In Defense of the A-Wing

By chemnitz, in Star Wars: Armada

There has been some hand-wringing about how the poor A-Wing is under-powered. However, there is one crucial reason why the A-Wing still has the potential to be as awesome as it ought to be: Counter is great against weenies. The Imperials are much more likely to field weenies (TIE Fighters, TIE Bombers), and so the A-Wing is more likely to benefit from this strength vs. weenies than the TIE Interceptor is.

Let's create a thought experiment. 12 TIE Fighters (96 points, max possible) go head-to-head with 9 A-Wings (99 points, max possible). These two groups are equal in health (36 hull each). The TIE Fighters roll 3 blues each (36 total dice) and each die hits half of the time (18 hits on average). The A-Wings respond with 3 blues each (27 total dice) and each die hits half of the time (13.5 hits on average). Uh, oh. The TIE Fighters are winning--have I just proven that A-Wings are terrible!?!? Nope, each of the TIE Fighter attacks will provoke a Counter 2 response, even if the A-Wing dies. That is 12 more attacks of 2 blues each (12 hits on average). So, the A-Wings will inflict approximately 25.5 hits on the TIEs' 36 hull, while the TIEs will inflict approximately 18 hits on the A-Wings' 36 hull. It is a complete slaughter--the A-Wings will usually carry the day (not to mention that the A-Wings are faster and are easier to command with their smaller numbers). That is the A-Wing's role--the destroyer of TIE Fighters (and Bombers).

Unfortunately, the A-Wings are less effective against TIE Interceptors. In a theoretical battle of 9 Interceptors (99 points) vs. 9 A-Wings (99 points), you are looking at the A-Wings delivering 18 hits on the Interceptors' 27 hull (2/3 damage capacity), while the Interceptors deliver 27 hits on the A-Wings' 36 hull (3/4 damage capacity). It is close, but the Interceptors have a slight edge. However, note that the A-Wings are more likely to live long enough to deal out more Counter attacks each. Furthermore, the A-Wings do one thing much better than TIE Interceptors do: they are much better at anti-ship. 9 Interceptors will average 4.5 hits per turn against capital ships, while 9 A-Wings will average 6.75 hits per turn against capital ships.

Thus, in conclusion, I believe that the A-Wing will probably find a place in my fleets, especially if the meta is filled with TIE Fighter swarms (which it probably will be).

EDIT: I realize that I forgot to include the Swarm ability for the TIEs in my calculations. I still think that the A-Wing vs. Tie Fighter match-up favors the Rebels, while the TIE Interceptor vs. A-Wing match-up favors the Imperials. If someone wants to figure out re-roll math, be my guest.

Edited by chemnitz

I think the A-Wing will also be a major boon for the Rebels due to its high speed and ability to pin down TIEs while your slower bombers take the opportunity to pound on the enemy caps. The Imperials already have faster ships, so they will have (comparatively) less use for the Interceptors in that role. The A-wing fills an important niche in the Rebel fleet, and I think that is worth a point or two.

Long live the A-Wing!

I think swarm will bump up the damage to favor TIEs. Interceptors for sure, and Lines probably. I'll do math later on em.

A lot will come down to how the engagement rule works. If just being in range 1 locks every single enemy squadron down, a single A-wing could lock up an entire swarm. The could be the difference between your Y-wings squeaking by for their attack run or a fleeing capital ship to get under cover.

Honestly, I think there are two different Rebel builds right now.

1) Talk Softly, Carry A Big Stick

Several hard hitting capital ships form the backbone of this fleet, fighters exist to maintain space superiority, not to threaten enemy Caps.

2) Even Bees Can Bring Down A Bear

Support Ships primary role is to either destroy enemy squadrons or to support your own. Fighters here are meant to escort your bombers who are the primary threat to the enemy.

In #1 A-Wings will be the most effective fighter. They are speed 5 and counter, X-wings are more expensive and sacrifice some of that extra cost into being good against ships. In #2 A-wings will be a bit rarer, as X-Wing escorted Y's will be the primary.

I really don't think the A-Wing needs a defence (especially before anyone has even used them). It fills a specific role that no other Rebel fighter can cover. It's not like the Rebels have a different high speed interceptor option they can use instead.

