First time with A-wings.

By Stoneface, in X-Wing

Flew A-wings for the first time tonight. One quick question regarding Tycho. Is there a limit to the number of stress tokens he can carry? At one point he had 10! Fairly certain I was playing him correctly with PTL and EH. It just looked wrong with so many stress tokens. Has anyone else flown Tycho dragging a trailer load of stress behind him?

Short answer, no.

I've seen Tycho with 37 stress tokens by the end of the game!

I like Tycho for 2 very good reasons; in a 'control' meta he is immune to half of it.

(Ion obviously hurts but stress? Tycho does not care)

VI means he tends to move last and can deliver his prockets more often than not...

That game lasted 3-1/2 hrs! Only once did I roll more than 1 hit and that was the procket attack on Mux. Four hits and a crit vs all blanks. Jake and Arvel managed to kill some shields but all the ship kills were done by Tycho. Flew vs 3 Binarye Zs + Ndru + TPV M3A + Mux with a blaster turret. Came down to Tycho with hull only vs a Z with one hull and a full health Ndru. The Z claimed the kill. If Tycho hadn't been stressed I might've had a better chance of winning. Not being able to K turn made for some interesting flying.

If the As had 3 attack they would be VICIOUS! Now I understand why people love the little wedge. Especially Tycho. Amazing ability and an awesome dial. Definitely going to fly these 3 again. Anyone have a favorite build?

As cool as Expert Handling is barrel rolls don't change your firing arc angle, so those lateral moves are usually minor improvements while moving at breakneck speed. Daredevil offsets your inability to K-turn by giving you two hard 90 degree turns in a round for a full U, it also helps immensely in altering your position in conjunction with Boost.

My standard A list:

Jake w/test pilot, prockets,VI,PTL,AT

Tycho w/test pilot, prockets,PTL, DD, EI

Green w/test pilot, ion or concussion missle,PTL, AT,Outmanuver

You can get Tycho to PS 10 by replacing PTL with VI, but you loose the potential to perform 3 actions per round and it dictates that you have to boost then DD, versus doing them in either order with PTL and EI.

Edited by balindamood

on the topic of A-wings and Tycho, though, I wonder what everyone sees in him

maybe I'm just a fuddy-duddy, but I like Jake so much more :(

Granted, Tycho had his time to shine back in Wave 5 (rebel captive V.I Whisper? Meet PS 10, procket Tycho who gives exactly zero **** about your stress) but since I'm running into 0 control tech and a fuckton of PWTs, I can't really get behind E.I when I could roll with Jake, his free action, and thrusters.

Then again, we have the "por que nao los dos?" counter-argument, so hey.

besides, running around with a pile of stress, like a space faring Scrooge McDuck just getting started on his fortune, is a victory in and of itself

Granted Jake is pretty awesome with his built-in ptl minus thd stress. But last nite he just didn't shine. My attack dice were pretty crappy and flying the As for the 1st time I probably was a pretty crappy pilot.

My friend and I get together every Wednesday nite and Sunday afternoon to game and usually fly different squads. Trying to find a comfortable fit. The 2nd game last night was a quickie. He flew 3 Starvipers vs my As and whooped me pretty good. I did some damage but Jake got taken out early and quick followed by Arvel. As cold as my red dice were in the 1st game my greens in the second were worse. Guri was down and his PS1 viper was down to 1 hull. Xizor was also hurt but I just couldn't seal the deal. Daredevil would've made a difference I feel.

Glad to see fellow A-Wing pilots showing the meta what's what!

Couple of days ago I flew the following list:

- Tycho

Title, PTL, DD, EI, PRockets

- Jake
Title, PTL, VI, SD, PRockets

- Green

PTL, SD, Ion Pulse Missiles

(100 Pts)

against my buddy with his 3x Royal Guard Pilots and 1x Omicron Group Pilot (forgot their upgrades).

It was awesome, he didn't take my list seriously until Tycho blew the first RGP from the table with PRockets. Then followed several turns of hard running and maneuvering, to get Target Locks on his ships and prepare a decisive strike.

The final setup was pic related, Jake and Tycho gang up on the 2nd RGP and kill him with a PRocket and Laser volley with the Green plinking at the 3rd RGP. He gave up after that.

avsintz5r9b.jpg

Tycho was the only one suffering damage, when he was parked in front of the shuttle doing a 0-maneuver (should have seen that one coming tbh.).

To those who say they like Jake more than Tycho: why not both?

