Now for something totally unnecessary...

By HargraveActual, in X-Wing Squad Lists

Okay, campers, here's the deal: I love A-wings (have since the storied days of X-wing vs TIE Fighter), but it sure seems like every militant meta-game devotee, never gives them much cred because they can't pitch a mountain of damage dice at every problem. Second part of the deal: I'm great with bombs, a skill I picked up over MANY games with Emon Azzameen (If you have the means I strongly recommend you pick one up).

So, here's what I've got in mind once my Wave VII goodies arrive. It mixes equal parts bonkers maneuverability with enough ordnance to choke something that's likely to be eating explosives... This set up relies heavily on the ability to put your ships in the right place and a lot less on just throwing dice at the problem (because math gives me gas and I don't trust it).

WARLOCK SIX-FIVE

Dive In, Leave Destruction In Your Wake

100 points

PILOTS

Tycho Celchu [A-Wing Test Pilot, Chardaan Refit, Push the Limit, Autothrusters, Daredevil] (32)

Jake Farrell [A-Wing Test Pilot, Chardaan Refit, Predator, Autothrusters, Veteran Instincts] (28)

Warden Squadron Pilot [ion Cannon Turret, Extra Munitions, Proximity Mines, Proton Bombs, Advanced SLAM] (40)

I know that everyone is enamored with the new Cluster Mines and Conner Nets, but sometimes the old tricks are the best tricks. Thoughts?

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Edited by HargraveActual

You are lacking a little on the offensive side. Personally I'd drop the Proton Bombs to Seismic Charges. The points freed up can go to upgrade the ICT to TLT for more raw damage output.

The remaining 2 points could find a home in a crewmember.

The proton bombs are there for the damage output you mentioned. being able to crit ships from the get go can pay great dividends early on. Having said that, I might take the TLT for a test drive, but I figure being able to ion trouble makers so they have no choice but to fly over bomb tokens is pretty **** helpful.