So my brother got me an A-Wing as a gift today, and I quite like them aesthetically and playstyle wise.
How do you play them though? What setups do you use these days, what sort of squads do you run them in? How do you negate their rather low damage output?
A-wings, what about them?
They have the best maneuver dial in the game and have a nice range of upgrade options, including the "missile" upgrade Chardaan Refit that LOWERS their cost by 2 and the test pilot title that lets most of their pilots take 2 elite pilot talents. This makes them very action efficient. Their prototype pilots use their dial to be the best blockers in the game.
You are correct, they have low damage potential but they are hard to catch and kill. You need to outmaneuver your oppenent and get into range 1 behind your opponnents. This gives you an extra attack dice while hopefully not getting shot yourself. And if the other guy is a turret, the autothruster modification can save you. Sometimes.
if you like the manuevering part of the game (aka the "game" part of the game) and hate the dice part, A-wings are for you
victory rests entirely on how much of a pain in the ass you can be. Blocking is one of the A's main strengths, so much so that the prototype pilot is a traffic jam waiting to happen. I've run just one proto in many lists for the sole purpose of blocking my opponent into submission. It's silly effective.
using a list full of As, you have to abuse your dial and blocking potential to keep out of arcs and, generally, in range 1 of the opponent. Proton Rockets (rebel aces) on Jake Farrel can really help overcome the 2-dice limitation, as can Crackshot (K_____ Fighter Expansion) and Juke (coming out in the Tie/fo Expansion) by helping you smack your way through green dice. A-wing Test Pilot (title, rebel aces) lets you slap these normally situational epts on top of auto-includes such as PTL.
also, they look great on the table ![]()

A's with Chardaan refits and autothrusters as very fun. Tore apart a TLT list with 5 green's with VI and the aforementioned.
Dem A-Wings...I hope that Bot died that round due to a hot load of laser to its face...
A-wing pilots rely on speed and maneuverability to win - you should be doing your best to get out of the firing arc of your opponents whenever possible. Outflanking and deception are your tactics of choice - you certainly can't go head-to-head with many foes and survive!
Here's my proudest moment as an A-wing pilot: http://www.twitch.tv/athenagamesuk/v/11528628
Edited by HedgehogmechPTL + Crackshot is a pretty great choice for a Test Pilot build.
As people are noting the Chardaan Refit and A-Wing Test Pilot upgrades, it should be noted that those are both exclusive to the Rebel Aces expansion pack. You'll need that unless you're doing casual play.
Their low damage can also be mitigated through either the Predator or Outmaneuver EPTs.
also, they look great on the table
Nothing looks great on that table; I don't have the vocabulary to express how much I loathe that playmat, which does its best to hide the actual asteroids in a sea of painted asteroids.
It's worse when you use it for Armada, mind. Oh right, A-Wings. I totally netdecked the hell out of somebody's list, and I love that triple A aces build to itty bitty pieces (I will always cherish the memory of the tournament round in which I killed Chewie during the first combat turn):
All three have Autothrusters, Test Pilot, Proton Rocket, and Push the Limit
Tycho
If you're worried about running into high-PS aces, use Veteran Instincts. Otherwise, Daredevil
Jake
VI, always. Triple actions are so good at PS9; sure, I'll barrel roll, boost, and focus, why not.
Arvel or Gemmer
Arvel if Tycho is using VI, Gemmer if Tycho is using Daredevil. Arvel is great; park in front of an ace or a fatty, token up and target lock, and procket their stupid face when they bump into you. Gemmer, well, Gemmer is a little more safe when he dives into range 1 of a fat turret, what with the extra green die.
And yeah, for tournaments you're really going to need at least one copy of Rebel Aces
Edited by mxlm
Dem A-Wings...I hope that Bot died that round due to a hot load of laser to its face...
dat phrasing
also no
prockets ![]()
The coolest thing about A-Wings is how sleek they look when you run them without any stands. Just clip them right onto the base. They're small enough to make it work.
Each ship in the regular blister has it's own merit. You can use Prototype pilot's or green squadron pilot's for point's fillers, giving you a fast "Hey look at me" ship that can distract your opponent from your hard hitting ships. Arvel is considered to be the weakest out of the entire A-wing line up, but taking him against turrets is a good idea because you can ram the turret ship, so it can't shoot you, but you can still shoot at it.
Then there is tycho, which let's you take action's even when you have stress token's, earning him the name "pyscho tycho". After you first stress, you won't be able to K-turn with him, but you will still be able to boost/target lock/evade, so it becomes really helpful.
The idea with the A-wings is to not get hit, but at the same time, get into range 1 of an opponent so you can roll 3 attack dice.
A-wing's should not be your first into the fight. I would deploy them on the corner of the playing field, and have them come in from the side. (Go halway up the board, and then turn toward's the fight).
Push the limit is the A-wing's best friend, especially on Tycho. This give's the A-wings multiple actions at the cost of 1 stress that can easily be discarded.
The other good card out of the single blister is the cluster missile's, which let's you attack twice, and deadeye, which allows you to use focus tokens instead of target locks for missiles.
Of course, if you want to maximize your awing loadout options, I reccomend getting rebel aces next. Comes with chardaan refit (-2 point cost), A-wing test pilot title (able to equip an extra Elite Pilot Talent), and proton rockets (5 total attack dice when useing the a-wing).
Hope this helps!
I like prototypes with refit and Autothrusters. The more the merrier. They're the best blockers in the game.
Whenver i play A wings i usually give them PTL, Outmanouvre (with test pilot) and stealth device.
