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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)

Roark won't be in tight with the As. He'll be back at R2 behind the As providing some overwatch. As you pointed out the wep and his ability works at long range. Depending on what I'm flying against I should get some good use from Roark. As I said originally it's a goofy build for some fun.

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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)

Roark won't be in tight with the As. He'll be back at R2 behind the As providing some overwatch. As you pointed out the wep and his ability works at long range. Depending on what I'm flying against I should get some good use from Roark. As I said originally it's a goofy build for some fun.

Ok, well remember that swarm tactics is range 1 so again there isn't any reason to take it three times if he is hanging back.

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That depends on the formation you're flying. If you're flying a T formation, with Roark trailing, the turret can still provide overwatch for the As at the top of the T with the 3rd A at R1 from the top and Roark at R1 behind him. You also have some different options if you're flying with the board edge close to either port or starboard.

Like I said originally, a fun build but not necessarily competitive. I'm going for the first firing round look on my opponent's face. Anything after that is pure gravy.

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This is what I will be running in a few weeks.

 

Arvel Crynyd (23)

A-Wing Test Pilot (0)

Chardaan Refit (-2)

Intimidation (2)

 

Gemmer Sojan (22)

A-Wing Test Pilot (0)

Chardaan Refit (-2)

Push the Limit (3)

Stealth Device (3)

 

Green Squad Pilot (19) x2

A-Wing Test Pilot (0)

Chardaan Refit (-2)

Outmaneuver (3)

Push the Limit (3)

Autothrusters (2)

 

Total Point: 99

 

The Idea is that you fly Arvel and Gemmer close together with Arvel in front and force the opponent to bump. Then take advantage of the reduced agility. Gemmer has 5 agility at range 1 and 3 which means he will almost never be hit if he takes an evade token.  Let me know what you think of the list, and any tips for flying this sort of list.  I want to come up with a list to make Arvel shine.  He is by far my favorite A-wing pilot.

Edited by HyddHwk

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I can recommend this setup, it's really good! :) 2 really agile ships with barrel roll/boost option and Gemmer with PTL to get a lot of evade dice + evade and focus in the same turn. If you want extra ship, drop Gemmer for 2x Refit Prototype Pilots (ending at 99pts total).

 

Jake Farrell (24)
Push the Limit (3)
Proton Rockets (3)
Veteran Instincts (1)
Autothrusters (2)
A-Wing Test Pilot (0)

Tycho Celchu (26)
Push the Limit (3)
Proton Rockets (3)
Expert Handling (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Gemmer Sojan (22)
Proton Rockets (3)
Push the Limit (3)
Stealth Device (3)
A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

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So I've been meaning to try the 4 GSP list from the original post for a while, but I only have 3 As. I came up with a slight variation replacing one of the As with a blue squadron+accuracy corrector, but unsurprisingly perhaps, it didn't work so well.

I got a modified win against Rexler+Predator, Dark Curse, Night Beast and Captain Yorr - so an unusual list, but comparable in terms of the technical flying required.

I set up the 3As intending to use them as a trio in formation in one corner, and the B went up the middle. The initial joust took Rexler down to 1Hp, but I just wasn't quite able to get the B into range to finish him off in the same turn. That meant the As had to chase him leaving me open to being shot at in return next round. I killed Relxer in round 2 in exchange for an A, but after that nothing else really happened and the game went to time, giving me a modified win.

Thing is, I feel as though the list was fairly ineffective, but it's hard to say whether that's because of bad flying (probably) or the fact it's AAAB not 4A, or perhaps both. Or something else I haven't thought of.

Anyone got any thoughts on using 3As and a B? Can it work? How could I tweak it to make it work better, given that I only have 3 As at the minute?

Cheers for any tips.

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Hi A-Wing Guys,

 

First Post in this Forum. Yeeha.

 

First I have to say that I really Like this threat. I learned much about A-wing handling here. So i could get some good results with all A-Wing lists in our casual x-wing gaming group.

 

Now i am thinking about a little bit different playstyle with my A-wings.

