A-Wing Aces in the current meta

By surly88, in X-Wing

I started playing various lists with 3 A-Wings (Jake, Tycho and either Gemmer or Green) and so far they performed really well.

The list stands 2:0 against Fat Han, 3:0 against Double IG and 2:0 against "4 rebel ships including Biggs and an control Y-Wing".

Here's what I'd call a good core for this build ...

Jake Farrell (24)
Push the Limit (3)
Proton Rockets (3)
Veteran Instincts (1)
A-Wing Test Pilot (0)

Tycho Celchu (26)
Push the Limit (3)
Proton Rockets (3)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Push the Limit (3)
Concussion Missiles (4)
A-Wing Test Pilot (0)

Total: 89

View in Yet Another Squad Builder

From there you can upgrade in a lot of directions ... Autothrusters, Tycho with VI/Daredevil (and maybe EI), chance Green into Gemmer, change rockets on Green etc.

Either way, the idea behind the list is pretty easy: aim your 3 pilots at one opponent you want to kill, fly/boost into range with it asap. Then, depending on your opponent, either play them safe and escape for the remaining ~45 minutes or try to kill the remains.

I haven'd played against RAC+Soontir yet, but I guess it can go either way. If 3 A-Wings focus on RAC with rockets he'll have a hard time surviving. However Soontir can give Tycho and Green probably some trouble, and without rockets Jake can't really touch it either. I assume there's no need to use all rockets for RAC, cause he'll probably die sooner or later anyway (I guess?), so Jake should probably use his rockets for Soontir.

I'm curious what your thoughts about this type of list are. Right now it feels like a nice meta choice actually imo. I's similar to 3 Imperial Aces (3 Squints or 2 Squints + 1 Phantom) but lacks a bit constant damage while having better burst damage and more survivability. Shields help a lot while playing against Vader on a Turret, which is a pain in the a** for Squints.

Thoughts?

Edited by surly88

Is there any point on putting 'a wing test pilot' on a ship/pilot you're only giving one EPT to?

Its just an extra card in front of you doing nothing isnt it?

Personally I try and fly four A wings and ditch the ordnance but take outmanouvre which gives you a 'pseudo extra red die' by stripping away an enemy green.

It means you have to play a 'long game' so its probably not so hot for competetive timed play, you really have to dive in and out and nibble ships down.

Edit: ah obviously you've got 11 points spare to add that 2nd ept , sorry.

Edited by Gadge

That is pretty good. If I had three A-wings, I would try it right now.

Is there any point on putting 'a wing test pilot' on a ship/pilot you're only giving one EPT to?

Its just an extra card in front of you doing nothing isnt it?

Personally I try and fly four A wings and ditch the ordnance but take outmanouvre which gives you a 'pseudo extra red die' by stripping away an enemy green.

It means you have to play a 'long game' so its probably not so hot for competetive timed play, you really have to dive in and out and nibble ships down.

Edit: ah obviously you've got 11 points spare to add that 2nd ept , sorry.

Thanks for the reply! :)

As stated, that list above is basically just a "core", from there you can go a lot of directions. Especially Tycho can be varied quite a bit, some like VI and Thrusters, other prefer Daredevil and EI. Speaking for myself, I like him with Daredevil and Thrusters.

The Green Pilot gets either Draw their Fire, Lone Wolf, or nothing at all (at least speaking for myself). If he gets nothing, then yes, the Test Pilot is obsolete.

Regarding the ordnance, so far in my games the rockets are what make the list playable. With them you can (for example) joust a single IG-88 for example and finish it of within one turn, then chase the other one for the rest of the game. Without them I wouldn't know how to kill anything in time. YMMV ;)

That is pretty good. If I had three A-wings, I would try it right now.

If you want to try it out and proxies are allowed for fun games in your area, then just use a spare Interceptor dial as a replacement. They're basically ident, the only difference is that the A-Wing gets the straight 5 in green, while the squint has it white.

Edited by surly88

One of the most successful A-wing lists I've seen go up on this forum gives the Green Squadron Pilot the Ion Pulse Missile. Not only does it not spend the target lock, giving it a good chance to hit, it's also hard to overstate the value of ionising ships when you're playing maneuverability, especially large ships. It's especially good for setting up that procket shot.

Cool idea, do you maybe have a link to that list / report? I considered the Ion Rocket too on the Green Pilot, but haven't had time to test it yet.

