A-Wing squad

By AlainCrusade, in X-Wing Squad Lists

A-wing squad -- 99 pts.

Tycho Celchu x1--26 pts.

Green Squadron Pilot x3--19 pts.

A-wing test pilot --0pts.(rebel aces)

Cool Hand--1pts. (t-70 next year)

Push The Limit--3 pts.(imperial aces/a-wing)

Autothrusters--2 pts.(starviper)

Chardaan Refit-- -2 pts.( rebel aces.)

total pts. 30 + 69 = 99


I'm still new to X-wing so any thoughts are welcome. I looks interesting---i'll have to play test it...when i can get the T-70 x-wings---think they come out next year.

A-wing squad -- 100 pts.

Tycho Celchu x1--26pts.

Green Squadron Pilot x3--19 pts.

A-wing test pilot --0pts.(rebel aces)

Cool Hand X3 on GSP--1pts. (t-70 next year)

Expert handling x1 on Tycho--2pts.(x-wing)

Push The Limit--3pts.(imperial aces/a-wing)

Autothrusters--2pts.(starviper)

Chardaan Refit-- -2pts.( rebel aces.)

total pts 31 + 69 = 100


I've tweaked the set up a little bit to make the squad 100 points.

I like the fluff and aesthetics of this type of list, been considering it myself, but A-wings are very easy to pop if they get pinned/focus-fired. I'm attempting to learn to fly Jake well in a BBBA squad and I've lost him in 2 of 3 games making a maneuvering error--and that's just one A-wing that is more maneuverable than your Greens will be.

Having said that, playing is learning and you will likely flub up in whatever squad you pick so it might as well be one you like. I try to remember games are for fun, not necessarily for winning.

A-Wings are my favourite ship but they lack firepower. Personally I prefer Jake Farrell than Tycho as he can focus then get a free boost, use PTL to get a barrel roll and lose a target lock with Expert Handling. There are more than enough green manuevers on his dial to clear his stress then do it all again.

To up the attack power you can arm your A's with Proton Rockets for an epic alpha strike attack. You could even drop the named pilot and just have a 4x green squadron where three of them have Proton Rockets (one has to take Chardaan Refit) at the cost of Autothrusters. With three agility dice, using PTL to focus and evade should be keeping you alive if you fly smart formations and you have your Cool Hand to throw two evade tokens up, just remember it has to be discarded to be used so its a one time only option. Close quickly, release a devestating Procket strike then use the speed of the A-Wing to stay out of arcs and turtle up to keep them alive long enough for focussed fire to bring down your foes.

As someone who flies TIEs all the time, you will find that 2 Attack just does not have enough punch to get through the defenses of any ship with 3+ Agility. Heck, even 2 Agility is tough when the dice are warm. That is why I think A-Wings are best served as escorts.

As someone who flies TIEs all the time, you will find that 2 Attack just does not have enough punch to get through the defenses of any ship with 3+ Agility. Heck, even 2 Agility is tough when the dice are warm. That is why I think A-Wings are best served as escorts.

What exactly do you mean by escorts? Filler ships, blockers?

I love my a-wings but they do lack firepower. They make great blockers but if you pilot them well enough can make great arc dodgers.

My main idea to get round the lack of dice is to run outmanoeuvre so that the opponent will have 1 less agility and with PTL as well could possibly get to range 1 as well. Having said that I have had a game where my a's have come up against a tie swarm and just cancelled each other. Wasn't running outmanoeuvre that day though

Instead of Cool Hand, try Calculation, you might as well push that hit into a crit.

As someone who flies TIEs all the time, you will find that 2 Attack just does not have enough punch to get through the defenses of any ship with 3+ Agility. Heck, even 2 Agility is tough when the dice are warm. That is why I think A-Wings are best served as escorts.

What exactly do you mean by escorts? Filler ships, blockers?

I think that's what he means, but its not entirely true. Depends on the pilot.

Jake is quite strong with PTL + VI and proton rockets. Tycho is pretty **** good with Push the limit, daredevil and experimental interface (although overly expensive). The lowly green squadron can do good work with a missile, push the limit and either predator or outmaneouvre. But none of these builds should take up more than half your list. You need something else to get the opponent's attention because these are all best as flankers.

Then there's the lowly prototype pilot. At PS1 and with an excellent dial (+boost) he's a pretty good blocker, but not good for anything else...

A-wings do great if flown well, despite having only two attack dice. The trick is learning how to reliably outfly your opponent and use the death by 1000 cuts strategy. There is a lot that goes into doing that, there is a very long and extensive discussion on the A-wing and how to get the most out of it here:

https://community.fantasyflightgames.com/topic/184295-green-arrow-list/

Personally the main recommendation is make is that if you want to fly a squad of A-wings is that you should develop 3 starting strategies. Strategy 1 is for dealing with a high PS ace build. Strategy 2 is for dealing with a jousting list, and strategy 3 is for dealing with a list that relies heavily on a big ship.

Strategy 1 involves you sticking to one side for the the first few rounds to prevent the Aces from outflanking you easily. Turn into the center once you are half way up the table and do your best to keep most of your opponent's ships to your front. A key thing to remember is that you don't need to keep all your ships together in tight formation, but you also don't want to spread out too far.

For strategy 2 you want to deploy on the opposite corner from your opponent and fly straight across the table for the first 2 rounds with 5 straights and boosts. What you are trying to do is to force your opponent to turn towards you, which with sluggish ships will make his line abreast firing line turn into a collumn, which you can pick apart at your leisure.

For strategy 3 you want to joust the big ship and put the hurt on it fast before you break your formation and scatter. You will consistently do 1 or 2 damage each time you attack a big ship, expect 1-2 damage per round. As such you want to do a lot of damage early so you can kill it fast.

I hope that helps.

I think the real deal on A-wings is crackshot, and I would take that over anything I can think of on low PS A wings.