Here‘s my list:

 

Green Squadron Pilot (19)
Crack Shot (1)
Chardaan Refit (-2)
Opportunist (4)
Hull Upgrade (3)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Crack Shot (1)
Chardaan Refit (-2)
Opportunist (4)
Hull Upgrade (3)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Crack Shot (1)
Chardaan Refit (-2)
Opportunist (4)
Hull Upgrade (3)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Crack Shot (1)
Chardaan Refit (-2)
Opportunist (4)
Hull Upgrade (3)
A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

 

The idea is to surprise my opponent with much more firepower than he will expect. The opportunist works great for that. Most of the time you fire shots with 3 red dice and a Focus or even more if you get into range 1. The stress you generate is not a big problem for A-wings.

The last 2 games i throw these little green directly into the Face of the foe. It works well. I didn‘t loss an A-wing in the first clash in both cases because the opponent was scared to use his own focus for his attacks in expectation of the couterattacks.

 

In the first game i had to fight against 2 IG88 with heavy Lasercannons, FCS ... double shot and so on. I managed to block 1 of them in the first strafe and pumped 3 shots at range with 4 red dice focus and crack shot into his shields and hull. Worked great. I left him with only 3 hull and a krit. Next round i could block the other guy ang gave him some shots in short distance. Then i get some dirty Shots and lost one green. In the follwing rounds i managed to finish the first IG88 and my opponent surrenderd. Two of my A-wings were totally fit and 1 has 1 Hull left.

 

Next Game was against Miranda with TLT and C3PO and Dash with Outrider, Mangler cannon, Engine upgrade , PTL and Kyle Katarn.

I approached directly to Miranda and ignored Dash in the first rounds. It is really easy to Block a K-wing with 4 A-wings :). I only needed 3 Rounds to fight Miranda down whith mostly opportunist shots and had all my Crackshots left. Dash oly managed to steel me 3 or 4 shields on different A-wings. Then the hunt began. I lost two of my ships in the following dogfight but i managed to shoot him down. Dash always had to decide to use his focus or let me shot with opportunist.

 

Im looking forward to some more Fights.

 

What do you think about this List? Did you ever used Opportunist on your A-wings?

 

Cheers

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My first post, have really enjoyed this thread, I normally play anything but rebels, but I finally dragged out for 4 Awings for a quick game on monday

 

 

Jake Farrell (29) A-Wing (24), A-Wing Test Pilot (0), Chardaan Refit (-2), Push the Limit (3), Autothrusters (2), Juke (2)

 

Green Squadron Pilot (24) A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), Push the Limit (3), Autothrusters (2), Juke (2)

 

Green Squadron Pilot (24) A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), Opportunist (4), Autothrusters (2), Crack Shot (1)

 

Green Squadron Pilot (23) A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), Opportunist (4), Autothrusters (2)

 

Didnt get a chance to use crack shot, in part because I faced a pair of defenders that crumpled quickly, may try the 5 greens with Auto thrusters and crackshot

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So, played two more games with my opportunist and crackshot A-wings.

 

First was against Leebo with HLC, Outrider, PTL ... and Cheewie with Jan Ors, PTL, ... . This was no good. The approach was not good and i didn‘t manage to get in front of the turret-beasts. But crackshot worked well on Cheewie and i could bring him down to 4 hull in only two rounds of shooting. But the HLC and Cheewies turret where too hard for my greens and so two of them had to leave the field in the next two rounds. He was still in great position and so i decided to flee. There was a chance to get Cheewie but Leebo would have shredded me later.

 

Second game against a Tie Swarm: Howlrunner with crackshot, 3 Blacks with crackshot and two Omegas whith wired. This was a verry funny game whit a lot of cool and very intense maneuvers. At last i managed to get over the time whith 3 of my A-wings and shot out Howlrunner and two Blacks. Win for me.  Crackshot worked well on both sides. I managed to get in in a good angle and drew the Ties into an asteroid field. So i didn‘t get shot by more of three of them a time. Very good game.

 

The list worked well and is a lot of fun to play.  I also like the idea to take Ferrel whith juke into the list and will try this next week.

