awings without missiles

By riddlesworth, in X-Wing

with rebel aces just round the corner, i've been looking at missileless awings as flanking ships. for22 points, a PTL green squadron seems like a decent ship to fly the edges ofthe board and come in later to clean up. with evade and focus up for defence and TL/F when it shoots, itfits very nicely into my dutch/garven/blue FCS main block

with the chardaan refit, as a flanker, i can only see it getting better with opportunist and outmanuvuer being available for just 1 or 2 points.

anyone elsehad experience with flanking awings and how to use them?

Tycho with PTL and get him stuck in to the fray!

Tycho is way too expensive imo. You pay 2 points for his ability, which is only marginally useful on a ship with that many greens. I've been a proponent of the Green w/ PTL for months now, and throughout regionals I've been taking kill tallies to paint on all my ships (although, I don't think that's really feasible, there are too many markings and this is only my first year truly competing)... My A wing has about 40% of my total kills, and I always run a 4 ship rebel list.

Given that could be swayed by the fact that it often shoots last (at PS3) so it kills off the injured ship, as well as the fact that most don't consider it a high priority target, so he lasts longer, and furthermore it typically has a focus for offense on every shot since he's not getting shot at, and when he's sure he's out of arc, can stack up the TL+F (or the F+Boost to R1). There are lots of reasons that my Green A wing gets a high kill %, but at the end of the day, the best I've done has be 4-2, missing the top 8 cut by SoS twice.

The biggest piece of advice I can give is regarding the very first boost. I almost always set the GSP up on the very edge (typically about a maneuver width away from it just in case he's not perfectly straight he won't fly off on turn 1/2). Ideally you want to boost inwards, so the following turn you can go straight, and boost inwards again, ending up cutting across the table, ideally behind the enemy's line. From there you can turn inwards and be on their tail. HOWEVER, the worst thing to do is to boost inwards that will prevent you from doing a straight due to an asteroid. In that case, you have to hit the brakes so you can boost around the asteroid, which will prevent you from flanking properly. The other option is to 3 bank outwards and then boost back inwards, which will likely get you back behind the opponent again, but it will delay the A wing's engagement by a turn.

If you're lined up to boost in line with an asteroid (which you should line up and do your first maneuver speed such that you won't) but in case it happens, the best thing to do is to boost straight, so you get some further distance to set up the 3 bank the following turn.

I cannot stress how important the initial boost is, the times I've messed it up, I have like a 20% win rate, the times I get it right, I have more like a 70% win rate. Finally, if the opponent is a higher PS and lines up on top of your A wing, a 1 turn in followed by a 1 turn the other way should buy the rest of your squad enough time to get there, while still having your A wing engage the enemy (although it won't be on the flank, but the rest of your squad should be on the flank). In this case, your A will die, but it's allowing the rest of your team to get in flank position and in that case, the 22 point sacrifice is totally worth it. I've won many matches after my opponent has prioritized the A wing, putting him out of position to deal with the main squad. While it seems like you're starting 78-100, your superior positioning will allow you to shoot at his ships without getting shot back for long enough that you level the playing field and then some.

Be wary of a single high PS ship peeling off from the main opponents formation to face the A head on if you don't get completely behind enemy lines... this can be deadly.

Edited by Khyros

Really want to try an A-wing list, even got 4 A-wings to do so. The problem to me is the cost vs output of them. Yes they're fast and agile but 2 attack, hull and shield with their cost makes a list hard to when I want to put a missile on them to increase their attack. Not sure about the Refit. Brings down the cost of the A-wing but you lose the ability to seriously increase their damage output. Could have 5 Green Squadron running around but 10 attack, hull and shield overall seems pretty low to me, I could be wrong though.

Hear is some food for thought, with the cheaper aces you can bump your list count to 5 or 6 something like the following becomes really good.

2x Green Squadron with A Wing Test Pilot, Chardaan Refit, Predator, Push the Limit (23pts)

Outer Rim Smuggler, with Merc Copilot and Nien (30pts)

2X Bandit squad (12pts)

Total 100

Basically everything is going to reroll 1 or 2 atk against low ps. The A-wing dial is sick, also if you look at running Z95s with ion pulse, Hwks with ion Torr you could still run two A-wings. The low cost to me is worth running the a-wings.

Edited by Cubanboy

Can't take Predator on a ORS.

Can't take Predator on a ORS.

Opps let me edit

Green Squadron A-Wings with Predator and Outmaneuver for 23 points is pretty amazing.

I have been playing around with this build and I have been really happy with it so far.

Green Squadron w/ Refit, Prototype, Predator, and Veteran Instinct.

The lack of PtL is a bit hard to get my head around at first but honestly the price is right (21 points only!) for a PS5 ship that always get a reroll. I have been pairing these guys up with Etahn so at least I always get one crit out of my rolls. For a 2 Attack ship I have been really happy with the results, especially in close up furballs where I think the A-Wing really starts to shine.

I find it hard to not fly an Awing already almost always a green, with push normally. I have been experimenting, but seem to end up back at Green PTL. I ran a list the other day vs INTs with 3 a's and 2 zs. not alot of firepower, but I had all 3 As for a very long time.

I still can't wait to try this module as a flanking part of a squad:

Green Squadron Pilot: Chardaan Refit, Test Pilot, PTL, Wingman (22 pts each)

A pair of them is 44 points, and makes a pretty independent duo taking on the flank and clearing each other's stress for maximum efficiency and unpredictability. While A-Wings have a lot of green, this setup practically gives you 2 PTL tychos (just watch out for other ways of causing stress). Getting to do those white maneuvers and still get 2 actions can be awesome, and you could theoretically add proton rockets if you want that extra punch and can handle the 10 point swing in the other direction.

Why I am not so ansious by RA like IA, I don't know, but IA I really want it, maybe the new squad (Royal Guard Pilot), or the pont that is my favorite ship, I don`t know, but I don`t wait so much for RA, greettings.