To add some more to this line of thought, what is the most efficient way to kill ships with counter? There are two approaches. First of all, you can use capital ships with good anti-fighter attacks. Counter only works against squadrons. Every hit made against an Interceptor or A-Wing with a capital ship is (on average) one damage saved from not facing a Counter attack. If you expect to face lots of Interceptors and A-Wings, bring a couple Nebulon B Escorts or Assault Frigate Mark II A's (for Rebels) or Gladiator II's (for Imperials).

The other way to deal with Counter attackers is to one-shot them. A single strong attack is better than a bunch of weak attacks, since you will face fewer Counter attacks. It is even better if you can one-shot one of them before they can make their main attack. Therefore, good ships to deal with Counter attackers are X-Wings (especially Wedge), TIE Interceptors, and Darth Vader. All of these have a reasonable chance to one-shot an Interceptor, denying it its 4-dice main attack and limiting it to only a single Counter attack. This brings me to a subtle advantage of the A-Wing over its Counter attacking counterpart: A-Wings are pretty tough to one-shot. It would take a very lucky roll by one of the 4-die attackers to take one down--probably only Wedge and Vader could do it with any consistency. That means that A-Wings are more likely to get to use their main attack and more likely to get multiple Counter attacks in before they die. The flimsiness of the TIE Interceptors is a major weakness, which means that Interceptors will need to use their speed to their advantage and fly cautiously, avoiding any situation in which they could be one-shotted.

Edited by chemnitz

Apparently the A team is getting plenty of love. I think the B Wing is the one getting the least love at this point.

Apparently the A team is getting plenty of love. I think the B Wing is the one getting the least love at this point.

B wings have by far the most powerful anti ship attack. Blue dice will give Ty either a hit or an accuracy, and black dice average one damage. So either you do two damage, or one damage and black them from using a defense token.

Its so slow though... I don't know... have to see how it plays out in a real game...

I think B-Wings are best against aggressive enemies. Gladiators will hate them, as will Vic I's. Vic II's however will simply sit far away and throw TIEs at them. In a 6-turn limit I don't think B-Wings have the speed to actually get to the enemy and spend enough turns shooting to actually make them worth their points, unless the enemy tries to get into Close range immediately.

A-Wing thumbs up. Was always one of my favorite rebel fighter.

only move or shoot mechanic for squadrons will set slow bombers in a kind of road block position. exspecially against VSDs which cant realy turn.

Remember that A-Wings don't have "bomber" and thus don't benefit from all the crit facings on the black dice. A-Wings will also be the lowest priority ship to shoot at, so "counter" doesn't really come into play unless they are alone. They also have no equivalent to Howlrunner, who can push squints to 5 blue dice and a re-roll for their regular attack, and 3 blues and a re-roll for their counterattack.

Fundamentally, A-wings are the rebel equivalent to the Tie fighter rather than the Interceptor, as they are the only ship that could reasonably act as a fighter screen for the rebels. This in and of itself means it's worth taking as nothing else the Rebels have fills that roll.

The big questions are what ratio of Tie fighters and squints is reasonable, and "Y or B".

That raises the question, does Howlrunner's bonus and swarm actually apply to retaliate?

The article explicitly says Howlrunner boosts their counterattacks because they have "swarm", it can be presumed that swarm itself also boosts counterattack as they have very similar wording.

Then, because Soontir Fel and your other TIE Interceptor Squadrons all have the Swarm keyword, they can have their Counter attacks further boosted by “Howlrunner.”

Bold text is from the article itself.

Remember that A-Wings don't have "bomber" and thus don't benefit from all the crit facings on the black dice. A-Wings will also be the lowest priority ship to shoot at, so "counter" doesn't really come into play unless they are alone. They also have no equivalent to Howlrunner, who can push squints to 5 blue dice and a re-roll for their regular attack, and 3 blues and a re-roll for their counterattack.

Fundamentally, A-wings are the rebel equivalent to the Tie fighter rather than the Interceptor, as they are the only ship that could reasonably act as a fighter screen for the rebels. This in and of itself means it's worth taking as nothing else the Rebels have fills that roll.

The big questions are what ratio of Tie fighters and squints is reasonable, and "Y or B".