I can tell tough, that in my experience the Proton Rockets aren't that great on a Green Pilot (at least in this setup, things look different when you bring 5 Protos with PRockets). Even with PTL he has a hard time getting into Range 1 at the right time when you need it.

So far I haven't tested Cluster or Assault Missiles on him either, maybe they're worth a look.

Edited by surly88

I love me my A wings, but there are a few lists that are just auto lose against 3 A wing Aces, and come wave Raider, those will become more commonplace. I highly recommend DD/EI on Tycho, but that means that you're running 3 arc dodging ships, and two of them are under PS9, so you'll struggle mightily with PS9+ pilots. Normally one of them can be corralled, but it's when you get the dual PS9+ that is pretty much an auto-loss. Such common examples are RAC w/ VI + Fel, Fel + Whisper, or Fel/Whisper + Vader (post Raider), though even Corran w/ VI + R2D2 can also be a pita against a good player.

I'm not saying that it's not possible to win those games, but it's extremely difficult to win them against good players. Obviously the best strategy is to block and setup the procket shot, but against a good opponent, he will be actively trying to keep that from happening, even if it means sacrificing shots.

With that being said, I'm unsure whether I like Green or Gemmer better, but as far as I'm concerned, his ability is essentially a 3 point EPT (and you get 2 PS for free, for whatever that's worth). If I consider it that way, I feel much better about the point that he doesn't get a second EPT slot. I would recommend dropping the concussion missiles, either for a 6 point save, or for Prockets/IPM. While the Green is unlikely to ever get the prockets off, it creates a no fly zone that can help corral the enemies into Jake's / Tycho's (especially the PS9+ pilots). The IPM will get off, and will help board control quite a bit. It's funny how a single well placed ion token can change the game.

As far as not being able to win in time, I call BS on that. Especially with the change to 75min rounds, AAA lists can have a decisive victory most of the time. The one exception could be against a TIE swarm, but it should still be a decisive victory since you can easily arc dodge all of those PS1 TIEs. But even then, two should drop easily to the Prockets, and then you have 5 remaining to kill, primarily with 3 dice R1 TL+F attacks from Jake and Tycho, and probably a 3 dice F attack from the greenie. You should be able to kill them in time, assuming you don't get green dice screwed in the opening pass and lose an A wing early on.

One strategy that I've found to make AAA (or AAE in my case) work better is to take the shots of opportunity. Most people say focus fire on one target until it dies, but the AAA list will want to play a hit and run style game, where chasing after the kill shot isn't a good idea. Do your damage and run away so you can't get damaged, then target the lone ship that you can isolate. Keep in mind the Tycho with DD is the fastest ship in the game.

I must admit, I really like a green with PTL and predator.

I've had this list rolling around in my brain for a while:

(38) Tycho, test pilot, PTL, VI, homing missile, hull

(62) 2x Green, test pilot, PTL, predator, concussion missile, auto thrusters

It feels good, and could work well in a timed match. However, the cost of each ship may be a disadvantage in the MOV game.

Edited by LordVogl

Another list centering around A wings that I've been trying out (and having quite a bit of success with) is Tycho Jake and Jan.

Jan w/ VI, ICT, Chewy, EU

Tycho w/ PTL, DD, EI, CR

Jake w/ PTL, CR

Total: 97 pts

This leaves 3 points to play with. Some ideas are LW, VI, AT, or Outmaneuver on Jake, or MC on Jan. You give up the one shot 5 dice Prockets for repeated 4 dice shots, and there's no good person to leave for the end. If Jan is left for last, she can just ionize and fly behind the target, if Tycho or Jake are left for last, they can outfly anyone (of lower PS) and slowly whittle the enemy down. I've only played about 10 games with this list, but I'm still undefeated with it, and it's something that I believe warrants further investigation.

I love me my A wings, but there are a few lists that are just auto lose against 3 A wing Aces, and come wave Raider, those will become more commonplace. I highly recommend DD/EI on Tycho, but that means that you're running 3 arc dodging ships, and two of them are under PS9, so you'll struggle mightily with PS9+ pilots. Normally one of them can be corralled, but it's when you get the dual PS9+ that is pretty much an auto-loss. Such common examples are RAC w/ VI + Fel, Fel + Whisper, or Fel/Whisper + Vader (post Raider), though even Corran w/ VI + R2D2 can also be a pita against a good player.

