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The_Brown_Bomber

Does anyone play A-Wings? whats the best squad you have that uses at least one A-Wing?

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Whats the best 100pt squad you have that uses at least one A-Wing?

i own two but havent been that impressed with them. am i missing something? i know they can carry missiles and have nice agility but imo they lack the firepower needed to make most squads.

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Here is an awesome foursome:

The A team theme:

Tycho "Hannibal" Celchu + Push the Limit + Cluster Missiles (33)

Prototype Pilot "Faceman" (17)

Arvel "Howling Mad" Crynyd + Cluster Missiles (27)

Green Squadron Pilot "BA" + Concussion Missiles (23)

Missiles are fun to use with A wings and you need to use these at the earliest opportunities.

 

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I just placed 2nd at a Regional with my thematic A-Wing, X-Wing list:

Tycho's Spear

  • Tycho w/ Push the Limit, Assault Missiles, Stealth Device
  • Rookie Pilot X-Wings  x 3

100 pts.

 

Will post a battle report later tonight.

Jayvenpup likes this

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I'm a huge fan of:

Tycho, Push the Limits, Homing Missile
Green Squadron, Push the Limits
Green Squadron, Push the Limits
Green Squadron, Push the Limits

But thats all A Wings, so if you want to go a little more elite:

Wedge, R2F2, Push the Limits
Dutch, R2D2, Ion Cannon
Tycho, Push the Limits, Concussion Missile

For a little more wave 1 style:

Garvin, R2
Dutch, R2, Ion Cannon
Rookie, R2
Green Squadron, Push the Limits

The Rebel Swarm is also pretty fun

3x Rookie w/ R2
2x Prototype

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Green squadron + Vet instincts

- Homing missiles

Green squadron + Vet instincts

- Homing missiles

Garven
- R2 Unit
 
Rookie Pilot
- R2 Unit

 

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I played with 4 Prototype Pilots, 1 Outer Rim Smuggler with Chewbacca and the Falcon Title.  I've played this twice and lost once and won once.

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I really like:

Wedge:  Push the Limit, Engine Upgrade, R2 Astromech and Proton Torpedos

Green Squadron: Push the Limit, Stealth Device and Concussion Missiles

Green Squadron: Push the Limit, Stealth Device and Concussion Missiles

Total 99 Points (upgrade 1 Concussion to Homing for the extra if needed).

It flies like 3 A wings but hits really hard when you get your secondaries away.  As with all 3 ship builds it suffer a bit when it takes losses, but the stealth device is pretty reliable on the A Wings with 3 basic defence and it often goes to 6 if at long range and behind asteroids etc.  So the A Wings are hard to bring down if flown right.  Wedge does the heavy lifting in terms of hitting power, the 2 A's have to gang up on whatever they are shooting at and try to protect Wedge and/or set him up for making kill shots.

I often swap Wedge out for either Horton or Dutch; a fully tricked out Y Wing can also be a good combo with the 2 A Wings, especially as Dutch's ability stacks very nicely with PTL.  The A Wings can operate with TL and Focus most turns and still pull boosts.  Very missile/torp reliant but is interesting to play.

 

 

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I find, and expect this to only become more true after wave three, that A-wings are best as bodyguards, making anyone the tries to get behind a a high value target and hug range one regret it, or as assassins, blasting past the front line and targeting ships that are loaded down with upgrades and such. They are specialists and do a few things very well.

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thanx for the input people. its given me some motivation to try out a few builds using 1-2 A-Wings. 

i wonder if wave3 will make the A-Wings more popular or obsolete? 

Tycho with PTL seems to be popular.

id like to give this squad a go:

Tycho+ PTL + assault missiles

Wedge

Luke + R2D2 + Shield Upgrade + Draw their fire

 

luke will almost ceratinly b your last ship left as he is so hard to take down :)

 

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I'm fond of my three-ship Rogue Squadron build:

Luke
-R2-F2, Stealth Device

Wedge
-Expert Handling, R2 Astromech

Tycho
-Push the Limit, Missiles of Choice (I usually take Homing)

100 or 99 points, depending on missile choice for Tycho

Luke survives until the end, Wedge is your finisher, Tycho and Luke soften stuff up for him. Fly them Luke and Tycho in front with Wedge right behind them in a reverse V

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Play two games against 6 Tie Fighter Swarm

  • Y "Dutch" Vander - Proton Torpedoes - Ion Cannon Turret - R2-F2
  • A Tycho Celchu - Assault Missiles - Stealth Device
  • A Green Sq Pilot - Assault Missiles - Stealth Device
First game we didn't get any missiles or torpedoes off so we charged right into them.  We took a beating but they kept running into each other;  we eventually won.
 