Perhaps A-wings should receive the "escort" ability to make the counter more useful

Edited by Durand

A wings are interceptors, go forth and tie down enemy squadrons. Yeah their attack is average but a group of a wings could lock an entire tie screen down if spaced correctly. Then you get the counter boost. That frees your other ships for bombing runs. A wings are going to want to be "lone wolves" they don't synergies with the other rebel fighters except when operating seperatly as an advance.

Edited by Indomitable

Remember that A-Wings don't have "bomber" and thus don't benefit from all the crit facings on the black dice. A-Wings will also be the lowest priority ship to shoot at, so "counter" doesn't really come into play unless they are alone. They also have no equivalent to Howlrunner, who can push squints to 5 blue dice and a re-roll for their regular attack, and 3 blues and a re-roll for their counterattack.

Fundamentally, A-wings are the rebel equivalent to the Tie fighter rather than the Interceptor, as they are the only ship that could reasonably act as a fighter screen for the rebels. This in and of itself means it's worth taking as nothing else the Rebels have fills that roll.

The big questions are what ratio of Tie fighters and squints is reasonable, and "Y or B".

Perhaps A-wings should receive the "escort" ability to make the counter more useful
Edited by ScottieATF

Remember that A-Wings don't have "bomber" and thus don't benefit from all the crit facings on the black dice. A-Wings will also be the lowest priority ship to shoot at, so "counter" doesn't really come into play unless they are alone. They also have no equivalent to Howlrunner, who can push squints to 5 blue dice and a re-roll for their regular attack, and 3 blues and a re-roll for their counterattack.

Fundamentally, A-wings are the rebel equivalent to the Tie fighter rather than the Interceptor, as they are the only ship that could reasonably act as a fighter screen for the rebels. This in and of itself means it's worth taking as nothing else the Rebels have fills that roll.

The big questions are what ratio of Tie fighters and squints is reasonable, and "Y or B".

Perhaps A-wings should receive the "escort" ability to make the counter more useful
Perhaps you should put the models on the table first before deciding that models already need to be buffed? I mean seriously play at least one game before you decide what models are good or not. Have the complete rules in hand. I don't feel as if that is much to ask is it?

Just bringing it up for discussion. Are you easily offended? Did you have a bad experience with theory crafting as a child?

Now, now. Let's all take a breath. We can all agree that none of us are Gungans and that's what matters.

As for the A-wings, I agree they'll basically be swarm stoppers. In the X-wing book series Wedge always comments how the "speed jockeys" leap out in front of the slower X-wings in the initial pass. By tying up the more dangerous fighters, the X-wings were left to engage the Bombers.

My only concern is that A-wings will basically be throwaway squadrons, sacrificed to slow down an oncoming swarm? None of my pilots are expendable!

Fine, let's discuss.

What basis do you have deciding that Counter on the A-wing needs to be made more useful? Do you have any basis for determining that Counter on an A-wing is or is not useful?

The answer is none and no. At this point it's just baseless conjecture, and conjecture is likely being to nice, because you don't even have the rules or even an iota of actual play experience to substantiate your musings. None* of us do. No one is able to discuss the merit of your suggestion because we have no actual idea on the subject to begin with.

This isn't three years from now. At that point when new models are previewed there is a reasonable background of knowledge available to players to back initial judgements about a new models effectiveness. And even then those initial judgement must be tempered.

That we have to have a thread titled "In Defense of the A-wing" is absurd. How an unreleased model, in an unreleased game, with unreleased rules can already require a "defense" borders on inane.

Take a step back from your preconceived notions about what is or is not effective in Armada until you at least have some ability to actually provide even a rudimentary backing to those opinions. I promise you'll enjoy the game more if you aren't already burdened by that type of baggage.

Edited by ScottieATF

While I'd probably have said it a bit more calmly, I'm with the guy above me ^^. Trying to defend something that nobody has actually used is ludicrous, even for forums.

Nothing proves to ludicrous for forums it seems.

Just bringing it up for discussion. Are you easily offended? Did you have a bad experience with theory crafting as a child?

Theory crafting has to be based on at least some experimental data. We have ZERO.

Just bringing it up for discussion. Are you easily offended? Did you have a bad experience with theory crafting as a child?

Theory crafting has to be based on at least some experimental data. We have ZERO.

I'm not sure I agree with this constraint. Thought experiments are used often when experimental data is impossible to gather. Reason and a basic understanding of the rules is sufficient. I agree, however, that the results of such experiments are less conclusive without experimental data.