I'm not saying that it's not possible to win those games, but it's extremely difficult to win them against good players. Obviously the best strategy is to block and setup the procket shot, but against a good opponent, he will be actively trying to keep that from happening, even if it means sacrificing shots.

With that being said, I'm unsure whether I like Green or Gemmer better, but as far as I'm concerned, his ability is essentially a 3 point EPT (and you get 2 PS for free, for whatever that's worth). If I consider it that way, I feel much better about the point that he doesn't get a second EPT slot. I would recommend dropping the concussion missiles, either for a 6 point save, or for Prockets/IPM. While the Green is unlikely to ever get the prockets off, it creates a no fly zone that can help corral the enemies into Jake's / Tycho's (especially the PS9+ pilots). The IPM will get off, and will help board control quite a bit. It's funny how a single well placed ion token can change the game.

As far as not being able to win in time, I call BS on that. Especially with the change to 75min rounds, AAA lists can have a decisive victory most of the time. The one exception could be against a TIE swarm, but it should still be a decisive victory since you can easily arc dodge all of those PS1 TIEs. But even then, two should drop easily to the Prockets, and then you have 5 remaining to kill, primarily with 3 dice R1 TL+F attacks from Jake and Tycho, and probably a 3 dice F attack from the greenie. You should be able to kill them in time, assuming you don't get green dice screwed in the opening pass and lose an A wing early on.

One strategy that I've found to make AAA (or AAE in my case) work better is to take the shots of opportunity. Most people say focus fire on one target until it dies, but the AAA list will want to play a hit and run style game, where chasing after the kill shot isn't a good idea. Do your damage and run away so you can't get damaged, then target the lone ship that you can isolate. Keep in mind the Tycho with DD is the fastest ship in the game.

Couldn't agree more with your post. As stated before I haven't faced RAC+ Soontir yet with this list, but I doubt that RAC is the main issue here, imo it's definately Soontir. However with only ~98 points I should be able to hand over initiative to him, so his RAC has to fly before Tycho and Soontir before Jake. Jake then has to drop his Prockets on Soontir and try to get him down.

But yes, lists consisting of multiple PS9 pilots are a pain in the a** for this list, no doubt.

About winning in time, I always checked time in my games so far and it's definately possible to win within the set timeframe. The Regionals I'll atend will be 60 minutes though, so I'm also sure some games will go to time. However since most of the time you should be able to kill a good piece of his list thanks to rockets, it's not the worst thing.

Another list centering around A wings that I've been trying out (and having quite a bit of success with) is Tycho Jake and Jan.

Jan w/ VI, ICT, Chewy, EU

Tycho w/ PTL, DD, EI, CR

Jake w/ PTL, CR

Total: 97 pts

This leaves 3 points to play with. Some ideas are LW, VI, AT, or Outmaneuver on Jake, or MC on Jan. You give up the one shot 5 dice Prockets for repeated 4 dice shots, and there's no good person to leave for the end. If Jan is left for last, she can just ionize and fly behind the target, if Tycho or Jake are left for last, they can outfly anyone (of lower PS) and slowly whittle the enemy down. I've only played about 10 games with this list, but I'm still undefeated with it, and it's something that I believe warrants further investigation.

Looks fun, but I'm not sure I'd like to bring this list to a tournament. Jan Ors costs about 2/5 of this lists points, and when she dies (and she will) you have a hard time getting those points back imo.

I like the idea of being able to alpha strike my opponent and remove the pieces I'd otherwise lose against, then grind away the rest of his ships.

Edited by surly88

I fly all A-Wing lists a lot, but lately I've just been fielding a single A-Wing in a list.

Here's my current Jake loadout and he is a monster.

Jake Farrell (24)
Lone Wolf (2)
Chardaan Refit (-2)
Veteran Instincts (1)
Autothrusters (2)
A-Wing Test Pilot (0)

Total: 27

No PTL makes missiles not work on him, but it really opens his dial. Being able to abuse that 1-turn makes him a nightmare to deal with. Since you're moving at PS 9, you pretty much know where everyone else is going to be and they don't know where you will be as you're not making predictable green moves. Then you make your move and focus. Boosting or barrel-rolling gets you into range 1 almost every turn once you've made contact with the enemy. Lone wolf gives you good attacks and good defense. All this for only 27 points!

