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U-Wings in 2.0

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So wanting some thoughts on this ship.  Haven’t seen them locally and considering one for fun list. Heff Tobber with intimidation and a tactical officer just looks interesting. As does Cassian, but reading his ability it doesn’t work on himself as range 1-3 but not 0. Then there are the Cavern Angel ones Saw and Magva as well as Benthic. Feedback appreciated.

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Cassian is pretty neat, especially if you're seeing a lot of stress being handed out in your local meta (sloane, 000, 4-lom). He won't save you from Sloane rerolls in the combat phase but the double stress is her real power and he neuters that. He also makes a great wingman for Braylen, as long as braylen can easily stress himself (squad leader is a good option here).

I've seen others mention Heff with intimidation and Zeb, which sounds pretty fun. It sucks that Heff's ability won't trigger after a stop (because it's red) but if you're feeling adventurous you could try Leia crew on him. Leia is not quite as good as sensors on a u-wing, but she does offer some extra utility (other ships also benefit, and your dial is more open after a stop).

Lando crew is good value. If you're going for a gunship (rather than support) build then he's a great option.

Finally, I have to mention the secret sauce that I really love on U-Wings: inertial dampeners (available only to renegade pilots). These allow you to double-stop or pull a surprise stop, and are particularly useful on high-init pilots as a form of repositioning. As an added bonus, they work nicely with Saw's ability.

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I’ve cooked up some Juke Jank that I desperately want to play. Tac Scramblers to cover for each other, everyone gets a focus+evade thanks to PerCop and Jyn, pilot abilities play well together in formation.

U-Wing #Squadgoals

(52) Saw Gerrera
(0) Pivot Wing
(2) Jyn Erso
(10) Perceptive Copilot
(4) Juke
(2) Tactical Scrambler
(1) Inertial Dampeners
Points 71

(50) Magva Yarro
(0) Pivot Wing
(10) Perceptive Copilot
(2) Tactical Scrambler
(4) Juke
Points 66

(47) Cassian Andor
(0) Pivot Wing
(10) Perceptive Copilot
(4) Juke
(2) Tactical Scrambler
Points 63

Total points: 200

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Cassian's been played a bit in my local area and the people using him say the U-Wing is a lot of fun to fly. It's a decent support ship that has a great advantage in it's Pivot Wing turns.

I've been wanting to try out Magva Yarro piloting the U-Wing to see if her ability helps mitigate the strength of ordnance.

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The medium base plus the stop can really allow you to slow roll up the board. I flew Saw who actually is pretty decent, and he never passed the half way mark of the board the entire game. It was a long game too.

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Like the list, but 3 U-Wings seems excessive, and  I own "only" two. What about this?

Cassian Andor (47)
Juke (4)
Fire-Control System (3)
Perceptive Copilot (10)
Tactical Scrambler (2)
Pivot Wing (0)

Saw Gerrera (52)
Juke (4)
Fire-Control System (3)
Jyn Erso (2)
Perceptive Copilot (10)
Pivot Wing (0)

Thane Kyrell (48)
Lone Wolf (4)
Proton Torpedoes (9)
R4 Astromech (2)
Servomotor S-foils (0)

Total: 200

View in Yet Another Squad Builder 2.0

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To me, U-Wing list building seems a lot like B-Wing.  They seem like they've got so much potential, but to unlock that, you need to put a bunch of upgrades on them.  Benethic Two-Tubes is wicked cool.  I want Advanced Sensors and Perceptive Copilot and all of a sudden his upgrades cost as much as half a cheap ship.  And so I don't really know how to approach putting them into a squad.  I'm not saying they're bad, I'm saying they confuse me.  I'm sure I'll play one or two sometime and love it.

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I'd love to try that 3-U Wing list.  I'll have to borrow another U-Wing and give it a shot.  I'm taking it slow in 2.0 and playing mostly Rebels right now, but I think U-Wings are becoming my favorite ship.  I love the pivot wings now and moving 90 or 180º is so much fun.  I agree that they are upgrade hungry, and it is pretty hard to resist loading them up with all the toys.  I have found that having a scarier wingman to draw fire helps their survivability considerably.

