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Hi,

I posted a topic called Wired A-wings just before seeing this other thread. I like it !

I am still reading all the entries (guys, you write a lot ;D ) but I am really in the mood of playing A-wings even if I am a convinced Empire player :)

My main motivation to try the A-wings was the possibility of combining Push the Limit with Wired, something which has been already discussed here, in this thread (I am reading page 4 or 5 at the moment where you started talking about it).

Probably someone already posted something similar to this but this is the list I have the intention to try today:

Wired Arrow

100 points

Green Squadron Pilot (25) x 4 A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), Push the Limit (3), Shield Upgrade (4), Wired (1)

 

Using Wired instead of the original Wingman does not allows you to get stress free but gives you re-rolls, the option to break formation without loosing of individual performance and one extra point to have shield upgrade instead of hull upgrade.

Will let you know how the game goes.

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Hi, just came back from the game.

About autothrusters: I (dis)agree. If you are confronted with turrets, then YES; they are great but if you are not confronted with turrets then they will only be of use at range 3 which is good but if you are going to try to block and close into range 1 maybe shield is better. In this respect I agree with the initial post og Green Squadron Leader, his Green Arrow list uses Hull upgrade and I assume this is only due to a lack of points for the shield upgrade which technically better than hull upgrade.

The game:

I lost, of course but was a very nice game. My opponent was flying Scum, namely Bossk with predator, gunner, recon specialist, mangler cannon and engine upgrade and a mandalorian mercenary with heavy laser cannon, recon specialist and calculation.

I deployed on the right on the 4 fingers formation illustrated on the 1st page of this post, he deployed on the opposite corner, bossk angled 45° in my direction and the firespray looking forwards towards the play area.

On the first round I went easy, two forward, to see his movements. He started turning towards the center. On the second round I bank with all the guys 2 to the left except the back one which was an error as he was not really in formation any more after the hard turn I make him do.

Anyway I managed to fly more or less in formation towards Bossk, avoid some of the incoming fire and land some hits on it.

I spend a lot of time running away and trying to regroup, actually my opponent was very frustrated because there were several occasions when he was not able to fire to anyone of my ships, not that i was able to fire to his but that is a different issue. The point is, the A-wings were able to outrun his ships basically all the time.

This was great.

Of course, eventually he cacht up with me, destroyed two of my ships and I managed to fly one off the board, but the game was very nice.

 

I am a confessed imperial player and used to fly Interceptors with push the limits but the A-wings are faster because the 5 forward is green whereas on the interceptor is white. So far I think I like those little annoying green arrows :)

 

Out of Topic: concerning lack of stress in a formation, I am considering to fly this list:

Don't Panic

99 points

“Epsilon Leader” (19)

Black Squadron Pilot (20) x 4 TIE Fighter (14), Push the Limit (3), Hull Upgrade (3)

 

the idea being to pull two actions per round and get rid off stress in a similar way to the original Green Arrow list posted here. I will love to see a game between this Don't Panic and the Green Arrows :)

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Autothrusters > Shield IMO, especially with wired and all the tiny lasers

I think you're right. Played my first game lasr week using SJ and AT on IGs C and D. Second time for the IGs. Went against the dreaded Y+TLT x4. I was very surprised at the effectiveness of that combo. Ended the Ys 5 game winning streak. Didn't lose an IG even though I flew less than optimally. Not use to flying large base ships. I think I need to reevaluate the usefulness of some of the upgrade cards.

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A-Wings love being at range 3 if they're facing someone head on. If you're trying to close to range 1 you should be using your superior dial, stress management, and actions to approach from an angle, so that when you do go in you can flat out deny your opponent shots by positioning 1 A-Wing as a blocker, and the rest to flank/avoid the arc. Over the course of the game you will roll at least one blank at range 3, justifying autothrusters' value over 1 additional hull point

Edited by Shirako

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Don't misunderstand me. I used to fly interceptors with autothrusters, I like them a lot; but they didn't feel right in my list, maybe I am wrong and I should try them anyway :)

This was only the third time I flew rebels ;)

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So, I've been pretty busy lately as my Little Princess just born on Sept, 9th... no x wing playing since then  :P

 

I'm curious about you experience with your As after the new Wave hit the battlefields... any news?