Looks fun, but I'm not sure I'd like to bring this list to a tournament. Jan Ors costs about 2/5 of this lists points, and when she dies (and she will) you have a hard time getting those points back imo.

I like the idea of being able to alpha strike my opponent and remove the pieces I'd otherwise lose against, then grind away the rest of his ships.

Thus the Chewy crew. He makes Jan surprisingly resilient. It seems like the HWK always gets a crippling crit; Direct, Injured Pilot, Munitions Failure, and Chewbacca helps keep her alive and relevant. Plus it basically makes the HWK a 8 health ship (since he's typically used on a direct hit, saving 2 damage, plus the 5 normally, plus the 2 that he regens), which is getting into firespray levels of health. And with Engine Upgrade, she can actually keep a good amount of distance from folks. Though once the TLT comes out, I'm probably going to switch out ICT for it since the R3 aspect of it will greatly help the HWK (but the lack of the ICT might hurt the overall list).

But I agree, it's not a list for everyone. Most people don't like HWKs these days (or any days), but I've actually had some decent success with them in the past (typically via Roark though).

needs thrusters

recently been indulging my personal insanity and running five buggers. The humble prototype remains the best blocker in the game, and a simple ptl greenie with thrusters is a surprisingly potent force.

Have you seen the thread about someone who made it to Top 4 at a Regionals with 3 A-wings? He could've played it safe and made it to finals, but chose to be risky as he already had won a regionals.

https://community.fantasyflightgames.com/topic/181441-regional-top-4-with-triple-a/

It's a good read and I'd highly recommend it if you are interested in 3 A-wings.

Thanks for the reply! :)

As stated, that list above is basically just a "core", from there you can go a lot of directions. Especially Tycho can be varied quite a bit, some like VI and Thrusters, other prefer Daredevil and EI. Speaking for myself, I like him with Daredevil and Thrusters.

The Green Pilot gets either Draw their Fire, Lone Wolf, or nothing at all (at least speaking for myself). If he gets nothing, then yes, the Test Pilot is obsolete.

I'm loving it.

I'm also loving how much Tycho Celchu is going to enjoy the Lightning Reflexes card. I know it's only a one-off, but pulling a 1 or 3 hard Segnor's Loop shall become known as the "Where do you think YOU'RE going?" Maneuver. Kiraxhz = preordered!

Edited by FTS Gecko

I heard you like Prockets.

Jake Farrell (24)
Push the Limit (3)
Proton Rockets (3)
Squad Leader (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Prototype Pilot (17)
Proton Rockets (3)
Autothrusters (2)

Prototype Pilot (17)
Proton Rockets (3)
Autothrusters (2)

Prototype Pilot (17)
Proton Rockets (3)
Autothrusters (2)

Total: 100

View in Yet Another Squad Builder

This list is a hell of a lot of fun, but if I was looking to make it more competitive, I would swap out one procket for an Ion Pulse.

Looks fun, but I'm not sure I'd like to bring this list to a tournament. Jan Ors costs about 2/5 of this lists points, and when she dies (and she will) you have a hard time getting those points back imo.

I like the idea of being able to alpha strike my opponent and remove the pieces I'd otherwise lose against, then grind away the rest of his ships.

Thus the Chewy crew. He makes Jan surprisingly resilient. It seems like the HWK always gets a crippling crit; Direct, Injured Pilot, Munitions Failure, and Chewbacca helps keep her alive and relevant. Plus it basically makes the HWK a 8 health ship (since he's typically used on a direct hit, saving 2 damage, plus the 5 normally, plus the 2 that he regens), which is getting into firespray levels of health. And with Engine Upgrade, she can actually keep a good amount of distance from folks. Though once the TLT comes out, I'm probably going to switch out ICT for it since the R3 aspect of it will greatly help the HWK (but the lack of the ICT might hurt the overall list).

But I agree, it's not a list for everyone. Most people don't like HWKs these days (or any days), but I've actually had some decent success with them in the past (typically via Roark though).

Yeah I guess you're right about that ... I'm not a big fan of the HWK currently tbh, so I guess that's my main excuse :D

Another question though, would you mind explaining why you prefer EI over Thrusters on Tycho? So far I haven't tried EI, but it looks great on paper. Thrusters on the other hand adds a lot against turret ships and actually I haven't missed EI that much so far actually. It feels a bit nice2have, but not like a must have to me ...

