A-Wing Aces in the current meta

By surly88, in X-Wing

PTL on Celchu just for the turtle and the Proton Rocket is a waste. Give him Daredevil. He needs it, because he can't do the Immelmann.

Edited by Rumar

PTL on Celchu just for the turtle and the Proton Rocket is a waste. Give him Daredevil. He needs it, because he can't do the Immelmann.

What on earth have you been smoking? Must be some powerful stuff, to cause this level of insanity.

PtL and guaranteed action economy >>>>>>>>>>>>>>>>>>>> Daredevil and the cute U-turn gimmick.

I cooked up almost the exact same lists as the OP a few weeks back, but I never got the chance to test them and left it all up in theory:

https://community.fantasyflightgames.com/topic/180921-the-autoclub-aaa/

https://community.fantasyflightgames.com/topic/181299-aax/

Basically, I'm undercutting my own list to maximize on PS/initiative bids because I think AT-Soontir is the most mathematically annoying ship in the game. I also think the Green Squadron pilot is unnecessary and lackluster beyond being another Prockets platform, so I brewed a variant list that replaces it with Tarn Mison for added survivability and firepower.

I'm glad to hear that A-Wings an get their fill. When I flew Dual IGs, Tycho would always end up massacring them because you can never get him in arc. My only concern would be stress effects on Jake and the Green since you'll most likely be PtL'ing them constantly, running into an R3-A2 hog or shooting at Rebel Captive will be a pain- if not a killer.

Props to OP for testing it out! :)

on anything bigger than a prototype (and sometimes even the prototypes), always thrusters (when possible)

always

it is always worth taking whatever steps you can in order to free yourself from the tyranny of green whimsy, even if only for one blessed toss of the dice

Edited by ficklegreendice

I cooked up almost the exact same lists as the OP a few weeks back, but I never got the chance to test them and left it all up in theory:

https://community.fantasyflightgames.com/topic/180921-the-autoclub-aaa/

https://community.fantasyflightgames.com/topic/181299-aax/

Basically, I'm undercutting my own list to maximize on PS/initiative bids because I think AT-Soontir is the most mathematically annoying ship in the game. I also think the Green Squadron pilot is unnecessary and lackluster beyond being another Prockets platform, so I brewed a variant list that replaces it with Tarn Mison for added survivability and firepower.

I'm glad to hear that A-Wings an get their fill. When I flew Dual IGs, Tycho would always end up massacring them because you can never get him in arc. My only concern would be stress effects on Jake and the Green since you'll most likely be PtL'ing them constantly, running into an R3-A2 hog or shooting at Rebel Captive will be a pain- if not a killer.

Props to OP for testing it out! :)

I considered changing the Green into something else too, but it didn't seem to work for me sadly. I also made a list consisting of Jake and Tycho (both with VI and PTL, Thrusters and Refit) plus Corran Horn (FCS, R2D2 and VI) but the main thing I didn't like that much about these lists was the third ship. My reasoning is, when facing 3 A-Wings you don't really have a target to joust - if they don't want to get jousted, they just turn around and fly/boost away. Adding something less agile like an E-Wing or a X-Wing gives your opponent a nice target he can aim his ships at (if he wants so).

But that's just my thinking ... nut sure it's right or not, but at least for me it makes a bit of sense :D

I cooked up almost the exact same lists as the OP a few weeks back, but I never got the chance to test them and left it all up in theory:

https://community.fantasyflightgames.com/topic/180921-the-autoclub-aaa/

https://community.fantasyflightgames.com/topic/181299-aax/

Basically, I'm undercutting my own list to maximize on PS/initiative bids because I think AT-Soontir is the most mathematically annoying ship in the game. I also think the Green Squadron pilot is unnecessary and lackluster beyond being another Prockets platform, so I brewed a variant list that replaces it with Tarn Mison for added survivability and firepower.

I'm glad to hear that A-Wings an get their fill. When I flew Dual IGs, Tycho would always end up massacring them because you can never get him in arc. My only concern would be stress effects on Jake and the Green since you'll most likely be PtL'ing them constantly, running into an R3-A2 hog or shooting at Rebel Captive will be a pain- if not a killer.

