A-Wing Aces

By LegionThree, in X-Wing Squad Lists

So now that my competitive session is over in trying to come up with of the walk lists. So here is a three A build. It should be good for hunting phantoms and Fel as well as blow up falcons and decimator. Only thing it should really struggle with would be swarms they can't dodge the arcs on.

98 points

A-WING: · Jake Farrell (24)

Veteran Instincts (1)

Proton Rockets (3)

Autothrusters (2)

A-Wing Test Pilot (0)

Push The Limit (3)

A-WING: · Gemmer Sojan (22)

Proton Rockets (3)

Autothrusters (2)

A-Wing Test Pilot (0)

Push The Limit (3)

A-WING: · Tycho Celchu (26)

Veteran Instincts (1)

Proton Rockets (3)

Autothrusters (2)

A-Wing Test Pilot (0)

Push The Limit (3)

I look forward to seeing any comments or thoughts.

whisper wont be a problem with Tycho rolling in and dropping prockets in her face before she cloaks. With swarms, you don't have to worry about arcs (piddly two dice make the mighty gemmer guffaw with condescending mirth); you have to worry about getting blocked. Blocking is a severely under-appreciated facet of the game on these forums, probably because it's the age of 2 ship lists, and it will wreck the absolute **** out of action-dependent As.

Similarly, Soonts is someone you want to have blockers for, and I mean blockers approaching insanity (5 A-wings total)

but for what it's trying to be, the list is essentially perfect. You could go for predator on gemmer, but I rather like PTL when facing the diluge of fat 2-ship builds. A-wings are wondrously tanky bastards when you get PTL kicked ^_^

Agree with FGD. Predator on Gemmer, otherwise I can't complain. I run my Tycho a little differently but your build still is a solid predator outmaneuver list.

I ran almost the exact same builds with Tycho and Jake, and except for a matchup with two skill level 9 TIE interceptors (Fel and another one with VI) they had no problem dodging arcs or simply evading shots at range 3. I still am on the fence about the prockets, but having them available for when you find yourself at range 1 or within a boost of range 1 is really handy and has turned decently good maneuvers into game changers a couple times for me.

Still trying to figure out the rest of the list as well. Perhaps the most fun I has was when I tried Ibtisam with Sensor Jammer and Elusiveness, which ended up creating a "really obnoxious B-Wing" that my opponent spent much of the game trying to kill because Tycho and Jake were running circles around his ships with boosts/barrel rolls.

Well I managed to get three games in. I only lost one to VI Brath and Oicunn because I was dumb and sent two after Brath and gemmer at Oicunn. Otherwise it's fun but once the tickets are away you really suffer trying to get damage out. I'll probably swap out gemmer and either run two proto As or something.

Edited by LegionThree

Yeah... 6 red dice in total is hard to deal with. I feel using the aces requires a lot of situational handling. In general, I try to be insanely aggressive EXCEPT with turrets. With turrets, I tend to try and stay in range 2 and out of arc or range 1 if I can block with Gemmer. Otherwise range 1 is too much dice and it'll eat through green dice and thrusters eventually. But at range 2, three red dice against a focus/evaded/thrustered A-wing is probably going to dodge most of that dice.

With swarms, I try to split them up, never keep my A-wings together and whomever the swarm goes after, bugs out so there is no solid shot on him, get behind them drop shots, bug out some more. Expect a swarm match to go to time.