Have you seen the thread about someone who made it to Top 4 at a Regionals with 3 A-wings? He could've played it safe and made it to finals, but chose to be risky as he already had won a regionals.

https://community.fantasyflightgames.com/topic/181441-regional-top-4-with-triple-a/

It's a good read and I'd highly recommend it if you are interested in 3 A-wings.

I did, but it's a great thread nevertheless - thanks! Worth reading a second time :D

Thanks for the reply! :)

As stated, that list above is basically just a "core", from there you can go a lot of directions. Especially Tycho can be varied quite a bit, some like VI and Thrusters, other prefer Daredevil and EI. Speaking for myself, I like him with Daredevil and Thrusters.

The Green Pilot gets either Draw their Fire, Lone Wolf, or nothing at all (at least speaking for myself). If he gets nothing, then yes, the Test Pilot is obsolete.

I'm loving it.

I'm also loving how much Tycho Celchu is going to enjoy the Lightning Reflexes card. I know it's only a one-off, but pulling a 1 or 3 hard Segnor's Loop shall become known as the "Where do you think YOU'RE going?" Maneuver. Kiraxhz = preordered!

Thanks, great you like it ;)

Not sure about Lightning Reflexes though, since PTL is basically a must have on Tycho, and the second upgrade slot is most of the time either VI or Daredevil ... both have their advantages. I'd love to have PTL, DD and Reflexes ... *dreaming* :D

The thing is, with DD and a boost action you can already get almost everywhere, I don't think I'd skip it for a one-use card.

I heard you like Prockets.

Jake Farrell (24)

Push the Limit (3)

Proton Rockets (3)

Squad Leader (2)

Autothrusters (2)

A-Wing Test Pilot (0)

Prototype Pilot (17)

Proton Rockets (3)

Autothrusters (2)

Prototype Pilot (17)

Proton Rockets (3)

Autothrusters (2)

Prototype Pilot (17)

Proton Rockets (3)

Autothrusters (2)

Total: 100

View in Yet Another Squad Builder

This list is a hell of a lot of fun, but if I was looking to make it more competitive, I would swap out one procket for an Ion Pulse.

While PRockets are great, I don't like them that much on a low PS. Chances are you'll never be in range 1 against a smart opponent, especially those who can barrelroll/boost (or slam :D).

Ion Missile would probably help, but another problem is the durability of that list. 3 A-Wing Aces with PTL and Thrusters are actually really tanky and hard to take down. You can fly a straigth 5, then Evade & Focus or simply dodge out of arcs. All a Prototype can do is block ... which is nice, but I'm not sure I'd invest 2/3 of my points into them.

Exactly my reticence to use prockets.

When they work they are amazing but you've really got to be in the right place at the right time.

I've also twice had them fail to hit anything (statistically rare i know) but as my games are usually played to the end and not to time i'd rather the 'death of a thousand cuts' then an alpha strike i might not get off.

Im not saying you CANT win in a timed game, i'm saying that its a risk in a 'whittling away, attrition' strategy that relies on a native 2 red die ship in small numbers.

Whereas as others have said, the alternative is to procket the hell out of one or two ships then avoid contact for ages but that sounds like a boring game to me.

Have you seen the thread about someone who made it to Top 4 at a Regionals with 3 A-wings? He could've played it safe and made it to finals, but chose to be risky as he already had won a regionals.

https://community.fantasyflightgames.com/topic/181441-regional-top-4-with-triple-a/

It's a good read and I'd highly recommend it if you are interested in 3 A-wings.

Actually I haven't won any, got top 8 earlier this year and top 4 now, I just didn't want to win this one. No way to use the bye and I didn't want to play against my old nemesis (we've played far too many tournament games against each other). ^^

Theres been quite a few threads toying with A-Wing squads. I went through a phase where they were all I used. You can fit in all four named pilots with push the limit, that is really fun, 99 points too!

As for why I like EI over AT on Tycho, I guess it comes down to action economy vs. a gimick. As someone pointed out earlier, the A wings don't really like to be at R3 (except against RAC), so the AT is only truly useful against turrets. And while they can be annoying, they really aren't difficult to kill with Prockets/double tap. As such, I'm not too keen into equipping AT, and I feel like it's over equipped. So while I might take it if I had a few points to spare, I'm not going to lose out on the awesomeness of EI+DD on Tycho for it.