Congrats !!!!

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Bad night for As tonight. Went against scum and got spanked. Talonbane one-shotted 3 GSPs over two games and Tycho took 3 hits rolling 5 green dice. Both games started out good. Decent position, good formation. Even pulled off a nice fake but all for naught.

I'm beginning to wonder if he can see the reflection of the dial in my glasses! I pulled some off the moves and ended up still in arc by less than the thickness of a template. Or maybe I'm getting predictable.

Not a great day for the Rebellion.

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A-Wing: Green Squadron Pilot (19)

Wingman (2)

Chardaan Refit (-2)

A-Wing Test Pilot (0)

Push The Limit (3)

T-70 X-Wing: Red Squadron Veteran (26)

Push The Limit (3)

· BB-8 (2)

A-Wing: Green Squadron Pilot (19)

Wingman (2)

Chardaan Refit (-2)

A-Wing Test Pilot (0)

Calculation (1)

X-Wing: Red Squadron Pilot (23)

· R2-D2 (4)

-- TOTAL ------- 100/100p. --

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Loving this thread!

I just got into X-wing this year. My buddy gifted me a Core set at Christmas and I was instantly hooked.

I recently bought a 4th Z-95 just to get the 4th Wingman card just so I could fly this list. I intend to try this 4 Green Squadron list the next time I play rebels against my friends. I really like the idea that this build can actually clear stress twice per turn, per ship. And that it essentially turns the A-wings into mini Defenders that can K-turn all day long.

My only notable past experience of playing A-wings was at the Vancouver, WA regionals earlier this year, where I (for some strange reason) decided to bring a list that I had never played before. It was:

Etahn A'baht / R2-D2 / PTL

Prototype Pilot / Chardaan Refit

Prototype Pilot / Chardaan Refit

Prototype Pilot / Chardaan Refit

Prototype Pilot / Chardaan Refit

Total:99 points

The strategy here is pretty obvious. Hold Etahn back at a safe distance where he has maximum arc on the enemy, meanwhile, the Prototype pilots race in the take their optimized shots. I only went 1-4, but I am convinced that, with practice, it could be more effective. That day, TIE Interceptors were the most common ship. It was hard to get good shots when the Interceptors were moving after me and could barrel roll. I learned the hard way that A's cannot engage Interceptors on their territory (by out arc dodging them). And I wasn't really sure what the answer was until this thread. The idea is to try using the speed of the A's to make strafing runs. Genius!

I have had some success playing TIE swarms. They are typically in a checkered or box formation. The Finger 4 formation intrigues me as I have never used it. I look forward to using it with the Greens.

The new Wired card is also intriguing, but probably not going to try it until FFG includes it in a small ship expansion.

Anyways, thanks for the ideas GSL. I hope this thread continues to grow.

Well, I got my first match in with this Green Arrow list and I emerged victorious! My friend was playing Brobots with IG-88C&D. I think he was going for maximum maneuverability. Each one had VI, HLC, and a Seismic Charge, along with a few other cards. I realized that I only have 2 hull upgrades, so I played Stealth Device on 2 of my A's.

I set up centered in the arrow formation. I feel like I screwed up the asteroid deployment. There wasn't a good lane to charge down. I was able to maintain formation for the first 4 turns or so, but then it started getting broken up. Despite this, it was fairly easy to stay in range one to make Wingman work almost every turn. I forgot about the seismic charges; he got me with both of them doing 5 damage total, but he also got himself with the second seismic charge for 1 damage. He destroyed one of my A's, then I destroyed one of his ships, then I finished him off with my three remaining A's. One of the A's was even still at full health. I think the reason I won was due to above average dice rolls. One of his ships had Sensor Jammer which made it extremely hard to land a hit. This really highlighted one of the weaknesses of the A-wing for me: it's 2 dice attack. I feel like it really forces you to close the gap and go for range 1 shots. Luckily, with Wingman and the A's awesome dial, this was doable. Since the Aggressors are a large base ship and do not have barrel roll, they have difficulty out arc-dodging A-wings.

