Now that Rebel Aces is out, and in companion with my B-Wing post, I wanted to explore some more esoteric A-Wing builds now available and explore some ideas that haven't been thoroughly ground to dust.
As with the B-Wing post, these builds are here for their interesting qualities, not because they are undefeatable awesome paragons of the very distilled essence of 'Win'.
The first set are all about the Refit.
Gemmer Sojan (22)
Chardaan Refit (-2)
Push the Limit (3)
Stealth Device (3)
A-Wing Test Pilot (0)
So, Gemmer Sojan is an interesting fellow. Gaining and extra agility when he is at range 1 of an enemy makes him quite tricky to deal with. Add Stealth Device and you are looking at 5 defense dice against all attacks to start. He can then focus and evade, making him a daunting prospect to hurt. Even if the enemy has him dead to rights, they may choose to shoot at other targets, not willing to attack such a target. Not bad for 26 points.
Arvel Crynyd (23)
Chardaan Refit (-2)
Intimidation (2)
A-Wing Test Pilot (0)
Ah, Arvel. The lost A-Wing. This poor fellow was largely forgotten after the release of the original A-Wing. Now, however, is his time to shine. When he was released, the meta was such that low PS was favored. Now, however, everyone is racing to PS9+. This puts him in an interesting position. He now makes an effective block against these Han lists, for instance. And, when he's touching then, since he moved first he likely has his action. And Intimidation will shut down an agility dice, not just from him but from all attacks. This means, if Arvel is touching Fat Han, C-3P0 can do nothing. His own attack is just gravy. At 23 points, this is a steal. But it does rely on your personal ability to predict your opponent.
Jake Farrell (24)
Push the Limit (3)
Chardaan Refit (-2)
Outmaneuver (3)
A-Wing Test Pilot (0)
Jake Farrell is one of the best pilots to come out in Rebel Aces. PS7, able to barrel roll, he is indeed the rebel Soontir. The natural loadout is VI and PTL. For good reason. However, if you are up against PS6 or lower enemies, VI isn't necessarily the upgrade you want. Outmaneuver suddenly becomes quite interesting. Yes, he may only be throwing 3 dice at the enemy, but with TL and Focus and -1 Agility, his attack may well be deceptively strong.
Tycho Celchu (26)
Push the Limit (3)
Chardaan Refit (-2)
Daredevil (3)
A-Wing Test Pilot (0)
Experimental Interface (3)
The most expensive of the A-Wings in this bracket at 33 points, Tycho is a seriously nimble craft. At PS8, he moves late in the game. PTL is an obvious call for Tycho, since he laughs at stress. Now, Daredevil is interesting here. It gives Tycho a stress (hah), but it allows him to do an extra 1 hard as an action every turn. Add to this his ability to boost, and Tycho can radically change his bearing and position after moving. And since he has Experimental Interface, he doesn't even have to spend his action to do so. If you can't arc dodge with Tycho, keep in mind that you can daredevil into an overlap situation. So if you are, or can get next to, that target, slam into it so it can't shoot you this round. Play the long game.
Also, Daredevil eliminates the most serious problem with Tycho, the inability to K-Turn. Now you can turn 225 degrees and still have an action for focus/evade/TL. It's an incredibly agile ship, and one that you don't want to face late game. He may well be the ultimate flanker.
The next set is all about the Proton Rockets and other things that go 'discard this card' in the night. If you hate all things ordnance, turn back now.
...
Abandon all Refits now, Ye who enter here.
Tycho Celchu (26)
Push the Limit (3)
Proton Rockets (3)
Outmaneuver (3)
A-Wing Test Pilot (0)
First up, Tycho. A more obvious build here. He's PS8, so most enemies should have moved already. Tycho can boost and focus, or focus and TL if he's already at Range 1, out of arc. Proton Rockets then are 5 attack dice, with focus plus possible TL. If out of arc, subtract one agility. This should hurt. Add another point for Munitions Failsafe if your dice hate you. Expensive, but a potent punch.
Jake Farrell (24)
Push the Limit (3)
Proton Rockets (3)
Veteran Instincts (1)
A-Wing Test Pilot (0)
Jake's build here is quite obvious. You've got a nimble Jake, able to barrel roll + boost + focus in a single round, then launch a devastating 5 dice + focus attack, all at PS9. There isn't a lot more to say other than Ouch.
Arvel Crynyd (23)
Proton Rockets (3)
Daredevil (3)
Experimental Interface (3)
A-Wing Test Pilot (0)
Now we get into the more interesting builds. Arvel has always been unloved. Now he's got something no one else has. The idea is that you move near an opponent. If you don't actually strike them, you can activate EI to trigger Daredevil. Yes, you will have 2 stress from this. But you will be in contact with the enemy. With Proton Rockets and focus, that's a 5 Dice + Focus attack on an enemy that can't shoot back. Should be interesting to watch. Next turn, do a 5 forward, clear out of the area, and come back when you are stressless again.
Gemmer Sojan (22)
Proton Rockets (3)
Predator (3)
A-Wing Test Pilot (0)
Gemmer, of all the A-Wings, wants to be in range 1. It's only natural that he should get the Proton Rocket. Here, add in predator. He gets a 5 dice + focus attack, plus a reroll or two. And he's got the 4 Agility dice to survive in most cases. He should be an excellent flanker.
Green Squadron Pilot (19)
Outmaneuver (3)
Homing Missiles (5)
Opportunist (4)
A-Wing Test Pilot (0)
This is an interesting one. Green Squadron Pilot has always been interesting, having an EPT at PS3. Now he has two. At range 3, he can fire Homing Missiles, denying their Range 3 bonus die, plus dropping a die from Outmaneuver. Since he shoots so late in the round, the enemy may well have used their focus tokens already. That would allow 5 dice Plus Target Lock against a ship with -1 Agility at range 3. Not bad for 31 points. Even after his first missile is spent, he can still be a threat with opportunist and outmaneuver, constantly harassing the enemy.
Bonus:
Gemmer Sojan (22)
Chardaan Refit (-2)
Lone Wolf (2)
Stealth Device (3)
A-Wing Test Pilot (0)
Gemmer, with 5 evade dice, the ability to reroll blanks if he's alone, at 25 points. An excellent late game ship. Good luck taking it down. All for the price of Horton Salm.
Just some thoughts of mine. The ordnance ones are more expensive, of course, but should pack a mean punch early on. A-Wings have been largely ignored on the basis that their attack dice are only 2, often by people that also laud the TIE Swarm as an effective strategy even though that exclusively has 2 attack dice for those ships. 2 dice is ignored at your peril. It's not as flashy, but A-Wings are cheap and many of them can have 2 EPTs, which have some incredible effect interactions. What are some of your favorites? Do you have a favored A-Wing build that everyone tells you is crazy?
Edited by SableGryphon