EI allows Tycho to boost then daredevil or daredevil then boost. Without it, you can only DD->Boost, and while that might not seem like that big of a deal, the scenario occurs more often than you might think. Some examples of when boost -> DD is more advantageous are when going around rocks and you need the distance from the boost to keep from landing on it, when maximizing distance from your enemies (boost left, DD R keeps you pretty much in line with the 5 straight and distances yourself oh so very far, while a DD + Boost takes you off course and doesn't help get you beyond R3), or conversely when closing the distance. And then there's always the boost left DD left that brings you slightly further "up" (if starting in a North orientation) than the DD -> Boost will do. Often knowing which order to boost/dd is the difference between having a shot / being shot at (or having a R1 instead of a R2 and being able to let those prockets fly!).

And then there's the fact that with EI, you will always have at least 1 token (assuming you're not blocked). With AT, you'll have to choose between modifying your attacks/defense and doing 2 maneuver actions, which greatly decreases the desire to daredevil/boost.

I wrote up an article with pictures and everything if you're interested in my thoughts/opinions on Psycho Tycho here: https://community.fantasyflightgames.com/topic/128556-tycho-celchu-daredevil-101/?hl=%2Btycho+%2Bcelchu%3A+%2Bdaredevil

Thanks for the feedback and special thanks to you Khyros for your explanations.

I guess I'll have to try it out for myself, I'll have plenty of opportunities this weekend. Seems like it's a bit of a preference thing I guess ... while it's true that you always have a token even after DD and boost, imo there's not always a need to do both every turn. Also there are turns where you want to turtle up as good as possible with focus and evade, and these cases are what makes Thrusters shine imo.

I'll give EI a try this thuesday and see how it works for me ;)

The point with range 3 is true though. Although I always want to stay in range 3 a bit longer, every HLC makes this a bad plan. Against Dash and IG-88 I also want to get into close range asap too. RAC is probably the best range 3 victim we could wish for, I'm not sure about the falcon though. I guess staying in range 3 for 2 turns or so wouldn't be the worst idea ...

Thanks for the feedback and special thanks to you Khyros for your explanations.

I guess I'll have to try it out for myself, I'll have plenty of opportunities this weekend. Seems like it's a bit of a preference thing I guess ... while it's true that you always have a token even after DD and boost, imo there's not always a need to do both every turn. Also there are turns where you want to turtle up as good as possible with focus and evade, and these cases are what makes Thrusters shine imo.

I'll give EI a try this thuesday and see how it works for me ;)

The point with range 3 is true though. Although I always want to stay in range 3 a bit longer, every HLC makes this a bad plan. Against Dash and IG-88 I also want to get into close range asap too. RAC is probably the best range 3 victim we could wish for, I'm not sure about the falcon though. I guess staying in range 3 for 2 turns or so wouldn't be the worst idea ...

The "problem" with staying at R3 is the 2 attack dice. Tycho ideally wants to stay at R1 out of arc, but that could be said of any ship. But if we take for a second a "joust" against a B wing (or any 3 attack primary, 1 agility ship), at R3, 3F vs. 4E yields .35 damage to the A wing. 2F vs. 2 return fire yields .85 damage to the B wing. However, at R2, 3F vs 3E yields .49 damage, and 2F vs 1 yields 1.15 damage.

While the percent damage increase is about the same, the additional damage done doubles for the A wing at R2. In other words, the second agility added to the B wing at R3 increases its survivability more than the 4th agility added to the A wing. Or another way to think of it, the match up of 2v1 is better than the loss of the 3v4. Besides, when greens fail you, they fail you HARD!

To be fair though, with a focus and an evade token, combined with thrusters, you're almost untouchable in this scenario.

The B vs A scenario may be made up, but the Decimator vs A is a pretty common match. Having thrusters almost all the time helps a lot in this matchup... not necessarily in range 3, but at least out of arc.

On paper it sounds like EI improves matchups where 3 A Wings are probably already favourable, while I can't think of many bad matchups it improves ...

But as mentioned, I'll try it myself and see how it goes ;)

As for the Autothrusters I'm all in for the EI on Tycho, he gets a bit vulnerable against turrets compared to the rest of the squad, but you don't always face turrets. That's the reason I use SD instead of Autothrusters on other pilots. SD works against everything. Doesn't matter if it's a turret or arc. EI on Tycho allows him to Focus-Evade or Focus-TL and still be able to reposition, it helps a lot with delivering PRs.