 

Cheers

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The Thread lives on!

Hi A-Wing Guys, First Post in this Forum. Yeeha. First I have to say that I really Like this threat. I learned much about A-wing handling here. So i could get some good results with all A-Wing lists in our casual x-wing gaming group. Now i am thinking about a little bit different playstyle with my A-wings.Here‘s my list: Green Squadron Pilot (19)Crack Shot (1)Chardaan Refit (-2)Opportunist (4)Hull Upgrade (3)A-Wing Test Pilot (0)Green Squadron Pilot (19)Crack Shot (1)Chardaan Refit (-2)Opportunist (4)Hull Upgrade (3)A-Wing Test Pilot (0)Green Squadron Pilot (19)Crack Shot (1)Chardaan Refit (-2)Opportunist (4)Hull Upgrade (3)A-Wing Test Pilot (0)Green Squadron Pilot (19)Crack Shot (1)Chardaan Refit (-2)Opportunist (4)Hull Upgrade (3)A-Wing Test Pilot (0)Total: 100View in Yet Another Squad Builder The idea is to surprise my opponent with much more firepower than he will expect. The opportunist works great for that. Most of the time you fire shots with 3 red dice and a Focus or even more if you get into range 1. The stress you generate is not a big problem for A-wings.The last 2 games i throw these little green directly into the Face of the foe. It works well. I didn‘t loss an A-wing in the first clash in both cases because the opponent was scared to use his own focus for his attacks in expectation of the couterattacks. In the first game i had to fight against 2 IG88 with heavy Lasercannons, FCS ... double shot and so on. I managed to block 1 of them in the first strafe and pumped 3 shots at range with 4 red dice focus and crack shot into his shields and hull. Worked great. I left him with only 3 hull and a krit. Next round i could block the other guy ang gave him some shots in short distance. Then i get some dirty Shots and lost one green. In the follwing rounds i managed to finish the first IG88 and my opponent surrenderd. Two of my A-wings were totally fit and 1 has 1 Hull left. Next Game was against Miranda with TLT and C3PO and Dash with Outrider, Mangler cannon, Engine upgrade , PTL and Kyle Katarn.I approached directly to Miranda and ignored Dash in the first rounds. It is really easy to Block a K-wing with 4 A-wings :). I only needed 3 Rounds to fight Miranda down whith mostly opportunist shots and had all my Crackshots left. Dash oly managed to steel me 3 or 4 shields on different A-wings. Then the hunt began. I lost two of my ships in the following dogfight but i managed to shoot him down. Dash always had to decide to use his focus or let me shot with opportunist. Im looking forward to some more Fights. What do you think about this List? Did you ever used Opportunist on your A-wings? Cheers

  

This is the most creative A-wing list I've heard of for a long time, I like it. It's quite offensive, and while it does trade away a lot of defense you could argue that most opponents will focus fire on a single A-wing each round, so the 3 Agility isn't used its wasted for that turn. The main downside to this list is that it doesn't have as much staying power as some of the other alternatives but with the hull upgrade it still has a lot of Hit points for an opponent to chew through.

Essentially you're traded staying power for hitting power, so I expect that an ace heavy list flown by a skilled pilot will take this out, but it's great vs a lot of things especially two ship lists. I'll give it a try sometime!

Anyone got any thoughts on using 3As and a B? Can it work? How could I tweak it to make it work better, given that I only have 3 As at the minute?

Cheers for any tips.

I agree that AAAB is a very odd combo as the B has a really hard time keeping up. The Wingman-Push-Hull build is also tougher to use with 3 and not 4 A's, it works but the maneuvers are more limited. If you want to use another ship with 3 A's I'd recommend a Hwk-290 personally.

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9 pages later... man have I missed out on some good conversation in this thread!  Consider myself chastised for spending so much time looking at YASB and building what I have cards for! Shame on me!  I have been looking for a valid use for Wingman since I first found it, but had no idea it could be this useful.  Let's see... that means another Rebel and Imperial Ace box each and two more Z-95s.  Thanks Green Squad Leader!  And I know, the new manna is Wired, but I like what Wingman brings to the table... always have, just never found a group that could do it on every ship --- and to make sure I didn't miss anything I went back and checked, no other ship can do Wingman with PTL.  