I've played with Heff the most so far and the Intimidate build people are talking about is awesome.  I rarely get his ability to work, but when I do, he's a royal pain in the ***.  In the meantime, people try to avoid getting blocked, which limits their options and messes with their plans.  I love it.  Electronic baffle is a great way to keep doing a 0, btw.  Often taking a damage is well worth being able stay in place or perform an coordinate (with Adv. Sensors and Tact. Officer) the turn after you stressed yourself.  I like the suggestion of using Inertial Dampeners to do the same thing without telegraphing it, though the extra stress is tough to swallow.  It's only 1 point, though.

 The only U-Wing pilot I'm not sure about is Magva, and I haven't tried her yet.  So many abilities (Fire Control, Predator, etc) only allow a single dice roll to be rolled, so the ability does absolutely nothing in most circumstances.  It seems like it's really only good vs a volley of ordnance shots, and only then if they blow their roll.  Magva is phenomenal in corner cases like that, but is she really worth 3 more points than Cassian for the same PI, even taking into account the extra Illicit slot that he doesn't get?  I hope they drop her points a little.

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1 hour ago, theBitterFig said:

To me, U-Wing list building seems a lot like B-Wing.  They seem like they've got so much potential, but to unlock that, you need to put a bunch of upgrades on them.  Benethic Two-Tubes is wicked cool.  I want Advanced Sensors and Perceptive Copilot and all of a sudden his upgrades cost as much as half a cheap ship.  And so I don't really know how to approach putting them into a squad.  I'm not saying they're bad, I'm saying they confuse me.  I'm sure I'll play one or two sometime and love it.

Why settle for Two Tubes when you could have Four Tubes?

T-65 X-wing - •Edrio Two Tubes - 56
    •Edrio Two Tubes - Cavern Angels Veteran (45)
        Proton Torpedoes (9)
        R4 Astromech (2)
        Servomotor S-foils (Open) (0)

UT-60D U-wing - •Benthic Two Tubes - 67
    •Benthic Two Tubes - Cavern Angels Marksman (47)
        Advanced Sensors (8)
        •Jyn Erso (2)
        Perceptive Copilot (10)
        Pivot Wing (Open) (0)

VCX-100 Light Freighter - Lothal Rebel - 77
    Lothal Rebel - (70)
        Dorsal Turret (4)
        Shield Upgrade (3)

Total: 200/200
 

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I've found success with Bodhi Rook and A-wings with Concussion Missiles. The first Phoenix Sq Pilot gets in range with boost + focus, then the others come up and lock onto whatever ship is in range of the lead A-wing. Hopefully the opponent moves into range of your back A-wings, and you can let loose with the missiles. Not game breakingly good, but I won both games I played at casual night. Bodhi's ability continues to be helpful throughout the match as A-wings zip in and out of range, taking turns locking onto enemies close to other friendlies. I had a blast!

Bodhi had Cassian Andor crew onboard, which is SO helpful when performing that stationary maneuver with the wings closed: you know exactly where to rotate your ship. Never actually got to change my dial because my opponent was quite unpredictable, but it could be useful.

I'll definitely be flying U-wings in the future, and although I'm primarily an Imperial player, I think I'll pick up Saw's Renegades for the new pilots.

Edited by Parakitor

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12 hours ago, Captain Lackwit said:

They're really good when used correctly.

Basically this. They are really points efficient at baseline, and not having to telegraph a 180 anymore is super nice.

I've noticed they are really good with like 1 crew tops. Maybe a mod or system upgrade. Then stop.

Fortunately, its not that hard to stop because most of the rebel crew upgrades, mod slots, and systems upgrades suck in 2.0 imo. Which is actually a good think in a way, cause then you don't feel bad about running a barebones U-wing and get spend the point on another wingmate elsewhere.

 

edit: my current favorite is benthic two tubes. Also I suspect the new Cassian Andor is currently better than most of the community thinks, but need to test.

Edited by Gibbilo

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1 hour ago, Npmartian said:

Why settle for Two Tubes when you could have Four Tubes?