Another thing I like about this list is that all the ships are identical. This allows you to use any of them for any role you might need. Any of them can be the "attacker" and If you need to block something, any of them can do it. Also, you can choose the order of movement.

All in all, it was a fun list that I look forward to running again.

That's awesome Meatbeard, I'm glad to hear people are giving this list and style of play a try. You are spot on about the value of having 4 identical ships in a list, it allows your ships to hand off targets and switch roles from offense to defense without you losing combat power.

Out Arc dodging Tie Inteceptors doesn't work with A's true, them having barrel roll is just too powerful if you try and fight on their terms. Vs that kind of squad break your squad into pairs and have each pair go zoom-zoom-zoom from a different direction towards one part of the map. This will let you set up multiple arc traps versus other Arc Dodgers which does you a few solids. First it creates a situation where your opponent needs to commit to turning after one set of A-wings, once they do in your next turn you have the set of A's they are chasing run away to attack another of his ships while your other set of A's chase the chaser. Second anyone flying arc Dodgers doesn't like getting shot at, so if you create situations where they can't get out of your arcs you can get in their head and force them to make a mistake.

You can also use your speed to frustrate your opponent and get in their head. After the 4th or 5th time you deny shots to your opponent they usually will start becoming overly aggressive which you can exploit.

The 2 damage dice is the A-wings main weakness, but don't let that make you think you must always rush into range 1. Range 1 is only an advantage if you can deny shots to your opponent or otherwise avoid getting shot/spread damage across your squad. Jousting at range 1 vs ships with firepower 3 is called suicide for A-wings, though if your are turtled up and at full health hull upgraded A-wings can do it somewhat.

Instead of trying to go for big flashy kills use a death by 1000 cuts method, this works even bette since they added partial points scoring for big ships.

This post got me to fly a-wings, so thank you for that! I think most people seriously underestimate the amount of arch dodging and consistent damage they can do.

That's awesome to hear. We should try finding a Con/Regionals which several of us can make it to and all show up flying A-wing swarms of one type or another The Meta would implode!

Edited by Green Squad Leader

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Hi,

I posted a topic called Wired A-wings just before seeing this other thread. I like it !

I am still reading all the entries (guys, you write a lot ;D ) but I am really in the mood of playing A-wings even if I am a convinced Empire player :)

My main motivation to try the A-wings was the possibility of combining Push the Limit with Wired, something which has been already discussed here, in this thread (I am reading page 4 or 5 at the moment where you started talking about it).

Probably someone already posted something similar to this but this is the list I have the intention to try today:

Wired Arrow

100 points

Green Squadron Pilot (25) x 4 A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), Push the Limit (3), Shield Upgrade (4), Wired (1)

Using Wired instead of the original Wingman does not allows you to get stress free but gives you re-rolls, the option to break formation without loosing of individual performance and one extra point to have shield upgrade instead of hull upgrade.

Will let you know how the game goes.

You are correct we have discussed that exact build and some variations on it, it's called "Cut The Green Wire" by the way. Personally I like using the extra 4 points you save taking Wired instead of Wingman to swap Jake in for one of the GSPs, Jake LOVES wired!

Hi, just came back from the game.

About autothrusters: I (dis)agree. If you are confronted with turrets, then YES; they are great but if you are not confronted with turrets then they will only be of use at range 3 which is good but if you are going to try to block and close into range 1 maybe shield is better. In this respect I agree with the initial post og Green Squadron Leader, his Green Arrow list uses Hull upgrade and I assume this is only due to a lack of points for the shield upgrade which technically better than hull upgrade.

The game:

I lost, of course but was a very nice game. My opponent was flying Scum, namely Bossk with predator, gunner, recon specialist, mangler cannon and engine upgrade and a mandalorian mercenary with heavy laser cannon, recon specialist and calculation.