Tycho: Push the Limit, Daredevil, Experimental Interface, Proton Rockets, A-Wing Test Pilot

Jake: Push the Limit, Veteran Instincts, Autothrusters, Proton Rockets, A-Wing Test Pilot

Cracken: Veteran Instincts, Cluster Missiles, Hull Upgrade

Total cost is 98 squad points, pilot skills are 8, 9, 10. It worked really well against high PS lists because for one turn, you can use Cracken to let Jake and Tycho do all their repositioning during the combat phase. It is glorious.

Edited by Luinefirithion

I like Cracken with Tycho and Jake. I have run him with them several times and it worked out well.

To those who say they like Jake more than Tycho: why not both?

Tycho: Push the Limit, Daredevil, Experimental Interface, Proton Rockets, A-Wing Test Pilot

Jake: Push the Limit, Veteran Instincts, Autothrusters, Proton Rockets, A-Wing Test Pilot

Cracken: Veteran Instincts, Cluster Missiles, Hull Upgrade

Total cost is 98 squad points, pilot skills are 8, 9, 10. It worked really well against high PS lists because for one turn, you can use Cracken to let Jake and Tycho do all their repositioning during the combat phase. It is glorious.

I like this. I'll try this out on Wednesday nite.

Thanks to all that responded. This old noob appreciates the help!

I might note that I run Cracken with PTL and Engine. He ain't in an A-wing, but he needs to keep up to use is pilot ability. He does not have the bar to utilize PTL without engine. Fully loaded Tycho and Jake are 71 points, so you have plenty of room to deck Airen out pretty well.

Edited by balindamood

That sounds interesting, but I'm unsure how I'd need to fly Cracken to keep him alive. Without AT or evasion, he's a much easier target than the As, and since he's already going to be a priority...

The way I was flying it, Cracken's job was to use Cluster Missiles in the first round of combat, allowing Tycho and Jake to close and use their Proton Rockets. Every shot he soaked up after that was just a bonus. I don't know if he's ever successfully dealt any damage for me, but when you outright kill your opponent's best ship in round 1, he's done his part.

After mastering the TIE Interceptor I'm now looking to get a good appreciation of the A-Wing.

Jake's not too hard - he's actually similar to Soontir in many ways. Slightly tougher but less able to turtle up - the main difference is the attack dice and PRockets.

Tycho's trickier though - I don't have an Experimental Interface (not interested in flying the pancakes) so have been giving him autothrusters to date. The EI with Daredevil looks amazing - but how badly are the ATs missed when flying against turrets?

Edited by Hedgehogmech

For tournaments I usually use a

p.s. You can run him through debris clouds and still take actions!

Is that ruling correct? I was rereading the rule book the other day and the wording made it sound like all obstacles prevented actions

Good point, I guess they do prevent actions. Well the stress also known to prevent actions as well but for Tycho stress doesn't prevent him from taking any actions, all it does is prevent him from K-turning. As for Dash he ignores all obstacles in the activation phase so no skipping actions there.

he EI with Daredevil looks amazing - but how badly are the ATs missed when flying against turrets?

With PTL and EI, you effectively get three actions. If you use one of them for an Evade token, it is effectively the same as AT, but a little more certain. You may have to compensate a bit fore it, and you cannot turtle up as well as if you had AT, but at least you avoid the stress. You can get a similar effect with Jake and PTL, but you will have a stress token at the end of it, and just as with DD and Tycho, one of those actions MUST include a re-position (barrel roll or boost for Jake, or DD for Tycho).

To those who say they like Jake more than Tycho: why not both?

Tycho: Push the Limit, Daredevil, Experimental Interface, Proton Rockets, A-Wing Test Pilot

Jake: Push the Limit, Veteran Instincts, Autothrusters, Proton Rockets, A-Wing Test Pilot

Cracken: Veteran Instincts, Cluster Missiles, Hull Upgrade

Total cost is 98 squad points, pilot skills are 8, 9, 10. It worked really well against high PS lists because for one turn, you can use Cracken to let Jake and Tycho do all their repositioning during the combat phase. It is glorious.

Now I want to try this, just to add insult to injury for whoever it is I beat with this list first :P

Would give Cracken EU instead of HU though...

I'm an idiot. Ignore this.

Edited by Stoneface

Picked up 2 additional As this past week and flew 5 Greens Wednesday vs Kath and Eamon. I flew horribly. Still having trouble turning without bumping. Opponent managed to dump Kath on a rock killing the last shield and 3 As removed her hull. Went after Azzemeen with the 3 remaining As. He clocked one at R1 with 4 hits vs 1 evade. It had lost shields previously. Of the two remaining As one was untouched the other had hull only.