T-65 X-wing - •Edrio Two Tubes - 56
    •Edrio Two Tubes - Cavern Angels Veteran (45)
        Proton Torpedoes (9)
        R4 Astromech (2)
        Servomotor S-foils (Open) (0)

UT-60D U-wing - •Benthic Two Tubes - 67
    •Benthic Two Tubes - Cavern Angels Marksman (47)
        Advanced Sensors (8)
        •Jyn Erso (2)
        Perceptive Copilot (10)
        Pivot Wing (Open) (0)

VCX-100 Light Freighter - Lothal Rebel - 77
    Lothal Rebel - (70)
        Dorsal Turret (4)
        Shield Upgrade (3)

Total: 200/200
 

I'm sure it works fine, but it's also an example of exactly my thoughts on U-Wings.  They get pricey fast.  Edrio is a 56 point X-Wing, like Wedge with an R4 Astromech and Predator.  Benthic is 67 points, a third of a list, and the cost of a cheap Luke Skywalker (no Supernatural, clearly).  So for the cost of Wedge and Luke there's the Init 2 Two-Tubes.  Now I've been loving TIE Defenders, doing well with them, and I've only ever used the Init 1 Deltas so far, so I shouldn't be afraid of low-initiative stuff with powerful effects.  But there's something about these Tubes lists which makes me nervous.

*edit*
I'm also probably one of the very few X-Wing players who doesn't own a copy of Saw's.

Edited by theBitterFig

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2 hours ago, MikeEvans said:

I'd love to try that 3-U Wing list.  I'll have to borrow another U-Wing and give it a shot.  I'm taking it slow in 2.0 and playing mostly Rebels right now, but I think U-Wings are becoming my favorite ship.  I love the pivot wings now and moving 90 or 180º is so much fun.  I agree that they are upgrade hungry, and it is pretty hard to resist loading them up with all the toys.  I have found that having a scarier wingman to draw fire helps their survivability considerably.

I've played with Heff the most so far and the Intimidate build people are talking about is awesome.  I rarely get his ability to work, but when I do, he's a royal pain in the ***.  In the meantime, people try to avoid getting blocked, which limits their options and messes with their plans.  I love it.  Electronic baffle is a great way to keep doing a 0, btw.  Often taking a damage is well worth being able stay in place or perform an coordinate (with Adv. Sensors and Tact. Officer) the turn after you stressed yourself.  I like the suggestion of using Inertial Dampeners to do the same thing without telegraphing it, though the extra stress is tough to swallow.  It's only 1 point, though.

 The only U-Wing pilot I'm not sure about is Magva, and I haven't tried her yet.  So many abilities (Fire Control, Predator, etc) only allow a single dice roll to be rolled, so the ability does absolutely nothing in most circumstances.  It seems like it's really only good vs a volley of ordnance shots, and only then if they blow their roll.  Magva is phenomenal in corner cases like that, but is she really worth 3 more points than Cassian for the same PI, even taking into account the extra Illicit slot that he doesn't get?  I hope they drop her points a little.

Could you share these builds?

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1 hour ago, Parakitor said:

I've found success with Bodhi Rook and A-wings with Concussion Missiles. The first Phoenix Sq Pilot gets in range with boost + focus, then the others come up and lock onto whatever ship is in range of the lead A-wing. Hopefully the opponent moves into range of your back A-wings, and you can let loose with the missiles. Not game breakingly good, but I won both games I played at casual night. Bodhi's ability continues to be helpful throughout the match as A-wings zip in and out of range, taking turns locking onto enemies close to other friendlies. I had a blast!

Bodhi had Cassian Andor crew onboard, which is SO helpful when performing that stationary maneuver with the wings closed: you know exactly where to rotate your ship. Never actually got to change my dial because my opponent was quite unpredictable, but it could be useful.

I'll definitely be flying U-wings in the future, and anything in primarily an Imperial player, I think I'll pick up Saw's Renegades for the new pilots.

I also like Bodhi, largely because he's the cheapest option for an IN4 pilot. His ability is generally gravy on top of that.

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27 minutes ago, theBitterFig said:

I'm sure it works fine, but it's also an example of exactly my thoughts on U-Wings.  They get pricey fast.  Edrio is a 56 point X-Wing, like Wedge with an R4 Astromech and Predator.  Benthic is 67 points, a third of a list, and the cost of a cheap Luke Skywalker (no Supernatural, clearly).  So for the cost of Wedge and Luke there's the Init 2 Two-Tubes.  Now I've been loving TIE Defenders, doing well with them, and I've only ever used the Init 1 Deltas so far, so I shouldn't be afraid of low-initiative stuff with powerful effects.  But there's something about these Tubes lists which makes me nervous.