I deployed on the right on the 4 fingers formation illustrated on the 1st page of this post, he deployed on the opposite corner, bossk angled 45° in my direction and the firespray looking forwards towards the play area.

On the first round I went easy, two forward, to see his movements. He started turning towards the center. On the second round I bank with all the guys 2 to the left except the back one which was an error as he was not really in formation any more after the hard turn I make him do.

Anyway I managed to fly more or less in formation towards Bossk, avoid some of the incoming fire and land some hits on it.

I spend a lot of time running away and trying to regroup, actually my opponent was very frustrated because there were several occasions when he was not able to fire to anyone of my ships, not that i was able to fire to his but that is a different issue. The point is, the A-wings were able to outrun his ships basically all the time.

This was great.

Of course, eventually he cacht up with me, destroyed two of my ships and I managed to fly one off the board, but the game was very nice.

I am a confessed imperial player and used to fly Interceptors with push the limits but the A-wings are faster because the 5 forward is green whereas on the interceptor is white. So far I think I like those little annoying green arrows :)

Out of Topic: concerning lack of stress in a formation, I am considering to fly this list:

Don't Panic

99 points

“Epsilon Leader” (19)

Black Squadron Pilot (20) x 4 TIE Fighter (14), Push the Limit (3), Hull Upgrade (3)

the idea being to pull two actions per round and get rid off stress in a similar way to the original Green Arrow list posted here. I will love to see a game between this Don't Panic and the Green Arrows :)

Any list of this type will take time and practice to learn how to fly, but it sounds like you are in the right ballpark. To kill YV-666s the best thing to do is to turn AWAY from them. Crafty players want you to chase them, which sounds weird but it's true. A YV-666 can 3 bank and boost to go faster then you can keep up, so a crafty player can lure you into traps by making you chase dat ass. If you turn away from the YV-666 when it turns it will be out of position for 4-6 rounds, giving you time to chew through whatever else they brought to the table.

As far as the Autothrusters vs Hull Upgrade vs Shield Upgrade I have tried all three extensively and found that Hull upgrade is the most beneficial for A-wings (And E-wings). There are a few reasons for this. First off are the downsides of Autothrusters. Staying at range 3 can be quite hard, honestly when I'm not fighting against turreted ships I usually only see three or 4 triggers of AT a game. This would be fine as preventing damage is preventing damage, BUT Autothrusters prevents damage OVER TIME. You need to meet the trigger criteria (range 3/out of arc) AND you need to roll a blank for it to trigger. This will happen over the course of a game for sure, unless it doesn't at the start and you lose your ship in one round of shooting. The other downside is specific to TLT spam. TLTs "All or Nothing" mechanic to dodge their damage makes ATs both more and less effective. ATs will have more chances to trigger, BUT if you don't roll enough evades to block all of the damage headed your way the ATs have done you zero benefit.

For example if I get shot with a TLT with ATs on an A-wing and my opponent rolls 3 hits and I get 2 evades (using thrusters) 1 damage goes through. For the second shot my opponent rolls 3 hits and I get 2 evades (using thrusters) 1 damage goes through. ATs triggered both times and prevented 0 points of damage. As I have 4 hit points I only need to be shot by 2 TLTs to get killed.

By contrast if I had Hull upgrade I need to be shot by 3 TLTs to be killed. This forces my opponent to concentrate his fire more on one ship to finish it off.

Now as we all now in real life dice are more random and ATs will help you dodge all the damage from TLTs pretty frequently. You'd also have an evade and focus most of the time to help block damage. It's up to you to decide if it's frequently enough to warrant giving up that extra hit point. Honestly this is something we should play test, so if you have tried taking on TLTs with ATs and find them to reliably block most of the damage let me know.

As far as shield upgrade vs hull upgrade its been well established that hull upgrade is superior for ships with less than 3 hull and shield upgrade is superior for ships with 3 or more hull. The reason stems from how damage is dealt "hit then crit". If you have an unlucky round where your opponent rolls enough damage to finish your shields and do a crit with 2 hull there are 9 cards in the damage deck which will instantly kill you, so you have almost a 1 in 3 chance of losing your ship outright from a single crit. If by contrast you have hull upgrade then there are only 2 crits which could kill you outright in theory (Major Hull Explosion). So for ships with weak hulls hull upgrade is better. For evey other ship in the game shield upgrade is better if you can afford the extra point.