Second game - Turn one we closed, Turn two we launched everything and took out two Ties, with two hits on one and one hit on another.  This basically reduced their force to 50% in turn two without us taking a single hit.
 
Don't know how competitive they'd really be but it worked out well that night.  A-Wings proved as hard to hit as Tie usually are, plus they never focused on Dutch long enough to take him out so he kept giving TL to Green Sq.  No more fire power than a Tie but with all the rerolls we scored ALOT more hits.
 
We're more in to fun play than tournament.

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I used Y-wings w/out ion turrets to fill in as extra cheap ships to increase my squadron size.  A-wings only draw back is their 2 attack dice, but that was the same as my Y-wings.  And A-wings are much much much better at getting shots than Y-wings were.

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Green squadron is the normal go to A-wing i have found. A few i've messed with are

green squad: push the limit, homing missles, shield upgrade

or

green squad: concussion missles, expert handeling paired with Dutch to pass target locks. EH makes the A-wing even more unpredictable since it has boost aswell and EH doesn't inhibit it much since A-wings have a heavy green dial.

The A-wing CAN be great, but those missles have to really count, aswell as the eliet skill. Reason being with only 2 attack it can be a real low threat to your opponate.

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All Fighters Follow Me

Lando Calrissian + Squad Leader + Nien Nunb + Millenium Falcon (48)

Green Squadron Pilot + Push the Limit + Concussion Missiles (26)

Green Squadron Pilot + Push the Limit + Concussion Missiles (26)

 

Both A-wings move and take evade.  Lando moves, giving a free action to one A-wing with his ability and one to the other via Squad Leader.  Both A-wings use PtL to target lock and focus.  Done correctly, each A-wing gets three actions, and you can fire both missiles with focus in the first exchange after target locking at pilot skill 7.  With both focus and evade, the A-wings are difficult to kill before they fire, and PtL boosts their usefulness late game after the missiles are gone.

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That sounds nasty in theory but concussion missiles are not that flash and you'll be lucky to kill one TIE between the pair.  Coolness factor high still!

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I've been taking some A-WIngs out for spins with a several solid fun lists, although each has handicaps I personally wouldn't want to take into a tournament -- a single ICT is not worth the points vs. all big ships, and Torpedos/Missiles are just too risky for their cost.  But certainly these lists are bringing in solid performances for general play.  And did I say, fun!

 

Rebel Swarm: Gold Sqd +ICT + R2; (2) Rookies; (2) Prototypes -- 100 points.  I think this would be my 'best A-Wing list' as it has 2 of them and they are central to the tactics.  The Protypes are superb in the classic swarm role of blocking up traffic, but also being able to zip around and get behind TIEs or beside a Firespray.  While I'm quite fon of R2's on Y-Wings, I might consider dropping that to put in a 99 point bid for initiative.

 

2 XYA Alphabet soup lists:

Crazy Eights: Luke +R2D2 +Shield; Horton +ICT +R2; Tycho +PTL +Stealth -- 99 points.

PT Boats: Garven +R2D2 +Shield +Torpedo; Dutch +R2 +ICT +Torpedo; Green Sqd +PTL +Stealth +Concussions -- 100 points.  So far, this has been my best attempt at a disposable ordinance list after initial flights and subsequent tweaks.  In the first few trials, it was also my attempt to see if R5K6 would work -- Nope, quite the bust.

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The two squads I find to be fun:

 

Swarm - 

2x Rookie Pilots with R2 units

2x Prototype pilots

Green squad with PTL

I actually really wish  I could drop the green to a proto and put engine upgrade on the x-wings for kicks, but alas it's one point over. Ah well.

 

And the purely obnoxious Pesky Gnats of Doom - 

4x Green squad with Stealth Device and Elusiveness.

But this can make for a loooong game. "So I just rolled like 30 dice and….yeah, I got nothin'." 'Well I only get to roll 8 so….yeah, me neither. Movement?'

