My AAZ list.

By Torresse, in X-Wing

so, I played this list last night, and it took about 2 hours to get towards the end of the game.
http://xwing-builder.co.uk/view/129057/a-team

Airen Cracken
Cluster Missiles, Veteran Instincts, Engine Upgrade
Tycho Celchu
A-Wing Test Pilot, Proton Rockets, Veteran Instincts, Stealth Device, Push the Limit
Jake Farrell
A-Wing Test Pilot, Proton Rockets, Veteran Instincts, Stealth Device, Push the Limit
Its quite a nasty little squad with a very large bite. After flying this list vs a 999 imperial list, they have some similarities.
Ill go over most of the differences overall
A's are very similar to Interceptors with movement (with only a slightly better dial)
2 hull, 2 shields is a HUGE improvement (typically if something gets through, its only 1 hit, and theres a good chance it was a crit...)
Jake can be flown by an imperial player without realizing much of a difference, Tycho, is a different beast...

Lets start with Jake. Focus Barrel-roll, boost, stress (sounds like Sootnir, for a very good reason) Hes pilot skill 9, and I flew him toe to toe vs Sootnir last night. If you face a sootnir, your going to have to use your proton rocket, and can follow through the last bit of damage with another ship. I had Sootnir down to 1 hp, with lots of turtleing happening.
Jake by himself was a monster

Tycho... Tycho... Tycho... wow this is an amazing pilot, while you want to try keep the unexpected k turn boost focus option open, he fills up with stress as soon as you realize you need to hard 3 to cut around that asteroid a little bit more, or the hard 1 for a tighter placement (tailing an interceptor is pretty nice) There is allot that can be done with Tycho, and just collecting stress tokens is AOFF (allot of fricken fun)

Za Cracken!!!! Cracken was used as a support ship, and a distraction. He buffed Tycho and Jake for as long as he could (never used his rockets due to boosting for shots/arc jumping). Your opponnent has a range 1 on a focus undamged Jake, or a range 2 on a damaged cracken, tends to go for the crack first
He lets Jake take 3 actions without stressing (or take 4 and gain a stress).
And around Tycho, he gets all 4 of his actions, or you get a ps 10 Turr (shoot with tycho first, then shoot with cracken, boost out of the way with tycho)
There is allot more strategies to do with this, but these were the basics, I really want to do a battle report using these 3 ships, to show how they work. thoughts?

I'm interested, to say the least. They're all fragile ships, and they lack firepower. Once proton rockets are gone, you're left with 3 ships with 2 attack dice each. Really gonna have to chip away at their hulls slowly, and MTFBWY if you run into a Decimator. There goes your maneuverability advantage.

Is Cracken even giving someone free actions in this set-up? Right now he just looks like an ineffective pseudo A-wing with his boost. He's likely going down to the first two shots thrown his way. And he can only give Tycho free actions because of his ability. I believe that since Jake will (most likely) have a stress from PtL he won't be able to perform free actions.

I think you've got a lot of fun, hyper maneuverable ships, but at the end of the day you only have 6 base attack die. You can get into range one, and you have some ordinance to inflict damage, but after the rockets have launched it's going to be a lot of dancing trying to get better shots. I just played against Jake (exact loadout) with my 999 Imperials and he and the other ships spent most of the time trying to evade and escape to set up for a hopefully good shot.

Basically I believe it when you said it took 2 hours to get near the end. The ships are very good at running and dodging, making for a long game. Your list looks like a ton of fun, but overall I think Cracken is the weak link. That and the lack of firepower besides rockets.

Long games : /

Would look forward to reading any bat reps from it though.

Would replace Cracken. Maybe a Y with ICT?

The list I was playing against was Corran Horn (kitted out to function like an interceptor) and Gemmer Sojan and Jake. It fixed a lot of the firepower problems with your initial list, but also leaves Corran hanging out a little bit as a prime target (still hard to kill).

The Y wing makes sense too. I'm worried that such a low agility/mobility ship will be an easy target compared to two A-wings but that could be said of almost anything. It at least takes a few turns of fire to take down a Y or B.

My search fu is weak, what is a 999 imperial build?

For 28 points, there are a lot better options than running Craken. I'd personally run an X-wing or B-wing.

I'd probably replace Cracken with Tarn and an R7. If they try to fixate on the As, he'll be a great closer.

What happens when you fight any list with a falcon, outrider, or decimator? Do you just say "gg" when the game starts and pack up?

My search fu is weak, what is a 999 imperial build?

I had to look it up as well, but my search chi was stronger. Apparently Vader (PS 9), Soontir (PS 9) and a PS 7 + Veteran Instinct, like Turr Phennir. 999

I'm interested, to say the least. They're all fragile ships, and they lack firepower. Once proton rockets are gone, you're left with 3 ships with 2 attack dice each. Really gonna have to chip away at their hulls slowly, and MTFBWY if you run into a Decimator. There goes your maneuverability advantage.

A wings with focus/evade are anything but fragile.

What happens when you fight any list with a falcon, outrider, or decimator? Do you just say "gg" when the game starts and pack up?

you turtle? or you launch proton rockets at them? You're talking 16 dice of damage if you can get the missiles off.