Some of you might remember that my Jonus Brothers were recently defeated in three turns by 3 Phantoms. Well, my 4 Interceptors just got beaten in three turns by 4 A-wings. I placed my ships poorly and was destroyed because of it. I really hate A-wings and Phantoms now. REALLY hate them.
Beaten in three turns...AGAIN!
You lost 4 agility 3 ships to 4 attack 2 ships in 3 turns? What happened?
Geez that sucks dude-was it just positioning or did the dice desert you too...?
Gutting to know 4 a-wings can make such light work of interceptors-were they using ordinance?
Is this three turns of firing, or on turn 3?
I.e. are you counting turn 1 when there is no firing?
Edited by MajorJugglerThis is turn 3 of the game. Turn 2 of firing. No, they weren't using ordinance, but they were all high PS pilots. My positioning was bad because I spread my my ships out, and because of his higher PS, he saw what I did and set up all his ships together and killed an Interceptor in turn 1, which lost me the game.
Edited by tiefanaticThe problem wasn't tiefanatic's maneuvering, it was his opening positioning. I had all four named A-Wing pilots, and all his except Turr were placed first. He spread them way out, leaving each on an island. So I bunched mine together on one side and ran right at the lone Squint opposite me, going straight 5 on Turn 1, then boosting into firing range with all four. Took out the first Interceptor that way.
Next turn, I turned in, as his Ints were screaming across the board to get to the edge to join the battle. I had all four again shooting at one Int. Boom.
We played a little more, but that was basically the game. Lesson learned for him: even flankers, when massed, can do big damage if you leave your ships unprotected. I wasn't planning on flying them that way, as I like skirmishing. But when he split his forces up that much, it made the decision easy.
And yes, A-Wings can often fire on Turn 1, with boosting -- if your opponent sets up right across from you. That's what happened here.
Nasty.
Nice spot on the weakness-I'm definitely a fan of ganging up on 1 or 2 ships and pounding them before turning attentions on the remainder (for me the best way to get rid of fat Han too btw).
I've made bad initial set-ups and always found myself struggling to make up for it if I do...
Hi
how looks 3 phantom squad mentioned here?
Hi
how looks 3 phantom squad mentioned here?
It was:
Whisper w/VI, ACD
Echo w/VI, ACD
Sigma w/Stygian
That Phantom squad is actually rather brilliant. I presume some of the A-wings had Chardaan Refits?
That Phantom squad is actually rather brilliant. I presume some of the A-wings had Chardaan Refits?
All of them had refits.
Edited by tiefanaticREFITS ARE OVERPOWERED!!!
I've taken ships out before when they've boosted too close to me, my first rebel game I had two x-wings two z95`s and a b-wing he had two squints and three ties, first turn he boosted both squints putting them at range three he fires on my b-wing takes a couple of shields I then proceeded to kill both interceptors even though both were rolling five dice because they had SD, my last ship to fire killed a tie as well.
My positioning was bad because I spread my my ships out, [...] which lost me the game.
I really hate A-wings and Phantoms now. REALLY hate them.
Can't say I really follow the logic here.
Problem is you had a squad of glass cannons and tried to fly them all as flankers. But they had no ships to flank with.
Flankers works well with tank ships or swarms that take the brunt of the attack while flankers take advantage of a busy enemy.
-- Can't say I really follow the logic here.
It was just a joke.
Edited by KeithWardWhat was the 4 named A-wing squad out of curiosity?
Sounds like it was something along the lines of
Tycho Celcu
- Chardan Refit
Jake Farrel
-Chardan Refit
Arvel Crynyd
-Chardan Refit
Gemmer Sojan
-Chardan Refit
with 13 points of upgrades, probably PTL on all 4 for 99 points total
Perhaps even this?
SO I have several questions on this one...
One: Are you playing with Asteroids at all? Unless you two set up in front of each other and just fly straight at each other to get into combat as soon as possible, I can not see in my head how that happened in three turns. I would recommend trying different deployment techniques and trying to use the rocks more to your advantage.
Two: Without trying to be offensive, what would you consider your skill level versus the guy you played. Sometimes skill plays a huge part in that equation.
Next time snap some photos so we can see the game and try to give you some pointers. It sounds (from the very limited data we have here) that your issues lie with deployment and not being able to out fly your opponent. I would need more info before I could get a full answer to your questions though.
I've seen trip A's (all green squad) with swarm tactics and Roark take out a double phantom/interceptor list.
A wings are the new meta. And it's awesome.
I've seen trip A's (all green squad) with swarm tactics and Roark take out a double phantom/interceptor list.
A wings are the new meta. And it's awesome.
Until wave 5 hits and four shot decimators start showing up.
The problem wasn't tiefanatic's maneuvering, it was his opening positioning. I had all four named A-Wing pilots, and all his except Turr were placed first. He spread them way out, leaving each on an island. So I bunched mine together on one side and ran right at the lone Squint opposite me, going straight 5 on Turn 1, then boosting into firing range with all four. Took out the first Interceptor that way.
Next turn, I turned in, as his Ints were screaming across the board to get to the edge to join the battle. I had all four again shooting at one Int. Boom.
We played a little more, but that was basically the game. Lesson learned for him: even flankers, when massed, can do big damage if you leave your ships unprotected. I wasn't planning on flying them that way, as I like skirmishing. But when he split his forces up that much, it made the decision easy.
Yeah, that's pretty much a recipe for disaster. The A-Wings can also take 33% more damage than Interceptors without upgrades, and interceptors' lack of shields makes them more vulnerable to crits. A better setup might have been to do leader-wingmen pairs, and put them closer together for the initial pass.
And yes, A-Wings can often fire on Turn 1, with boosting -- if your opponent sets up right across from you. That's what happened here.
Nasty.
only if opponent works with you here! Both sides need to cover a distance of 11 bases to be able to shoot. So with A Wing going 5 + boost you only covered 8. If he decided to NOT fight you with his lone interceptor, instead going hard 1 or such, you can't shoot him on turn 1. Turn 2 should see you in combat range to at least one other interceptor then, probably 2 or if not spread too far even 3.
Loosing game in 3 turns is sad, but partly self made.
Edited by Shaadea