Props to OP for testing it out! :)

I considered changing the Green into something else too, but it didn't seem to work for me sadly. I also made a list consisting of Jake and Tycho (both with VI and PTL, Thrusters and Refit) plus Corran Horn (FCS, R2D2 and VI) but the main thing I didn't like that much about these lists was the third ship. My reasoning is, when facing 3 A-Wings you don't really have a target to joust - if they don't want to get jousted, they just turn around and fly/boost away. Adding something less agile like an E-Wing or a X-Wing gives your opponent a nice target he can aim his ships at (if he wants so).

But that's just my thinking ... nut sure it's right or not, but at least for me it makes a bit of sense :D

It's a logical way of thinking. Especially in a competitive environment where the goal is to earn points for MoV. They'll focus down the easier target before going after the harder threats, especially if the focused ship is less agile and elusive.

I've only played AAA in theory (in my mind lol) but my two biggest concerns are:

1. Lack of maneuverability - I know they have the best dial in the game, but the lack of barrel roll makes them inferior to Interceptors post-maneuver.

2. Lack of firepower - Aside from Procketing something, the two-dice attack really hurts their offensive potential, again, compared to Interceptors.

My buddy is a hardcore Interceptor player and emphasizes those facts, but I believe the A-Wing pilot abilities and the PS/Initiative bid can make up for their disadvantages, especially on Tycho and Jake.

Ehh ... it depends I guess ... the comparison with a 3 squint list is just logical, and looking only at numbers, the A-Wings probably seem underwhelming.

Let's compare them ...

- Squints have barrelroll build in, A-Wings don't.

This becomes less of a problem though when running with Jake and Tycho with Daredevil. Yes, you lack the barrelroll on the third A-Wing, but Tycho with DD is probably the nightmare of all PS8 or lower ships without a turret, so he makes up for that a bit imo.

- Squints have 3 Attack dice, A-Wings only 2 but can carry rockets.

I guess this is personal preference actually. The rockets give you the option to alphastrike something dead, from which point on you can play against an outnumbered opponent. Imo it's okay to just sting your opponent dead from that point on, since the ship that may have given me problems in the long run already died turn 4 thanks to rockets. A nice example is against double Aggressor ... I don't really care how many attack dice I have past turn 4 actually, since Tycho alone will simply stick on the remaining IG's butt and grind him away, never giving him a chance to fire back.

So as already stated, imo this point comes down to personal preference. I prefer taking out key ships from my opponent early on and don't care a lot about what comes after, others may prefer having better damage all the time than a one-time peak.

One more point though: targetlock helps a lot here whan you need to push damage through. 2 shots with TL and focus aren't much worse than 3 shots with focus, so that makes up for that a bit (still worse, but not "omfg this is terrible"-worse :D ).

- A-Wings have a slightly better dial.

The only difference is the green straight 5 for the A-Wings, which is a nice bonus. Makes escaping much easier when Jake can fly 5 straight, bank boost, focus and evade, then do the same on the next turn. It's not a huge buff, but it's nice to have, I actually fly a straight 5 quite often.

- A-Wings have 2 shields.

Now that's the biggest difference I've noticed so far. While a squint often gets a crippling critical hit, A-Wings feel way more robust here. Not only having 1 point of health more in total, but 2 of them being shields is really great.

It's especially nice against RAC with Vader Crew, where squints really struggle against. While the squints simply get crippled to death, the A-Wings can take crits more easily, simply killing RAC in return thanks to rockets.

This is actually one of the main reasons why I changed from 3 squints to 3 A-Wings, since RAC with Vader is huge in our area ... and (almost) autoloosing kinda sucks ;)

- Squints have better PS.

Sad but true, not much to argue here. Jake has PS 9 most of the time, Tycho 8, and that's basically it. Squints run mostly PS9 (Soontir, Turr+VI) or PS8 (Jax, RGP + VI) or sometimes even 3 pilots with PS9 when combined with Whisper (Whisper, Soontir, Turr + VI for example).

... just my point of view though, ymmv :)

Hypermobile Action-Mad Tycho

Tycho Celchu - A-Wing Test Pilot, Push The Limit, Daredevil, Experimental Upgrade, Proton Rockets

However... you could choose to switch Push or Daredevil out for Expert Handling or even the upcoming Lightning Reflexes for a one-off Segnor's Loop option if you wanted to keep it cheap. Daredevil and Expert Handling with EI sounds like a lot of fun.

