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ManInTheBox

Barebones CAP: Z-95s or A-Wings?

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I've been running through different permutations of Leia lists and I'm currently weighing up a MSU variant with barely any fighter cover. I can't work out if I would be better served by A-wings or Z-95s.

Currently I'm looking at a 5xTRC90 list with a few extra upgrades sprinkled around. The Squads would be pushed by Bright Hope with Jamming fields (to give them a better chance of surviving an alpha strike). This could either push 3 squads natively (with Leia) or 4 if I add Expanded Hangars.

I absolutely must have 1x VCX in there, that's a non negotiable. After all that I have is points for one of the following permutations:
1) 2x A-Wings   [8 hull, 6 Blue attack + 4 Blue Counter]
2) 2x Z-95s + Blount (if I reduce defensive upgrades on the flagship)   [9 hull + 9 Red Attack inc. rerolls from swarm & Blount + defence tokens]
3) 2x A-Wings + 1x Z-95 (if I reduce defensive upgrades on the flagship)   [11 hull + 6 Blue attack + 3 Red attack + 1x swarm reroll]

I don't expect this do do more than act as a brief speedhump and expect the squads and transport to die  but the idea is to use them to run interference whilst the TRC-90s zoom around and do their thing. With Jamming field I hope to be able to send the squads a little ahead to attack, then catch up to protect them, or just to weather an alpha strike.

I've not put Z-95s on the table yet and imagine that they perform decently with swarm and Blount rerolls. Am I better with a couple of A-wings, just so there's less chance of getting one shotted and for the counter rolls, or putting more Z-95s in, with the corresponding risk of getting destroyed without ever firing?

If I don't take any squads or the transport then I've not got enough to equp a 6th TRC-90 with this build, so there's not much else for me to do with the points. I'm expecting to see Sloane TIEs out in force so would like a  brief counter to them, at least.

Any thoughts based on maths, experience or just pontification would be welcome. 

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49 minutes ago, ovinomanc3r said:

So rebel minded...

Tie fighters never needed escort, why z-95 should?:P

Back in my day, Imperial pilots would just have a suit and a fire extinguisher to propel themselves around space with and a bag of rocks to throw at the Rebels. And you know what? They were happy!

It was good enough for them and it'll be good enough for you, lad.

Edited by ManInTheBox

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1 hour ago, ManInTheBox said:

This does raise the question: how are people actually using the Headhunters?

Is it a few thrown in alongside a mixed squadron salad to pad numbers? Maybe with Blount?

I've been using this squadron build and have been pleased...

Blount-14

Z95x3-21

x-wing-13

I usually command them with an AFmk2B with flight controllers which makes them quite nasty, add in toryn to just make it stupid...

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41 minutes ago, TheToad said:

I've been using this squadron build and have been pleased...

Blount-14

Z95x3-21

x-wing-13

I usually command them with an AFmk2B with flight controllers which makes them quite nasty, add in toryn to just make it stupid...

I couldn't work out why you had Toryn at first, given the red dice, but you're using her with Flight Controllers.

So: 3 reds, 1 blue with two red rerolls and one blue (if you satisfy all the triggers) and an X-Wing to protect against an alpha strike.

Nice combo.

Edited by ManInTheBox

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9 hours ago, ManInTheBox said:

I couldn't work out why you had Toryn at first, given the red dice, but you're using her with Flight Controllers.

So: 3 reds, 1 blue with two red rerolls and one blue (if you satisfy all the triggers) and an X-Wing to protect against an alpha strike.

Nice combo.

Yep, I've been using this in an ackbar MC80 Tanky fleet and for only 48 (54 if you count FC) points it punches well above it's weight. You just have to make sure you don't get jumped first.

Edited by TheToad

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On 4/29/2017 at 7:45 AM, ManInTheBox said:

FC then Toryn, swarm, err, does Blount work on blues too?

You must be fishing hard for an accuracy with 3 rerolls!

Blount re-rolls are any dice

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On 4/26/2017 at 11:16 AM, Ginkapo said:

4) Shara Bey

My last game Shara, paired with Jan Ors, got about 15 damage from counters, and survived, against several Defenders and a VT-49. (spent 2 scatters and three braces, had 1 HP left, flew away to the station).

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On 27 April 2017 at 9:45 AM, ovinomanc3r said:

So rebel minded...

Tie fighters never needed escort, why z-95 should?:P

The answer is speed three.....

speed three is ok in a tanky space superiority fighter ( X wing, b wing) with maybe Jan braces thrown in as they can survive being jumped. But light fighters ( z95, ties) without escort cover just can't risk being jumped. This is where the ties speed makes it soo much better than the Z95, it can hang back and then pounce, the speed three z95 always ends up getting jumped by faster imp fighters.

Z95s only seen to work as part of a mix fighter group with a number of escorts to keep them ticking, mixed with escorts they are great, so by all means pop em in a medium fighter wing ( 2-3 X wings, Intel and z95s) or a full fat fighter bomber wing. Just don't expect anything from them as a light fighter group 

Going back to the posters build, z95s are not only the wrong units in a light fighter build they are also just to slow for this fleet, you would need to play them so far forward to keep any form of position with your CR90s that they are going to get jumped and eaten. It's Awings ( awing aces) or YTs all they way with this build, since you have bright hope I would go with the two Awing aces. The secret for both is to not let them get overwhelmed by numbers, four interceptors will kill an ace in one round, use their speed and as a pair to try and limit their engagement to 2 fighters each... 

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