 

Has anyone done any videos on converting Air Combat Maneuvers into A-Wing tactics?  This would be really interesting to see it play out and have a chance to learn what really works that I might not initially consider doing with a ship that has so much speed.  

 

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?

 

Intriguing flight with a lot of fun built in.  As for the swarm tactics, I think this might be the first valid use I have seen for this card.  As you only have to keep Roark at range 3 to one of the A's, it is possible to have this trigger very often.  PS3 to PS12? Yes, please!  Obviously it will have trouble with a lot of builds, but would be a heck of a lot of fun to fly!

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Not much to report recently. I've been attempting to fly a few 3 A-wing lists (combo of named pilots), but even with their great abilities and synergies, 3 A-wings just isn't 4. 4 A-wings gives you more attack options, more hit points and more targets for your opponent to worry about. I came within one hit point of beating a copy of Paul Heaver's Worlds build for 2015, but I missed one last hit against the last Y-wing.

 

What else have people been flying recently? What has been your narrowest defeat/victory?

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I tried that first wingman build, It was very hard to play, but it append what i play xwing : it was fun, like i was really flying !

 

I think that 4 greens need a lot of practice to fly with, and i fail into obvious traps. I flew sometimes like a standars rebel joust build, and don't listen to that voice saying " if you don't know what to do with that Awing, do your 5 green move"

Playing like little bees i difficult because you don't see your opponent bleeding so mutch, and I go for head to head fight to mutch.

 

If I could flew with 4 green, PTL, wired and procket, may be ?

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I just got me an A-Wing and I haven't flown it yet because I know that will be the end of it.  A-Wings are my favourite ship too, but I had to force myself to not get one until now because I knew if I started off with A-Wings, I'd just end up with a hundred of em in all different squads, with bomber babes, and pins and... oh my... I think it's starting...

 

Seriously, as soon as I held it in my hand I knew I had to run 4 of them...  Now I just need a RA pack!

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A-wing Aces

 

Gemmer + VI + Chardan refit + Prototype Vet  (21)
Jake + PTL + Chardan refit (28)
Arvel + Stay on Target + Chardan refit + Prototype vet (24)
Tycho + PTL + Daredevil  + Chardan refit + Prototype Vet (27)

 

This is a bit of an old list....  I think it's time to revisit...

Assuming they all have Chardaan refit & Awing test pilot  - you're at 87 points...  and you have 6 ept slots, 4 modification slots to fill... 

I'm thinking Juke / Wired / Crack shot / Wingman and PTL are good candidates....  so maybe

Tycho + PTL + Wired 
Jake + PTL + Juke
Arvel + Juke
Gemmer + Juke

There's got to be some neat builds using the four aces together - lightning reflexes on tycho might also be a good place to go.  If you ignore tycho's ability - you can run a tycho + jake wingman team.   If you drop Jake's Juke - you can just give them all PTL - which also leads to..

 

Tycho + PTL + lightning reflexes
Jake + crack shot + wingman
Arvel + PTL
Gemmer + PTL
 

It's times like this It'd be neat to be able to run two of the same EPT with Test pilot -  double wingman on jake.   

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I've been flying what I call "Warboys."

5x green squadron a-wings with crack shot, chardaan refit, and auto thrusters. It's pretty good.

Some of the advantages of warboys in a tournament setting is that it doesn't care much about many of the common mechanics and cards players typically try to abuse, I.e. Stress and TLTs. It can block aces or crack shot them. Most notably it is surprisingly tanky and doesn't get tabled.

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I tried the original Wingman build yesterday, flew it against Bossk and Boba. Got creamed. I thought I knew a lot about A-Wings, but I will be flying that list until I get it right, and I realize I have a lot to learn! 

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I've been flying what I call "Warboys."

5x green squadron a-wings with crack shot, chardaan refit, and auto thrusters. It's pretty good.