Not to make this post go super rediculously long but I do want to bring up how we have been handed a huge gift from FFG with the addition of partial points scoring for large ships. In the past if I knocked a big ship below half health but lost an A-wing in the process I would reliably be losing. Now I'm winning when this happens most of the time. This one change has killed the "big ships play keep away to win by making the game go to time" approach to the game. Big ship lists now simply cannot afford to disengage from the fight completely, giving us a fairer fight overall. Also because the A-wing is great at doing consistent damage in small increments across all of an opponent's ships it's now a perfectly valid tactic to use your speed to keep attacking different large ships every few rounds. As long as you bring them to half health (6 damage on average) you usually are getting around 25 points.

It used to be the case that your opponent WANTED you to bring both his big ships down to half health, it meant he had lost nothing to you. Now if you can manage to do this your opponent will start getting desperate to kill one of your ships. The control of the game, the true 'initiative' in the proper sense has shifted into our court.

Our time has come.

Oh one last thing. I'm thinking of getting some A-wing themed t-shirts made and I'd like to know if any of you would be interested and have any ideas. The main ideas I have are:

"Live Green" picture of an A-wing with 7 evade dice and and an evade token next to it. It's the most green dice which can be rolled in the game (Gemmer with stealth device shot at range 3 while within range one of an enemy through an obstacle and an Evade token. 3+1+1+1+1+1) and only we have it.

"You look stressed, fly an A-wing!" Picture of Tycho zooming by.

"What 2 attack can do" picture of an A-wing with a super star destroyer kill marking on it.

Those are my horribly lame idea am who has better ones?

Edited by Green Squad Leader

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What about adding a 5th A-Wing?

 

5x Green Squadron Pilot, Chardaan Refit, PTL

 

Compared to the original list, you're dropping Wingman, but A-Wings have a great dial for dropping stress via green maneuvers.  And you get the same extra 4 HP, but this way it comes in the form of an extra ship and 25% more firepower.

 

It's a shame not to be able to fit Wired, and facing TLTs without Autothrusters would be rough, but a 5th ship seems like a bigger boost to offense than you can get from upgrades.

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Green Arrow, anyone?

Holy **** that's good. I need to step up my repaints now!

How did you finish it?

What do you mean? If i used any kind of protective varnish or what?

 

Yes, my repaints came out glossy.

 

What about adding a 5th A-Wing?

 

5x Green Squadron Pilot, Chardaan Refit, PTL

 

Compared to the original list, you're dropping Wingman, but A-Wings have a great dial for dropping stress via green maneuvers.  And you get the same extra 4 HP, but this way it comes in the form of an extra ship and 25% more firepower.

 

It's a shame not to be able to fit Wired, and facing TLTs without Autothrusters would be rough, but a 5th ship seems like a bigger boost to offense than you can get from upgrades.

Try it, I'd wager the upgrades beat it but I could be wrong.

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That repaint is awesome!

What is everyone's opinion of using gemmer in a five a wing build? My flavor looks like:

Gemmer - stealth device, ptl, test pilot, refit

Green squad - VI & refit x2

Green squad - VI, refit, wired x2

Gemmer should be hard to get a hit on, especially at range 1 with 5 evade dice. With VI everyone's a 5 pilot and should be able to fire sooner than tlt swarms

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Try it, I'd wager the upgrades beat it but I could be wrong.

 

I'd love to if I had that many A-Wings.  Sadly, this is an area where I'm restricted to theory-wing for now.

 

Also, for repaints coming out glossy, Testors Dull Cote is great.  Gets rid of the gloss without distorting colors or making things cloudy.

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That repaint is awesome!