You have a lot of green options for clearing stress or you can just ignore it with tycho
Outmanouvre strips off a green dice which mitigates the low damage output without ordnance.. if you're playing your a wings properly you should nearly always be out of your opponents arc.
they are turning up a lot in star wars rebels so may be we will get some news pilots and skills for the in future
Then there is tycho, which let's you take action's even when you have stress token's, earning him the name "pyscho tycho". After you first stress, you won't be able to K-turn with him, but you will still be able to boost/target lock/evade, so it becomes really helpful.
Not to nit pick, but Psycho Tycho is actually a build for him: Tycho w/ PTL, Daredevil, Experimental Interface. Optional Procket/Chardaan Refit. I coined the term back in December 2014 shortly after W5 hit the shelves bringing us EI. What makes him Psycho are the near limitless possibilities for his final position. Unlike the other A wings, he isn't restricted to speed 2 maneuvers to clear straight, and then can DD then boost, or boost then DD, all while ensuring he has a focus token (at least).
He is (imo) by far the most enjoyable pilot to play, and one of the most frustrating to play against. But he has a steep learning curve. His main weakness is PS9+ pilots (or PS8 when he has init). His secondary weakness are PWT. Since he uses EI instead of AT, he doesn't have the defense against them that other A wings normally do. That said, he can put the hurt onto them easily with Prockets.
In this (presumed) day of TLT swarms (I've yet to see them dominate either in a game, or as a list archetype), he's even better - no one is better at range management than Tycho. That is, assuming you're good at spacial reasoning to know if a boost will put you in R3 or keep you just out (no need to take fire from multiple turrets).
The best way to play him is coupled with other fast ships. And as a list you employ hit and run strategies.
A's are by far the best ship in the rebels arsenal. Jake farell with PTL, Chardaan, test pilot, autothrusters, and (insert your favorite here) is the most versatile and annoying ship in the game.
3 greens with chardaan and PTL are a hard to hit mini swarm
or you can just take the two named pilots and tack on some z's to buff and provide blocks.
A's are by far the best ship in the rebels arsenal. Jake farell with PTL, Chardaan, test pilot, autothrusters, and (insert your favorite here) is the most versatile and annoying ship in the game.
3 greens with chardaan and PTL are a hard to hit mini swarm
or you can just take the two named pilots and tack on some z's to buff and provide blocks.
For some reason I always call the Chardaan refit a Kardashian refit ![]()
if you like the manuevering part of the game (aka the "game" part of the game) and hate the dice part, A-wings are for you
victory rests entirely on how much of a pain in the ass you can be. Blocking is one of the A's main strengths, so much so that the prototype pilot is a traffic jam waiting to happen. I've run just one proto in many lists for the sole purpose of blocking my opponent into submission. It's silly effective.
using a list full of As, you have to abuse your dial and blocking potential to keep out of arcs and, generally, in range 1 of the opponent. Proton Rockets (rebel aces) on Jake Farrel can really help overcome the 2-dice limitation, as can Crackshot (K_____ Fighter Expansion) and Juke (coming out in the Tie/fo Expansion) by helping you smack your way through green dice. A-wing Test Pilot (title, rebel aces) lets you slap these normally situational epts on top of auto-includes such as PTL.
also, they look great on the table
That playmat looks unbelievably annoying. Don't those asteroids mess up your planning?
A's are by far the best ship in the rebels arsenal. Jake farell with PTL, Chardaan, test pilot, autothrusters, and (insert your favorite here) is the most versatile and annoying ship in the game.
3 greens with chardaan and PTL are a hard to hit mini swarm
or you can just take the two named pilots and tack on some z's to buff and provide blocks.
For some reason I always call the Chardaan refit a Kardashian refit
Why because it's a cheap no-brainer?
Gemmer Sojan is my favourite pilot on the A-wing. He is a perfect counter to TLT Y-wings as he WANTS to be at range 1 of them - lol.
My current build is the following:
Dash+Lone Wolf+Recon Spec+Mangler+Outrider
Gemmer Sojan+Chardaan Refit+Awinf Test Pilot+PTL+Autothrusters
Gold Squadron Ywing+TLT+R5 Astromech
I had another TLT Gold in there but Gemmer is so much fun to fly and lasts a long time. At Range 1 he gets a free Stealth Device upgrade and being at range 1 is the perfect counter to Ywings with TLT so he loves being at range 1 behind the TLT Ywings.
if you like the manuevering part of the game (aka the "game" part of the game) and hate the dice part, A-wings are for you
victory rests entirely on how much of a pain in the ass you can be. Blocking is one of the A's main strengths, so much so that the prototype pilot is a traffic jam waiting to happen. I've run just one proto in many lists for the sole purpose of blocking my opponent into submission. It's silly effective.
using a list full of As, you have to abuse your dial and blocking potential to keep out of arcs and, generally, in range 1 of the opponent. Proton Rockets (rebel aces) on Jake Farrel can really help overcome the 2-dice limitation, as can Crackshot (K_____ Fighter Expansion) and Juke (coming out in the Tie/fo Expansion) by helping you smack your way through green dice. A-wing Test Pilot (title, rebel aces) lets you slap these normally situational epts on top of auto-includes such as PTL.
also, they look great on the table
That playmat looks unbelievably annoying. Don't those asteroids mess up your planning?
They are every bit as annoying as one would think, perhaps even moreso.
I have to say, much as i respect everyones play style that mat would really put me off ![]()
you get used to the dang mat
just see the left-most and right-most prototypes. it don't bother them none
Edited by ficklegreendiceI love A-Wings. Jake or Tycho with PTL, Autothrusters, Chardaan Refit, A Wing Test Pilot and....? The only problem is what to fill that second Elite slot with. Outmaneuver is really good, but sometimes you need VI for that extra PS since they're only 7 and 8 normally. Predator would also work well, as would Daredevil on Tycho.