shot off every turn while preventing the enemy from shooting them. It should be the person controlling the ships and not the cards the ship has equipped, but I guess that's an ideal world :P

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I like this list and your ideas about flying it. I always am drawn to the underdog, and i plan to own at least 4 A-Wings (Got 2 so far), so its nice to see a list that utilizes it well. the comments have been great too, I always thought about how to regroup a squad, if you could pull it off, you'd have a real advantage over your opponent. 

 

What do you guys think about trying to optimize dice on the A-Wing? Using cards like Predator..here's a list:

 

The A-Team

100

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

 

The more points focused on dice, the less points you can spend on everything else, so you are really just getting a good dial, and sort of decent attack.

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That's actually pretty sweet I have not seen too many formation sheets that do it like that. I know the Germans where pretty thorough in explaining their maneuvers but it was usually only one per page because they showed the same formation from virtually every angle. Haha Im just glad that I found a forum that has people willing to talk about the nuances of fighter formations. 

On a side note, I think my favorite part about his list is that it does not use the "normal" things seen in other list but is still very viable if flown right. I don't think it should be about who flies a fat han/ generic turret ship with the lowest amount of mistakes rather than the person who flies their ships the best and gets a shot off every turn while preventing the enemy from shooting them. It should be the person controlling the ships and not the cards the ship has equipped, but I guess that's an ideal world :P

Regarding your side note. Air to air combat really is about the 'cards' the ships and the guys flying them. A skilled pilot can only do so much. If his ac isn't as maneuverable or his stand-off weapons don't have the range he's at a decided disadvantage. Remember back late 70s, early 80s when Libya was feeling their oats and two of their fighters were downed by two Tomcats? I think the Libyan's were flying Mig 21s. I can't speak for pilot skill but compared to the Tomcat, the AWG 9 radar and advanced Sidewinders they were definitely out classed. Just like in this game, some builds are weaker vs others. Of course IRL you don't roll dice but you need some mechanic to simulate munition failure or loss of a target lock. Alex Davy said in an interview they want all the ships to be viable. To do that they use the cards, EPTs and pilot skills.

My friend and I have played a one on one using the same ship and pilot. Only the cards differed. Using the E-wing we ran 5 games in about 90 minutes. That was a fun and interesting matchup. Try it some time.

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I like this list and your ideas about flying it. I always am drawn to the underdog, and i plan to own at least 4 A-Wings (Got 2 so far), so its nice to see a list that utilizes it well. the comments have been great too, I always thought about how to regroup a squad, if you could pull it off, you'd have a real advantage over your opponent. 

 

What do you guys think about trying to optimize dice on the A-Wing? Using cards like Predator..here's a list:

 

The A-Team

100

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

 

The more points focused on dice, the less points you can spend on everything else, so you are really just getting a good dial, and sort of decent attack.

I'm probably not the best guy to give opinions. I've only flown the As in 5 matches and lost 4 of them but from what I've read the thing mentioned most is action economy. Like Tycho with Experimental Interface and DareDevil along with PTL. He's immune to stress but stressed out he can't do K turns. That combination allows him to turn 225° if needed. I used thrusters in my last game vs 2 Fire Sprays and I think they activated twice. They are decent against PWTs. I'm undecided on predator. With the right combination of upgrades you should be able to get a target lock almost every turn. Prockets are another thing some guys like on the higher skilled pilots. Using the As ability to get in close and dump a 5 dice attack is pretty awesome especially against turretted ships.

Try your list out and see how well it does. Make changes as necessary. But have fun!

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