I have a soft spot for Y-wings myself.
A-Wings on a whim...
I don't get why people whine about A-wings, they're usually the last Rebel ships on the board for us. It's true that you can prioritise them last because they can be impossible to hit yet don't pose much of a threat. You'll have to deal with them eventually, and all the time you're ignoring them they will be getting shots in on you.
All this procket talk makes we want to try a Dutch+procket A-wing list. With the new BTL-A4 I think Y-wings can be a real threat.
I was thinking along similar lines to this myself last night - I'd probably want to keep the 360 fire to give Dutch a better shout at ioning something each turn, leaving the As to hunt down his victims
Edited by KnucklesamwichAll this procket talk makes we want to try a Dutch+procket A-wing list. With the new BTL-A4 I think Y-wings can be a real threat.
I was thinking along similar lines to this myself last night - I'd probably want to keep the 360 fire to give Dutch a better shout at ioning something each turn, leaving the As to hunt down his victims
I don't get why people whine about A-wings, they're usually the last Rebel ships on the board for us. It's true that you can prioritise them last because they can be impossible to hit yet don't pose much of a threat. You'll have to deal with them eventually, and all the time you're ignoring them they will be getting shots in on you.
They are the last on the board because they are the least threat and no one with a clue kills the weakest unit first and leaves the big hitter for end game.
Yeah, being the last ship to die doesn't mean that ship is better than the others, it just means it wasn't threatening enough to be the priority target.
When I play against Fat Han, the Z-95s are usually the last to die, that doesn't mean theyre better then the Falcon.
Edited by TvboyIf you're paying more than 20 points for a 2-dice gun, you're paying too much. A-Wings are super fun, and very effective as part of a mini-swarm, but I have learned they are not something you should be putting a ton of points into an individual ship. Arc-dodgers need to be able to deal a lot of damage in a short period of time to quickly reduce the opponent's numbers and make it easy to continue arc-dodging (and win the game).
A-Wings work better as a very fast moving coordinated swarm operating in groups of 3-4, carrying out range 1 hit and run attacks.
I guess you're one of those people who'd be shocked when you realized I was serious about setting up 3 A-wings for my 100p list.
Against a lot of ships the A-Wing would be very hard to win against 1-1 in an end game scenario.
Against a lot of ships the A-Wing would be very hard to win against 1-1 in an end game scenario.
Please list then with a full statistical analysis.
I don't get why people whine about A-wings, they're usually the last Rebel ships on the board for us. It's true that you can prioritise them last because they can be impossible to hit yet don't pose much of a threat. You'll have to deal with them eventually, and all the time you're ignoring them they will be getting shots in on you.
They are the last on the board because they are the least threat and no one with a clue kills the weakest unit first and leaves the big hitter for end game.
in a void, sure
in practice, it's up to you to make that little A-wing as much of a pain in the ass as possible. Either your opponent ignores it and suffers, or shoots it and leaves the rest of your squad that much more unmolested.
I've been running several lists with two ion cannon B-wings and an ace pilot that leaves me with a frustrating 14 point gap, but when I bumped down to Luke Skywalker (vi r3-a2 and eu) to get 15 points free and threw in the prototype...well I sure as hell did not regret it.
In multiples, I think the Z-95 is by far the more efficient ship (the 3 point difference really stacks up), but if you get a choice between a single headhunter and an A-wing you should take the ******* A-wing. They are worlds apart in terms of utility. Where the single Bandit just kind of sticks out as a pointless addition to the squad, the proto-type ranges ahead, forces shots, blocks, and generally makes a massive nuisance of itself to greatly facilitate the slower ships. At the very least, it's getting some very choice shots off (at range 1, even) if your opponent decides to ignore it completely. The combination of maneuverability and durability make it the best filler ship in the game, imo.
The only problem is, of course, that you have to pay more for it which discourages mini-swarms the likes of which Zs and Ties pull off so well.