What is everyone's opinion of using gemmer in a five a wing build? My flavor looks like:

Gemmer - stealth device, ptl, test pilot, refit

Green squad - VI & refit x2

Green squad - VI, refit, wired x2

Gemmer should be hard to get a hit on, especially at range 1 with 5 evade dice. With VI everyone's a 5 pilot and should be able to fire sooner than tlt swarms

You already shoot before TLT swarms at PS 3 and how do you intend to get to use Wired without stress generation?

Despite the metas' addiction to VI it's a pretty useless upgrade if your base PS is below 6.

Juke or crack shot would be better 1 point upgrades. If you are trying to take 5 A-wings in a list putting so many eggs into Gemmer's basket isn't wise as good as he is. I'd recommend dropping his Stealth device and take juke on every A-wing except Gemmer.

Honestly I'd recommend that you take 2 prototypes and 2 greens, that way you have bodies but you can at least make the Greens and Gemmer viable.

Naked A-wings is a struggle even with numbers, the ship's efficiency nude is not good.

Try this:

(100)

Gemmer Sojan (26)

Chardaan Refit (-2), A-Wing Test Pilot (0), Stealth Device (3), Push The Limit (3)

Green Squadron Pilot (22)

Push The Limit (3), Chardaan Refit (-2), Autothrusters (2)

Green Squadron Pilot (22)

Push The Limit (3), Chardaan Refit (-2), Autothrusters (2)

Prototype Pilot (15)

Chardaan Refit (-2)

Prototype Pilot (15)

Chardaan Refit (-2)

You can use the prototypes to bump and the greens and Gemmer all are viable ships. A good rule of thumb is that an A-wing MUST ALWAYS HAVE PUSH THE LIMIT unless it's a Prototype.

Edited by Green Squad Leader

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Going to try out a "goofy" build Saturday. Roark in the HWK 290 with TLT, EU and Dash with 3x GSP with Title, Chardaan Refit, Swarm Tactics, Autothrusters and Wingman.

Swarm on the GSPs makes everyone a PS 12 for combat thanks to Roark's ability and Wingman to remove stress. I doubt it's going to be very competitive but it should be fun to fly just for the 1st round of combat and the expression on your opponent's face.

Comments?

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Going to try out a "goofy" build Saturday. Roark in the HWK 290 with TLT, EU and Dash with 3x GSP with Title, Chardaan Refit, Swarm Tactics, Autothrusters and Wingman.

Swarm on the GSPs makes everyone a PS 12 for combat thanks to Roark's ability and Wingman to remove stress. I doubt it's going to be very competitive but it should be fun to fly just for the 1st round of combat and the expression on your opponent's face.

Comments?

So sounds like a really cool fun and interesting list to try flying. The comment that I have for her to use what purpose do you intend wing man to serve if you lack push the limit and thus cannot generate stress on yourself? I would recommend dropping something from Rourk and taking push the limit on the greens instead.

Another thing that you could try used to downgrade one of the green squadron pilots to a prototype pilot, and drop the upgrades from work. What that would allow you to do is take either proton rockets or close for missiles on all three of the eight wings, and still fire them all at pilot skill 12.

This obviously has a number of built in weaknesses, in particular you need to be able to keep your pony in arc to get off your absurd Lee powerful Alpha strike. However, if you're able to do that that is a lot of dice that you're throwing before anything else in the game gets to shoot.

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Going to try out a "goofy" build Saturday. Roark in the HWK 290 with TLT, EU and Dash with 3x GSP with Title, Chardaan Refit, Swarm Tactics, Autothrusters and Wingman.

Swarm on the GSPs makes everyone a PS 12 for combat thanks to Roark's ability and Wingman to remove stress. I doubt it's going to be very competitive but it should be fun to fly just for the 1st round of combat and the expression on your opponent's face.

Comments?

So sounds like a really cool fun and interesting list to try flying. The comment that I have for her to use what purpose do you intend wing man to serve if you lack push the limit and thus cannot generate stress on yourself? I would recommend dropping something from Rourk and taking push the limit on the greens instead.

Another thing that you could try used to downgrade one of the green squadron pilots to a prototype pilot, and drop the upgrades from work. What that would allow you to do is take either proton rockets or close for missiles on all three of the eight wings, and still fire them all at pilot skill 12.

