I personally don't think A-Wings are broken, but here's a thought...

By dakralter, in X-Wing

Maybe Im playing a different game than some of you but ptl and outmanoeuvre are absolutely badass in a's! In our last tourney at the local store Jake one shotted turr with stealth at range 1 and in my final game at the top table single handedly ate lando!

Yeah, the rarity of that shot has already been covered, but grats on making it :P (and get your opponent to a green-dice-victims-support group, I know a couple...)

Sadly, even with Out Manuever, the character As are simply never going to measure up offensively to similarly costed or even cheaper ships. They are, however, much more defensively capable.

I've had Jake Ferrel described to me as a "late game" ship, simply because the guy is basically impossible to catch when the game's been reduced down to one or two ships per side.

Now, how one's supposed to deck their squad out to support a "late game" ship is beyond me. Far harder hitting pilots (such as Wedge) are fairly easy to utilize with an escort of Bandit-fodder or some Biggs-related nonsense and the amount of work they do is fairly easy to notice. Beyond Proton Rockets, the impact my Jakes has had on the battle has been almost too subtle to notice until he's the only one left and suddenly my opponent stopped rolling red dice.

Edited by ficklegreendice

Here's a future Jake I may run:

Lone Wolf

Outmaneuver

Autothrusters

Refit (or Prockets)

29/34. Just seems nasty.

There is an A-Wing build I want to try. 4x Prototype with refit, Etahn with PtL, AdvS, R2.

Maneuverable and fun. Don't think it will be that competitive though.

Here's a future Jake I may run:

Lone Wolf

Outmaneuver

Autothrusters

Refit (or Prockets)

29/34. Just seems nasty.

Here's a future Jake I may run:

Lone Wolf

Outmaneuver

Autothrusters

Refit (or Prockets)

29/34. Just seems nasty.

I don't think Lone Wolf is going to go well on A-wings... They need to be at Range 1 to compensate fr the weak attack, which is going to have a good chance to get them stuck in the furball and too close to an ally. Lone Wolf is going to work much better with a ship than can throw serious damage from long range, without getting stuck in.

I don't disagree, but I think it will be worth a shot and make him pretty tough on an initial approach and endgame.

A-wing are the lowest cost "interceptor" in the game as of now. Giving them an auxiliary firing arc seems to make them broken.

If anything I would go with a title that can change 1 focus to a hit for 5 points. That is it and yes it is expensive but think about it. A 25 point interceptor that can boost evade reroll a defense dice and get a free focus to hit. I think that is fair for the points.

I think the awing and the defender to some extent will just keep getting a little better, a little better, a little better. With every A except proto getting an EPT and most named getting 2, and eventually getting decent missiles it will find a way someday but for now it's all about Jake, Gemmer, Tycho.

Defenders have cannons. I am awaiting the Scyk preview for firespray and defender purposes just as much for Scyk.

Just came back from testing out some more Jake Farrel, and basically reaffirming my thoughts on character As

1.) Dude is hilarious fun to fly

2.) the 2/3 dice different is glaringly noticeable.

Flew him, two FCS B-wings, and Blount w/Ion Pulse up against Dash (who one-shot Blount turn one...because...) and while he was absolutely boss at pestering the YT-2400, it seemed to take forever to eat through those hull points after the Prot-Rocket smashed through the shields.

More testing needed, especially to see if the Bs and Prot-Rocket can output enough damage to compensate for two 2-dice ships. Blounts in there because I have 20 points to fill and the Y-wing Title + Auto turret isn't out yet (he does make prot-rockets and B-wings remarkably easy to utilize, though)

Edited by ficklegreendice

That's been my experience with Jake. I got Aces and was running Him and Tycho with 2 bandits, and after the Prockets went off Jake and Tycho just could not make any headway. And yes i've tried outmaneuver and predator. They suffer the same problems as Interceptors, where one bad evade roll dooms you, but their offense is nowhere near as consistent.

A-wings suffer from the same issue as interceptors: high prevalence of turretbricks. That just got majorly shaken up by Autothrusters.

Not really. The issue A-Wings have is their god awful 2 attack dice. Without something like Howlrunner to support them, they will just never be viable in tournament lists.

I've always wanted to run a penta proto proton list. 5 rockets isn't something to laugh at!