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I have enjoyed using this:

Tycho Celchu (Push the Limits, Stealth Device)

Garven Dreis (Proton Torpedoes, R2 Astromech, Engine Upgrade)

"Dutch" Vander (R2-D2, Ion Cannon Turret)

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The_Brown_Bomber said:

Whats the best 100pt squad you have that uses at least one A-Wing?

i own two but havent been that impressed with them. am i missing something? i know they can carry missiles and have nice agility but imo they lack the firepower needed to make most squads.

I was just at a tournament two days ago and saw lots of X-Wings, Y-Wings, YT-1300s, Firesprays, TIE Fighters, and TIE Interceptors, but not one TIE Advanced and not one A-Wing in any of the eight squads played.

The lack of any TIE Advanced didn't surprise me too much (though Vader is still great IMHO), but the lack of any A-Wings did actually surprise me. It's the most maneuverable ship in the entire Rebel fleet - put Stealth on it and that's 4 agility dice and 5 agility at range 3. The A-Wing with Stealth and missiles was what I feared most going into that tournament but no one played any A-Wings. I thought it was weird but maybe the 2 attack dice was too low for people.

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Rekkon said:

All Fighters Follow Me

Lando Calrissian + Squad Leader + Nien Nunb + Millenium Falcon (48)

Green Squadron Pilot + Push the Limit + Concussion Missiles (26)

Green Squadron Pilot + Push the Limit + Concussion Missiles (26)

 

Both A-wings move and take evade.  Lando moves, giving a free action to one A-wing with his ability and one to the other via Squad Leader.  Both A-wings use PtL to target lock and focus.  Done correctly, each A-wing gets three actions, and you can fire both missiles with focus in the first exchange after target locking at pilot skill 7.  With both focus and evade, the A-wings are difficult to kill before they fire, and PtL boosts their usefulness late game after the missiles are gone.

I love the idea but I don't think it works at least not first pass.Been racking my brain but dont see how you can get 3 actions due to stress. Can't PTL and take an action from Lando.If I'm wrong plz explain

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You don't have to use push the limit immediately. You activate, take one action. Then, when it's lando's turn - he gives you action #2 - that action triggers push the limit, giving you action 3.

Tusken Raider likes this

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Thx Ravncat and thx Rekkon, that trick slipped me by. I had just assumed once that ships turn had passed then I had lost the chance of an actions of my own volition. I see now it is during a round. nice

 

I will now be looking for other ways to abuse this.

Thx again

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Like others, my favourite only uses one A-Wing... Tycho of course.

 

===================
Tycho And 3 Rookies
===================

100 points

Pilots
------

Tycho Celchu (37)
A-Wing (26), Homing Missiles (5), Push the Limit (3), Stealth Device (3)

Rookie Pilot (21)

Rookie Pilot (21)

Rookie Pilot (21)

 

Tweak: http://x-wing.voidstate.com/view/8708/tycho-and-3-rookies

 

---

 

The Rookies fly in formation, concentrating fire. Tycho zooms around madly like an angry gnat.

 

Optionally, remove the Stealth Device and give each X-Wing an R". That way when they Koiogram, they can immediately bank to get a good facing and 2 will lose the stress.

Edited by voidstate

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For pure fun, I'd instead play this:

 

=========================
Three A-Wings, One X-Wing
=========================


100 points

Pilots
------

Green Squadron Pilot (27)
A-Wing (19), Homing Missiles (5), Push the Limit (3)

Green Squadron Pilot (26)
A-Wing (19), Concussion Missiles (4), Push the Limit (3)

Green Squadron Pilot (26)
A-Wing (19), Concussion Missiles (4), Push the Limit (3)

 

Rookie Pilot (21)

------

View: http://x-wing.voidstate.com/view/8779/three-a-wings-one-x-wing
Tweak: http://x-wing.voidstate.com/build/8779

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For the UK Nationals, I decided to develop a 4 A-wing squad. It went through 31 differing permutations, all of which I've written up at http://www.boardgamegeek.com/thread/987129/31-different-permutations-from-the-development-of

 

The long and short of it is that if you're going for a 4 A-wing squad, the best squad I have found is the one I ended up calling The Breakneck Boys:

 

GSP + PtL + Concussion Missile

GSP + PtL + Concussion Missile

GSP + PtL + Concussion Missile

GSP + PtL

 

If you're only using one A-wing, it's got to be Tycho. He is an absolute monster. My record number of stress tokens with him in a one-hour game is 12: http://www.boardgamegeek.com/thread/990347/is-this-a-record

voidstate likes this

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