This obviously has a number of built in weaknesses, in particular you need to be able to keep your pony in arc to get off your absurd Lee powerful Alpha strike. However, if you're able to do that that is a lot of dice that you're throwing before anything else in the game gets to shoot.

Wingman is there to remove stress from k turns. Swarm on all three greens means everybody, including Roark shoot at PS-12. The goal is to keep Roark alive as long as possible hence the EU and Dash. Or maybe swap Dash for Lando.

Didn't fly this tonight. Flew Epsilon Leader and 5 Black Squadron Pilots with VI vs 3 khiraxz and 2 M3-A with mangler cannons. Split two games. The side that drew first blood ended up losing. I needed shots from 5 of my ships to drop one khiraxz while he was one-shotting my Ties at R3. My swarm flying was much better in the first game than the second. It tends to irk me when my opponent blows a move that causes my ships to stack up like cars on a California freeway. As always the pizza was good and it was time well spent.

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Going to try out a "goofy" build Saturday. Roark in the HWK 290 with TLT, EU and Dash with 3x GSP with Title, Chardaan Refit, Swarm Tactics, Autothrusters and Wingman.

Swarm on the GSPs makes everyone a PS 12 for combat thanks to Roark's ability and Wingman to remove stress. I doubt it's going to be very competitive but it should be fun to fly just for the 1st round of combat and the expression on your opponent's face.

Comments?

So sounds like a really cool fun and interesting list to try flying. The comment that I have for her to use what purpose do you intend wing man to serve if you lack push the limit and thus cannot generate stress on yourself? I would recommend dropping something from Rourk and taking push the limit on the greens instead.

Another thing that you could try used to downgrade one of the green squadron pilots to a prototype pilot, and drop the upgrades from work. What that would allow you to do is take either proton rockets or close for missiles on all three of the eight wings, and still fire them all at pilot skill 12.

This obviously has a number of built in weaknesses, in particular you need to be able to keep your pony in arc to get off your absurd Lee powerful Alpha strike. However, if you're able to do that that is a lot of dice that you're throwing before anything else in the game gets to shoot.

Wingman is there to remove stress from k turns. Swarm on all three greens means everybody, including Roark shoot at PS-12. The goal is to keep Roark alive as long as possible hence the EU and Dash. Or maybe swap Dash for Lando.

Didn't fly this tonight. Flew Epsilon Leader and 5 Black Squadron Pilots with VI vs 3 khiraxz and 2 M3-A with mangler cannons. Split two games. The side that drew first blood ended up losing. I needed shots from 5 of my ships to drop one khiraxz while he was one-shotting my Ties at R3. My swarm flying was much better in the first game than the second. It tends to irk me when my opponent blows a move that causes my ships to stack up like cars on a California freeway. As always the pizza was good and it was time well spent.

Sorry stoneface but this is just plain wrong.

-Roark shouldn't be hanging around next to the A's, his ability has long range use it. And he has a range 2-3 weapon, so keep him far away.

-If you want to have actions after k-turns take adrenalin rush, it's cheaper and you will only pull k-turns once or twice a game.

If you want to stay in close formation try this, it does the same thing as you list but better and with prockets.

(100)

Green Squadron Pilot (27)

Adrenaline Rush (1), Proton Rockets (3), A-Wing Test Pilot (0), Autothrusters (2), Swarm Tactics (2)

Prototype Pilot (22)

Proton Rockets (3), Autothrusters (2)

Green Squadron Pilot (27)

Adrenaline Rush (1), Proton Rockets (3), A-Wing Test Pilot (0), Autothrusters (2), Swarm Tactics (2)

Roark Garnet (24)

Autoblaster Turret (2), Recon Specialist (3)

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At the moment i did not put anything on it except for the paintjob, but i'll protect it with vallejo matt varnish as soon as i can grab a bottle

 

I recommend Tamyia matt varnish in spray - it's best matt on a market, absolutely best quality I used in my 18 year modeller adventure  :)

 

 

Cheers.

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