The way I see a-wing is it's a slightly more expensive z-95... With boost, a better dial, 2 epts, and 1 more agility. That's probably worth the 4 points from a Tala to a GSP considering engine upgrade by itself is 4 pts.

Edited by Koshinn

Never is quite a large word.

A-wings suffer from the same issue as interceptors: high prevalence of turretbricks. That just got majorly shaken up by Autothrusters.

Not really. The issue A-Wings have is their god awful 2 attack dice. Without something like Howlrunner to support them, they will just never be viable in tournament lists.

Yeah, 2 attack without howlrunner is terrible and you'll never see someone like Paul Heaver running 3 such ships at Worlds.

I've always wanted to run a penta proto proton list. 5 rockets isn't something to laugh at!

The way I see a-wing is it's a slightly more expensive z-95... With boost, a better dial, 2 epts, and 1 more agility. That's probably worth the 4 points from a Tala to a GSP considering engine upgrade by itself is 4 pts.

You'll also note that Paul didn't run A-wings (and they weren't seen in the Top 32), so there's a threshold people will pay for two attack dice ships when a cheaper option is available, especially when the difference In the points is consistently the difference between having another ship.

Edited by AlexW

To the OP: The last thing we need in this game is another rear arc or turret. Never mind lore.

Trouble with the A-Wing is, that it is too expensive for it's measly 2 attack dice. The obvious fix is Expose, but as it has the rather serious drawbacks of costing an action and a green die, only Tycho can take it comfortably.

Tycho Celchu

A-Wing Test Pilot

Experimental Interface

Expose

Daredevil

Chardaan Refit

You can use Prototype Pilots with Chardaan Refit as blockers, but Z-95 are better, because significantly cheaper.

Yeah, 2 attack without howlrunner is terrible and you'll never see someone like Paul Heaver running 3 such ships at Worlds.

Fan Han builds don't run the Zs because of their attack power. They're run because they get the maximum number of ships in (which is, you might note, one of the other ways to compensate for the 2 attack). They're also not the primary damage dealer for the list - they're there to distract and harass and keep Han alive until the end game by absorbing fire.

But hey, keep with the trolling, you'll get better at it some day.

To the OP: The last thing we need in this game is another rear arc or turret. Never mind lore.

I'll agree with the part about turrets for now, but whats your reasoning behind not putting another rear arc in the game? There's a total of one ship currently that has a rear arc, and before you say that turrets=rear arc im going to tell you that's not even remotely true.

Yeah, 2 attack without howlrunner is terrible and you'll never see someone like Paul Heaver running 3 such ships at Worlds.

The French national champion (and I think the UK national champion too) ran 8 TIE lists at their respective nationals. 2 dice isn't bad. What's bad is too few dice overall. A two dicer can't punch through the Fat Falcon's defences and a 3 dicer is brutally unlikely to. Eight two dicers are often proposed as a way to kill Fat Falcons.

before you say that turrets=rear arc im going to tell you that's not even remotely true.

I've give you that they're not the same thing, but they're not that different. They're both arc expansions, the rear arcer just has a lateral weakness.

Edited by TIE Pilot

To the OP: The last thing we need in this game is another rear arc or turret. Never mind lore.

I'll agree with the part about turrets for now, but whats your reasoning behind not putting another rear arc in the game? There's a total of one ship currently that has a rear arc, and before you say that turrets=rear arc im going to tell you that's not even remotely true.

I would personally have no problems with butt-arc As (their lasers do seem attached in a way that was designed to spin around behind them), but I do wonder how FFG would handle re-issuing bases for all the pilots

Wouldn't solve the 2 dice problem, but it would open up tons more ways to be annoying (and outmaneuver)

Edited by ficklegreendice

To the OP: The last thing we need in this game is another rear arc or turret. Never mind lore.

I'll agree with the part about turrets for now, but whats your reasoning behind not putting another rear arc in the game? There's a total of one ship currently that has a rear arc, and before you say that turrets=rear arc im going to tell you that's not even remotely true.

Rear arcs are not as bad as turrets, I give you that, but they also shift the focus of the game from maneuvering to rolling dice, which is a bad thing in my book.

The game IS about rolling dice. Maneuvering helps you maximize your dice while minimizing your opponents dice.

This is an oversimplification, I'll put up a longer post when I'm not on my phone.