Here's a question - could you stack Lightning Reflexes onto Daredevil? Would you ever want to?

DD is a white maneuver followed by a stress, so it should be possible to DD and then spend LR to turn around.

DD is a white maneuver followed by a stress, so it should be possible to DD and then spend LR to turn around.

That could lead to some of the most hilarious maneuvers the game is ever likely to see!

DD is a white maneuver followed by a stress, so it should be possible to DD and then spend LR to turn around.

That could lead to some of the most hilarious maneuvers the game is ever likely to see!

But DD is not a "maneuver on your dial." And as such cannot trigger LR.

I like the basic premise of the alpha strike and the list looks good to do that but I personally find it distasteful to just avoid engaging in the conflict after that. I think it runs contrary to the spirit of the game as well as the lore (fwiw). But hey - whatever floats your boat. It's within the rules and if you are looking to simply win a competitive event - have at it. It would personally bug me though in casual play.

Men, pwts ran roughshod over that spirit of the game years ago

At least swings have to come around for another pass. In fact I highly endorse this hit and run to set up target locks, which (coupled with focus) are the only way their piddly primaries are getting through high agility.

Awings have speed And a glorious dial on their side, it'd be silly not to use them in any context

Edited by ficklegreendice

DD is a white maneuver followed by a stress, so it should be possible to DD and then spend LR to turn around.

That could lead to some of the most hilarious maneuvers the game is ever likely to see!

But DD is not a "maneuver on your dial." And as such cannot trigger LR.

True, forgot that part of the card.

Ran a three A-Wing list for the first time yesterday. Loved it, and will definitely keep flying it for a while.

Tycho: AT, DD, PTL, PR

Jake: AT, PTL, VI, PR

Gemmer: AT, PTL, PR

surprisingly enough two of my three opponents ran Falcon/Outrider lists, and Prockets...man. Prockets are great. Prockets blew up Leebo the first match, at which point I was ahead (having lost Tycho due to an unfortunate encounter with an asteroid). I considered simply dodging with my wounded pilot (Jake, I think) but opted to engage the Falcon instead...which initially looked bad, since Jake died, but I brought down the Falcon on the last turn when modified dice gave me two hits and a crit and the Falcon drew a direct hit for the win.

The other Falcon/Outrider match wasn't even close; Falcon went down the first round of combat (three TL + Focus PR for fifteen hits, only two of which were canceled). After that it was just a question of hugging the Outrider for a couple turns and burning it to ash.

The 88B/Boba list, however, gave me fits. I had thought AT worked on auxiliary firing arcs, and finding out that they don't caused a couple damage. Beyond that, trying to get into range one of higher-PS ships that have boost is a goddamned nightmare. I'm sure there are tactics (blocking, for one) that could have handed me victory, but as it was I went 0-100. Did put two hull damage on Iggy, but couldn't seal the deal, and I was never going to kill Boba.

EI on Tycho sounds interesting, though I'm afraid of giving up AT. I'm also sort of tempted to give Tycho VI and slap it on Gemmer as well, but losing DD probably isn't worth it.

Edited by mxlm

EI on Tycho sounds interesting, though I'm afraid of giving up AT. I'm also sort of tempted to give Tycho VI and slap it on Gemmer as well, but losing DD probably isn't worth it.

AT is usually worth swapping for an action, because an Evade Token is strictly better than one trigger of Autothrusters. Autothrusters only beats Evade when you're shot at more than one at Range 3 or or out of arc and you roll blanks for Autothrusters to proc off and at least two Autothrusters triggers block a damage that wouldn't have otherwise been blocked. Given the A-wing does not like Range 3 because of its light armament Autothrusters is only really going to be firing against turrets, which are usually so expensive that you won't have many shots coming your way.

Autothrusters is worth 2 points but is no autoinclude pancea. Its true power lies in stacking it with other mitigation actions to beat Fat ships at their own game.

autothrusters aren't pancea, but they are auto-include

otherwise, with only 3 As, you auto-lose to the first fat PWT you come across, and those assholes are pretty common

and range 3 is quite alright for As, just not against HLCs. against PWTs (esp Cheri) and swarms such as BBBBZ, range 3 is pretty ideal

Edited by ficklegreendice