Some of the advantages of warboys in a tournament setting is that it doesn't care much about many of the common mechanics and cards players typically try to abuse, I.e. Stress and TLTs. It can block aces or crack shot them. Most notably it is surprisingly tanky and doesn't get tabled.

Well the one big drawback here is your lack of push the limit. It's definitely interesting though, this list is far more dice dependent but it has quite a lot of offensive punch and having a 5th ship can certainly help.

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What do we think of this?

Gemmer (22pt)

Test Pilot (0)

Chardaan Refit (-2)

Stealth Device (3)

Juke (2)

Total 25pts

 

Gemmer now fits into a squad for 25 points rather than the usual 26 with PTL.  You no longer get the action economy, but you trade it for some offence when you have an evade.  From my experience, Gemmer's PTL were almost always Focus/Evade.  Do you guys think this will have comparable offensive power? And is it worth replacing one of our greenies in a squad for more durability in a tournament setting?

 

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What do we think of this?

Gemmer (22pt)

Test Pilot (0)

Chardaan Refit (-2)

Stealth Device (3)

Juke (2)

Total 25pts

 

Gemmer now fits into a squad for 25 points rather than the usual 26 with PTL.  You no longer get the action economy, but you trade it for some offence when you have an evade.  From my experience, Gemmer's PTL were almost always Focus/Evade.  Do you guys think this will have comparable offensive power? And is it worth replacing one of our greenies in a squad for more durability in a tournament setting?

What do we think of this?

Gemmer (22pt)

Test Pilot (0)

Chardaan Refit (-2)

Stealth Device (3)

Juke (2)

Total 25pts

 

Gemmer now fits into a squad for 25 points rather than the usual 26 with PTL.  You no longer get the action economy, but you trade it for some offence when you have an evade.  From my experience, Gemmer's PTL were almost always Focus/Evade.  Do you guys think this will have comparable offensive power? And is it worth replacing one of our greenies in a squad for more durability in a tournament setting?

So while juke is a very good EPT for a wings that can have two EPT's I would have to say bad no it is resoundingly not as beneficial as having the focus would be for your offense. When you think about it juke only really has value if the ship that you're targeting doesn't have a focus token to spend on defense. If they have one then juke isn't really worth anything. Having the focus not only adds additional insurance for Gemmer's defense but you can also use it to increase the number of hits that you roll when attacking which will far more reliably provide you a greater benefit. So unfortunately I would argue that push the limit use a absolute necessity on Gemmer Sojan.

As far as it being worth replacing a green squadron pilot with Gemmer that entirely depends on the type of squad that you were making. If you were trying to do the wing man build I don't think it would be a good idea as it decreases the value of that built and it's effective ability to do it's thing. But in any other a wing squad I would definitely recommend that you try taking him. Gemmer is the only cost-effective named A wing pilot that you can easily fit into most squats without having to give up the ship and his ability is great and pretty simple to use. If you take him with auto thrusters he is 25 points with push the limits as well so again he's very easy to slot into most lists.

Honestly if you were looking to include a a wing as a blocker for a rebel squadron camera is not a bad choice to perform that role. Yes he cost more than a prototype pilot and has a higher pilot skill but his ability is very very very useful and will help them stay alive into the late game and he's greater squad cost will encourage your opponent to waste more shots trying to kill him so it's a method you could try.

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I've been flying what I call "Warboys."

5x green squadron a-wings with crack shot, chardaan refit, and auto thrusters. It's pretty good.

Some of the advantages of warboys in a tournament setting is that it doesn't care much about many of the common mechanics and cards players typically try to abuse, I.e. Stress and TLTs. It can block aces or crack shot them. Most notably it is surprisingly tanky and doesn't get tabled.

Well the one big drawback here is your lack of push the limit. It's definitely interesting though, this list is far more dice dependent but it has quite a lot of offensive punch and having a 5th ship can certainly help.

Warboys isn't trying to abuse push the limit, rather get its mileage out of crack shot, ship number, and the a-wings dial. It can be a bit dicey and lacks end game hitting power once your crack shots are spent, however, if you can win the first exchange this list performs ver well.

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