Edited by Bipolar Potter

To the OP: The last thing we need in this game is another rear arc or turret. Never mind lore.

I'll agree with the part about turrets for now, but whats your reasoning behind not putting another rear arc in the game? There's a total of one ship currently that has a rear arc, and before you say that turrets=rear arc im going to tell you that's not even remotely true.

Rear arcs are not as bad as turrets, I give you that, but they also shift the focus of the game from maneuvering to rolling dice, which is a bad thing in my book.

actually, I've found rear-arc makes the game more about maneuvering because you can't jut k-turn to infinity when a firespray's on the board

The rear-arc really forces you to think about different maneuvers relative to single-arc ships and how to best abuse positioning to get the enemies in one of your arcs while dodging their single one

The 360 turret, though, just feels like baby's first X-wing and does feel too much like a dice off :(

EDIT: only because the advantage is so powerful, mind (and not the ion/blaster varieties, I mean YTs specifically)

It's true that with YTs you do have to think about how to best abuse the turret by flying unconventionally, but I've always felt like I'm cheating (esp Dash) because the poor arc-dependent ships just have no chance unless they're interceptor/phantom class against a Large Base that displaces so much space when it moves and doesn't go 'splody when you goof (like the Phantom, which is still a Z-95 when you get through all the tokens)

Edited by ficklegreendice

To the OP: The last thing we need in this game is another rear arc or turret. Never mind lore.

I'll agree with the part about turrets for now, but whats your reasoning behind not putting another rear arc in the game? There's a total of one ship currently that has a rear arc, and before you say that turrets=rear arc im going to tell you that's not even remotely true.

I would personally have no problems with butt-arc As (their lasers do seem attached in a way that was designed to spin around behind them), but I do wonder how FFG would handle re-issuing bases for all the pilots

Wouldn't solve the 2 dice problem, but it would open up tons more ways to be annoying (and outmaneuver)

One way I can think of that they could apply the mod retroactively, without having to release anything new, and while keeping the ability modest, would be to do something like:

"Position the range ruler anywhere between the two pegs on the ships rear; any enemy ship overlapped by the ruler is considered to be in arc."

That would give a very narrow band to the rear arc, and address fluff concerns that a pilot would have trouble targeting things behind him. But I think that version of the upgrade would have to stay fairly cheap, points-wise. They could also tweak the arc band by allowing the short edge of the ruler to be placed anywhere along the back of the base, barrel roll style.

What about a card that allows A-wings to take Anti-Pursuit Lasers?

1. It would only be usable at very close range (overlapping)

2. It would not require any modification to existing ship bases

3. It would not be overpowered

4. It would thematically "fit" (well... mostly... and at least as well as APL do a good job of simulating the rear guns on a Lambda shuttle)

Edited by Chris Maes

A-wings suffer from the same issue as interceptors: high prevalence of turretbricks. That just got majorly shaken up by Autothrusters.

Not really. The issue A-Wings have is their god awful 2 attack dice. Without something like Howlrunner to support them, they will just never be viable in tournament lists.

Yeah, 2 attack without howlrunner is terrible and you'll never see someone like Paul Heaver running 3 such ships at Worlds.

I've always wanted to run a penta proto proton list. 5 rockets isn't something to laugh at!

The way I see a-wing is it's a slightly more expensive z-95... With boost, a better dial, 2 epts, and 1 more agility. That's probably worth the 4 points from a Tala to a GSP considering engine upgrade by itself is 4 pts.

Looking at his list now, I don't see any A-Wings. Maybe I have the wrong list? Or do you just mean he used Z-95s? Because they are cheap and getting 3 of them to complement Fat Han is a great build right now. It's almost as if Z-95s are different from A-Wings in cost.

I honestly don't see a problem with A-Wings.

For 15 points, you get an AMAZING blocker with the prototype. If I have the points, I'll take a prototype over a Z-95 every time. The Green Squadron Pilot is also a good buy. 17 points with Chardaan and you can outfit them in many interesting ways. If you need firepower, you can slap Opportunist on one. 21 points for a pretty tanky small ship that has a great dial and good actions isn't too shabby at all.

Jake and Gemmer are also pretty good. There's a lot of roles that A-Wings can fill in your list. They aren't really a "filler ship". I like to think of them more as a "spec ops" ship. You can do some crazy things with a GSP and two EPTs.