I think I'm saying farwell to Rookie X-wings

By Qapla187, in X-Wing

I'd say boost is better on approach and for positioning/flanking while barrel roll is better in close combat. But seeing as most of the game is close combat, barrel roll is kind of a clear winner

I also been trying to figure out boost... doesn't seem nearly as useful as barrel roll. More practice is needed, there I know.

Yeah, definitely need more practice. You're right, it isn't quite as good as BR, but it is still an amazing utility tool. BR + Boost is even better.

One thing a rookie has over a A-wing is the torpedo slot. The only list to beat me in both the AoIA events I went to this weekend was my friends list with 2 rooks with PTs. In each game we played against each other in the 2 events he blew up a B-Wing first combat we did.....they are them still a got 3 dice attack ship with a good dial with more damage soak than a A-Wing.

One thing a rookie has over a A-wing is the torpedo slot. The only list to beat me in both the AoIA events I went to this weekend was my friends list with 2 rooks with PTs. In each game we played against each other in the 2 events he blew up a B-Wing first combat we did.....they are them still a got 3 dice attack ship with a good dial with more damage soak than a A-Wing.

I'm kinda of surprised that people have held to the X-Wing being able to take more of hit than the A-Wing. From extensive experience, the A-Wing will take more shots than X-Wing to bring down with PTL (focus/evade).

Think of it this way. Evade (when used in conjunction with PTL) is an ability that reads like "Action: If you do not have a stress token, receive one stress token and regenerate one shield (since in effect it gives you a free hit)." That analogy made the A-Wing click for a bunch of players in my group. The PTL A-Wing operates like a tank, which is really odd from a fluff perspective, and with the advent of Outmaneuver and Predator, thanks to test pilot, can no longer be ignored.

Edited by SpaceDingo

I plan on swapping the Rookie in a couple of lists as described in the original post. Not overly imaginative as they are the variations of the standard 2013 World Champ's list.

25 Biggs

21 Geen Sqn, PTL, VI, Refit, Title

27 Dagger, Adv Sen

27 Dagger, Adv Sen

25 Biggs

21 Green Sqn, PTL, VI, Refit, Title

29 Knave Sqn, FCS

25 Blue, Adv Sen

Lose some punch and may draw out game times but a big increase in durability and a bit of fun to boot.

Edited by McBain

A-wings will be worth more at the 22-23 point area in my opinion. 2 A-wings flying PtL+Wingman for 22 each means you have 2 flankers that can stay at range one pretty well and constantly getting 3 red dice with TL+Focus or Focus+Evade mean while able to pull hard 1s with boost followed after allow for some great positioning abilities and arc dodging. For the 23 Point mark we have the PtL+Outmaneuver combo, this is where flanking gets real fun for you, and real dangerous for your opponent. Most people avoid going for A-wings first due to their durability and because of their speed, now they will have to think a bit harder about this. Yes they are still pushing out 2 attack dice at 2-3 range but at range 1 you now have 3 attack dice with the same ability of a PtL (or predator) Wedge at range 2-3, that isn't something to ignore. Both of these open up a lot of interesting possibilities.

So depending on which of these combos we take, we have 56 or 54 points to spend on things. You could go completely tanky at this point and run something like this:

Soresu Form

Luke Skywalker — X-Wing 28
R5-P9 3
Tarn Mison — X-Wing 23
R7 Astromech 2
Green Squadron Pilot — A-Wing 19
Wingman 2
Chardaan Refit -2
Push the Limit 3
A-Wing Test Pilot 0
Green Squadron Pilot — A-Wing 19
Wingman 2
Chardaan Refit -2
Push the Limit 3
A-Wing Test Pilot 0

Good luck to who ever try to do any sort of permanent damage to that group, for a tourney you could run this squad and go for a few kills then just focus on defensive strategies, not running away but more worried about focus for defense.

If you are wanting a bit more of a aggressive list you could run something like this which is still beefy and plays close to bloody daggers for style.

Poison Daggers

Dagger Squadron Pilot — B-Wing 24
Advanced Sensors 3
Dagger Squadron Pilot — B-Wing 24
Advanced Sensors 3
Green Squadron Pilot — A-Wing 19
Outmaneuver 3
Chardaan Refit -2
Push the Limit 3
A-Wing Test Pilot 0
Green Squadron Pilot — A-Wing 19
Outmaneuver 3
Chardaan Refit -2
Push the Limit 3
A-Wing Test Pilot 0
This list would give you some punch and make low agility targets very scared of a flank but not want to turn from your two main damage dealers, allowing for a painful death from behind.
These are just a few lists I threw together and have yet to play test them, but I definitely see more A-wings in my future once Aces comes out.
Edited by Hujoe Bigs

I like the A-Wing but stopped using them due to the 2 attack dice vs. most of the Imperial ships rolling 3 agility dice. My friends and I keep it as Rebels vs. Imperials in casual home games, though maybe we should open that up for more options.

I definitely plan to use them once the Rebel Aces come out. I like the refit and title. Opens up a lot of options.

Edited by rowdyoctopus

Seems to me A-wing just doesn't seem as attractive when fighting against the Empire.

Ties/Adv Ties/ Interceptors/Defenders all have 3 green dice (50%)

FireSpray/Phantom/Bomber have 2 green dice (37.5%)

Shuttle has 1 green dice (12.5%)

Right off the bat I know 50% of the Imperial options will have a defensive advantage against an A-wing.

Imperials on the other hand have better odds with 2 red dice ships...

Y-wing/YT/B-wing have 1 green dice (37.5%)

X-wing/HWK/Z95/E-wing have 2 green dice (50%)

A-wing has 3 green dice (12.5%)

They balance these differences with hull/shields and they do a good job of it. A-wing just seems soft... will the price reduction help? possibly... I just think you are going away from the balance standard they have set rebels hit harder, have less defense but more hit points... etc

I also been trying to figure out boost... doesn't seem nearly as useful as barrel roll. More practice is needed, there I know.

E-wing has 3 green dice, I have been eyeing at the E-wing for a while now, I really want to get my hands on it and try it out. It is a pumped up X-wing/A-wing/Interceptor.

As for swarms, I would like to try an A-wing swarm with Chaardan upgrade, 15points of agile goodness in a good little package, for the added benefits over the Tie-fighter, the 3 points is worth it.

A-wings share a similar dial to Squints so there is no lack of Greens to clear stress.

Probably just a difference in opinion, I would say the A-wing have a little better dial than the Squint, with 1 extra green (straight 5) instead of a white straight 5 of the Squint.

My last game was playing as the squints, the action reliant maneuverable units, against Lando YT-2300. I utilized PTL and ran away to de-stress (did the running away and de-stress at least 5-6 times that game). All the time I wished the 5 was a green straight, I had to use the 4 straight to clear the stress, but it come within range of the 360 degree turret; the extra 1 space would have made the squints into range 3 or out of range.

Edited by BattlePriest