*edit*
I'm also probably one of the very few X-Wing players who doesn't own a copy of Saw's.

Don't fear the TUUUUUUUUUBES! They are really good, despite being pretty expensive. They're worth it.

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Naked U-wings are pretty good as well. You can fit 4 in a list, either Blue Sq. Scout or the Partisan Renegade (43 x 4  172pts) plus a Z-95 w/ Cluster Missiles (28pts). That's 36 health to chew threw and 15 attack dice!

You can have them all at the same Initiative too, which is nice.

I have 3 U wings, so I use a Blue Sq. Escort or the Cavern Angel X-wing (to keep 3 attack dice & to match the U-wing Initiative) and the 5th ship can still be a Headhunter, Zeb or Sabine in the Rebel TIE or AP-5.

The U is better by lots. They can do a lot of work (blocking/coordinating) if you're smart about it.

Edited by Force Majeure

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3 hours ago, Stefan said:

Could you share these builds?

Sure!  I got inspiration from somebody over in the Squadron lists sub-forum and made my own attempt at the archetype.

"Heffy" Hitters
61 - Heff Tobber w/ Intimidation, Adv Sensors, Tac Officer, Zeb, Electronic baffle, Pivot Wing
61 - Wedge Antilles w/ Swarm Tactics, R2 Astro, S-foils
47 - Garven w/ S-foils
30 - Lt. Blount
Total:  199 (room for a 1-pt EPT on Blount or Garven if you want, or just keep it off for a very modest bid)

It's a bit janky, but it's quite fun, and I'm 3-0 so far.  The only ship I've lost is Heff at the end of the third game, but I'm usually pretty bloody by the end of the tussle.  I usually coordinate somebody with Heff, to give Wedge an action.  This either allows Wedge to fire fully modded, or guarantee he has at least a focus, even if he ends up bumping or doing a red maneuver.  Heff can get actions for himself if he gets bumped or if he gets a donation from Garven.  Swarm Tactics allows Garven to shoot first and hand off his focus for somebody else to use, even Wedge.  Or, it allows Heff to soften up somebody with a point-blank shot so the rest of the crew can finish them off.  I haven't yet managed to get a 1-2 punch from Heff and Wedge into the same bumped ship, but anything will go down quick if it loses 3 agility dice over two attacks.  

My first version of the list used Tactical Scrambler instead of Electronic baffle.  It was fine and even worked a couple of times, but Scrambler on Heff isn't as good as it used to be when he was a large base.  I do like the fact that Baffle+Adv. Sensors can allow you to stop/rotate AND take actions multiple turns in a row.  You usually lose the free actions from Heff because you're stressed for most of the activation phase, but it can be a real pain for your opponents to get around Heff's big ***, especially since his buddies are right behind him making it harder to just fly past.  Blount is just there because he's super cheap for a 3 dice attack, which you almost always activate.

Your goal is to engage in a bumpapalooza in the middle of the map.  This is because you can usually get mods on some of your ships despite bumping like crazy (Adv Sensors, coordinate, Heff, Garven) while  they usually cannot, and the disparity there makes a huge difference.  This is esp. great against ordnance lists who need locks or focus just to fire their big weapons.  Attempting this against Boba will probably end less well!  If a ship starts to look like it could die, I just break it off from the clusterfrack in the middle of the map.  If they break off to go kill it, I follow and kill them.  If they don't, my ship will circle back and attack the group from behind as they try to disentangle themselves and recover.  Just be careful of Zeb... he is a double-edged sword if there ever was one.  In my first game, I took a shot from behind that I couldn't return, and it sucked.

Advanced Sensors is super expensive but extremely worth it.  Swarm Tactics is vital as well.  These two upgrades are the lynchpins of this list.  I'm not certain about the R2 astromech unit on Wedge.  I ran a version with an R5 and I did use up both of my charges while on the run after taking a lucky natural 4-hit shot from Soontir in one game.  I've decided that R2 is way better if you're running away because you can spend your action on a focus for defense, and still recharge that shield.  I suppose you could drop R2 and get up to 200 points with Adv. Protons on one of the X-Wings, but given that they already throw 4 dice at range 1, I think R2 is probably better.
 

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