Now, I don't particularly enjoy the more expensive but similarly offensively challenged characters...but I refuse to shut up about Predator Gemmer. The man is the most annoying ship since Biggs, and he simply preys on poor little swarm ships and even fatties to a degree. He's cheap enough for his 2 dice offense not to overly impact him, he's stupidly durable to the point that the opponent doesn't want to shoot him, but he hits hard enough that he can't really be ignored.
Against a lot of ships the A-Wing would be very hard to win against 1-1 in an end game scenario.
Please list then with a full statistical analysis.
With a 5 straight and tons of greens the A-Wing can cover ground to escape from a bad situation better then just about any other ship. I wouldn't go toe to toe with many ships but Outmanuvering is very easy with an A-Wing.
I guess you're one of those people who'd be shocked when you realized I was serious about setting up 3 A-wings for my 100p list.If you're paying more than 20 points for a 2-dice gun, you're paying too much. A-Wings are super fun, and very effective as part of a mini-swarm, but I have learned they are not something you should be putting a ton of points into an individual ship. Arc-dodgers need to be able to deal a lot of damage in a short period of time to quickly reduce the opponent's numbers and make it easy to continue arc-dodging (and win the game).
A-Wings work better as a very fast moving coordinated swarm operating in groups of 3-4, carrying out range 1 hit and run attacks.
Unfortunatly, some people refuse to even consider the viability of 2 attack dice ships. If I had 3 A-wings though, I'd be doing it all the time. Some of the "underdogs" of the game really are some of the best performing ships (e.g. Y-wings, A-wings, Defenders, E-wings).
Unfortunatly, some people refuse to even consider the viability of 2 attack dice ships. If I had 3 A-wings though, I'd be doing it all the time. Some of the "underdogs" of the game really are some of the best performing ships (e.g. Y-wings, A-wings, Defenders, E-wings).I guess you're one of those people who'd be shocked when you realized I was serious about setting up 3 A-wings for my 100p list.If you're paying more than 20 points for a 2-dice gun, you're paying too much. A-Wings are super fun, and very effective as part of a mini-swarm, but I have learned they are not something you should be putting a ton of points into an individual ship. Arc-dodgers need to be able to deal a lot of damage in a short period of time to quickly reduce the opponent's numbers and make it easy to continue arc-dodging (and win the game). A-Wings work better as a very fast moving coordinated swarm operating in groups of 3-4, carrying out range 1 hit and run attacks.
In untimed games the A-Wing is a pretty good performer. The downfall is the ability to kill quickly. Outmanuver can help that but not to the level of an extra red dice.
I guess you're one of those people who'd be shocked when you realized I was serious about setting up 3 A-wings for my 100p list.If you're paying more than 20 points for a 2-dice gun, you're paying too much. A-Wings are super fun, and very effective as part of a mini-swarm, but I have learned they are not something you should be putting a ton of points into an individual ship. Arc-dodgers need to be able to deal a lot of damage in a short period of time to quickly reduce the opponent's numbers and make it easy to continue arc-dodging (and win the game).
A-Wings work better as a very fast moving coordinated swarm operating in groups of 3-4, carrying out range 1 hit and run attacks.
Unfortunatly, some people refuse to even consider the viability of 2 attack dice ships. If I had 3 A-wings though, I'd be doing it all the time. Some of the "underdogs" of the game really are some of the best performing ships (e.g. Y-wings, A-wings, Defenders, E-wings).
there is a very good reason 2 attack die ships aren't considered if they aren't at bargain prices. Hitting 3 agility with 2 offense is hard enough, never mind crap like Phantoms or Stealth Device or Auto-thrusters...at that point, your 2 die ships are just blockers unless they've invested in some interesting tech (auto-blaster turret, ion cannon turret +/- BTL-A4, feedback array...)
A-wings don't have said interesting tech because ordinance has failed hard. What they have is a sturdier profile, an incredible dial, and boost for those really pain in the ass blocks you would not have been able to get to otherwise.
Edited by ficklegreendiceSlightly off-topic, but the urge to sing "The Lion Sleeps Tonight" is always just a whim away
a whim away a whim-away a-whim-away awhimaweh awimaweh awhimawh awimaweh