Red dice were okay. Greens not so much. I'm actually getting to like the flying wedge. Auto thrusters were of little use but did manage to get some good side attacks against the Fire Sprays outside of their arcs. Still not ready for prime time competitions but getting better.

I'm thinking about running this at an upcoming local tournament:

Jake Farrell (33)

- Push the Limit

- Proton Rockets

- Autothrusters

- A-Wing Test Pilot

- Veteran Instincts

Green Squadron Pilot (25)

- Push the Limit

- Chardaan Refit

- Autothrusters

- A-Wing Test Pilot

- Outmaneuver

Green Squadron Pilot (25)

- Push the Limit

- Chardaan Refit

- Autothrusters

- A-Wing Test Pilot

- Outmaneuver

Prototype Pilot (17)

- Chardaan Refit

Total 98 points

Jake can hit the most dangerous target hard with his PRockets (as long as it's not Palob or Jax), while the Greens with outmaneuver partially counter the As lack of stopping power. The prototype's role is to be as generally annoying as possible by blocking. There's a 2-point initiative bid to pretty much guarantee I get to choose.

Thoughts?

As an Imperial Only pilot when the game started I pretty much only few A's on the rebel side if I was feeling like flying dirty. I still get a kick out of Jake and Gemmer with PTL and Thrusters. If I'm confident in not running into too many PS 9 pilots Jake with Outmanuver is a monster.

I have more fun losing while flying As than winning and flying a lot of other things (especially rebel scum... And, well, just Scum).

I'm thinking about running this at an upcoming local tournament:

Thoughts?

I'd be tempted to run Tycho with the exact same upgrades.

One action less (no free boost or barrel roll) bút immune to stress which is big IMO.

PS10 also helps.

That leaves 2 pt ini bid still because you charged 17 pts for the Prototype with refit.

(should be 15)

[edit; added quote]

Edited by Elkerlyc

I'm thinking about running this at an upcoming local tournament:

Thoughts?

I'd be tempted to run Tycho with the exact same upgrades.

One action less (no free boost or barrel roll) bút immune to stress which is big IMO.

PS10 also helps.

That leaves 2 pt ini bid still because you charged 17 pts for the Prototype with refit.

(should be 15)

[edit; added quote]

Interesting - I hadn't thought of that. I suppose it comes down to an improved dial and PS 10 vs access to barrel roll and an extra action...

I'm sure you're realizing this already but the best advice I can give is avoid Arvel. He's just not worth it.

But other then that I LOVE the A, by far my favorite ship. Won my local store championship with six of them. Haven't flown them a lot lately since my green dice decided to go on vacation.

Pound for pound, I'm of the opinion the green squad is probably the best ship in the game (at least for the rebels). It has so much possibility for it's price, it's just fantastic.

Testing this weekend, will soo how they handle.

After thinking about it I'm inclined to stick with Jake - the extra action and access to barrel roll beat a better dial and PS 10 in more situations, especially as with 2 points of initiative I'm likely to be able to choose to go after PS9s. Admittedly against VI Whisper and VI Turr you'd want PS10, but in most situations I think Jake's the better bet.

To those who say they like Jake more than Tycho: why not both?

Tycho: Push the Limit, Daredevil, Experimental Interface, Proton Rockets, A-Wing Test Pilot

Jake: Push the Limit, Veteran Instincts, Autothrusters, Proton Rockets, A-Wing Test Pilot

Cracken: Veteran Instincts, Cluster Missiles, Hull Upgrade

Total cost is 98 squad points, pilot skills are 8, 9, 10. It worked really well against high PS lists because for one turn, you can use Cracken to let Jake and Tycho do all their repositioning during the combat phase. It is glorious.

Now I want to try this, just to add insult to injury for whoever it is I beat with this list first :P

Would give Cracken EU instead of HU though...

Cracken gets left out to dry and is the only ship that your opponent will be able to get a shot at after Jake and Tycho unload. The thought behind HU is to insure that Craken does what he needs to do before he blows up. I would advise running it with HU first a time or two, then seeing where you want to make changes to the list.

The list went 4-0 and was frustrating as hell to play against. I was flying Jonus with two HLC Deltas against this list. Jonus had Determination and HU on him. First exchange, he blows up Jonus. My Delta's took out Craken, but then never managed to land a hit on the A-wings. The list's creator is one heck of a pilot to boot.

Edited by Stone37