Thinking of this for a test list plz advise.

By Flyingbrick, in X-Wing

2X a wing green squad pilots with Vi+ Shield upgrades

1x b-wing dagger squad with engine upgrades

1x y-wing grey squad pilot with blaster turrent.

what you fine folks think?

Blaster Turret = Bad. It can work on a HWK which has ways of generating multiple Focus Token (recon specialist) and storing them (Moldy Crow) but if you ever run into action denial you could be in trouble. IF you were passing Focus token to the Y-Wing it almost works but then you're usually making the ship reliant on another ship which isn't a good idea. I mean dropping a VI or a Shield Upgrade down to a Hull Upgrade would let you make the Blaster Turret into a MUCH more reliable Ion Turret.

I already mentioned it but Hull Upgrades may actually be a better deal on A-Wing. Occasionally that Shield upgrade will catch a [crit] that would just sit on a Hull upgrade but usually the net effect is the Hull provides the same life extension for a point less. As an added bonus you can't be "one-shot" by a Direct Hit dealt from a Proton Bomb if you have a Hull Upgrade while a Shield Upgrade would see you destroyed. Now despite this change which makes the A-Wing more survivable they still lack firepower.

If you want to make the B-Wing really sick you throw on an Advanced Sensor so it could act before it moves.

2X a wing green squad pilots with Vi+ Shield upgrades

1x b-wing dagger squad with engine upgrades

1x y-wing grey squad pilot with blaster turrent.

what you fine folks think?

Apparently I didn't wake up feeling like wasting words on courtesy; it's a bad list.

(1) Relative to a Red Squadron Pilot, your Greens spend an extra point to trade the X-wing's 3 Attack for +1 PS and a better dial. That's a bad bargain.

(2) Any time you make a Pilot Skill bid (for instance, using Veteran Instincts or buying PS4 Dagger Squadron instead of PS2 Blue Squadron), you should have a specific reason--usually countering some threat you think you're likely to face, or gaining extra information about the game state by letting other ships move first. Without such a reason, there's a good chance you'll end up having spent those points (6 in this list) on nothing at all.

(3) I'm not sure why Dagger Squadron has an Engine Upgrade. It's not bad in a vacuum, but if you're interested in improving your ability to reposition and/or control range to your opponent, Advanced Sensors is cheaper and at least as effective.

(4) As noted above, there are contexts where Blaster Turrets can be effective, but this isn't it. Without a way to get extra actions, an Ion Cannon Turret will typically do more damage over the course of a game while also giving you some control over your opponent's movement.

So if I were revising this list while trying to keep as much of its current character as possible, I'd do this:

* 2x Green Squadron Pilot + Push the Limit + Hull Upgrade

* Dagger Squadron Pilot + Advanced Sensors

* Gold Squadron Pilot + Ion Cannon Turret

Now the A-wings are free to zip about and do their flanky, tanky thing while your Y-wing and B-wing close to knife-fighting distance and do theirs.

2X a wing green squad pilots with Vi+ Shield upgrades

1x b-wing dagger squad with engine upgrades

1x y-wing grey squad pilot with blaster turrent.

what you fine folks think?

Put PTL on the Greens, it will serve you much better than shooting first.

I would say, generally, FCS or Adv. Sensors are better upgrades on a B-Wing.

Blaster Turret is just so much fail outside of a Moldy Crow title.

The list has merit - I did very well the other night with this list:

Ten Numb / HLC / FCS

Tycho / PTL

Horton / ICT

You could try this list on for size - in the same vein.

Gold / ICT

Green / PTL

Green / PTL

Blue / Adv. S / HLC