A-Wing MVP

By Glucose98, in Star Wars: Armada

He's still spent some $80 for a total of 88pts. Compare that to $40 for 72pts in an Assault Frigate.

Fighters are really marked up at MSRP. By almost $10.

Edited by thecactusman17

I don't think A-wings are overpowered, but they do outshine X-wings which is a shame imho, as I love X-wings. Would be nice if X-wings got a slight boost in the future...1 extra speed or perhaps counter 1?

Superior except the lack of Escort... and Bomber... and extra Hull and AS dice :D

On a more serious note: in some builds, those featuring Bs and Ys, the X can really come into its own. But if you're only flying one kind of fighter, it's the A. Pretty sure this is all intentional game design.

In most cases counter 2 it's better than 1 extra AS dice.

With it's extra speed can engage before the escort it's needed.

The actual problem it's the A gives the speed, ship damage with blacks and counter all for only 11 points.

I expect and all comers to be expensive. I don't look at the other fighters as with As I will outshot B,Y,t fighter,adv and bombers and outlast interceptors. With X are more equal bit with the extra speed I can dictate when and where we will fight.

Then use them to shoot ships.

I only have 4 but will use more of them if avaliable.

It give me too much flexibility and forgiving to errors, without losing too much compared to other fighters. And I asure you thst Bs even with the mc-80 tittle will have a max of 2 turns of shooting vs a speed 3 ship run by any capable commander. The As will be in your front again with it's speed 5. And in squadron command range if you are running away.

As a note the worlds player was good but the empire player lost the game in deployment. With speed 3 it don't have posibility to box the rebel from it's starting point.

But the rebel with As could damage the enemy and allways be in range of command or disengage damsged fighter to don't give extra points.

Wave 1 I'm really liking my 3 A's, one X, and Dutch setup. If you're lucky, the A's are unopposed, otherwise, you use them as pawns or run the X with two of them to try and win the engagement. You can even take Dutch into battle and use him last on a poor bastard who activated already.

A-Wings are the most efficient squadrons in the game.

They attack ships almost as good as bombers and wreck havoc on fighters and bombers with counter 2 and 4 hull. AND they are speed 5.

For 11 points thats a bargain.

Agreed. I think they are a little too good. They should be 1 more point or only have Counter 1. A-Wings are the standard Rebel choice for squadrons around here, in as many as you can afford with your squadron point allotement, give or take Tyco. AWings are the best all around squadron in the game, even after R&V. They do everything well and are cheap.

They are good...very good, but they don't do everything well.

- They suck at Precision Strike.

- They are lousy Escorts.

- Dodonna doesn't love them at all.

Also, their Counter is most effective vs. stuff like common TIEs, non-enhanced, but less so vs. a dedicated AS setup (both Imperial and Rebel).

Edited by Green Knight

They are good...very good, but they don't do everything well.

- They suck at Precision Strike.

- They are lousy Escorts.

- Dodonna doesn't love them at all.

Also, their Counter is most effective vs. stuff like common TIEs, no-enhanced, but less so vs. a dedicated AS setup (both Imperial and Rebel).

So they don't synergise in particular with one objective card and the cheapest Rebel commander. Wow, such downsides.

And while the X-Wing still makes a better escort, Escort only comes into play when the bomber is already engaged, which means that it is unable to move and fire on the targets they are intended for. Instead the A-Wing's superior speed allows it to intercept enemy formations before they reach the bombers. Meanwhile, Rebels don't have the Synergy specials that might need escorting, as Imperials do, and two of the most attractive ones to escort, Wedge and Luke, both have Escort and can't be escorted.

And while Counter might work best against TIEs and weaker fighters, it allows it to stand on equal footing with an X-Wing should the A-Wing get the initiative, which it likely will, given its superior speed.

Compared to a Y-Wing it reshuffles two hull into two speed, loses Bomber and Heavy for Counter 2 and gains one anti-squadron die. All for one point.

They are not "the best fighters in the world", but they are affordable, fast and do just about everthing just about good enough.

They are good...very good, but they don't do everything well.

- They suck at Precision Strike.

- They are lousy Escorts.

- Dodonna doesn't love them at all.

Also, their Counter is most effective vs. stuff like common TIEs, no-enhanced, but less so vs. a dedicated AS setup (both Imperial and Rebel).

So they don't synergise in particular with one objective card and the cheapest Rebel commander. Wow, such downsides.

And while the X-Wing still makes a better escort, Escort only comes into play when the bomber is already engaged, which means that it is unable to move and fire on the targets they are intended for. Instead the A-Wing's superior speed allows it to intercept enemy formations before they reach the bombers. Meanwhile, Rebels don't have the Synergy specials that might need escorting, as Imperials do, and two of the most attractive ones to escort, Wedge and Luke, both have Escort and can't be escorted.

And while Counter might work best against TIEs and weaker fighters, it allows it to stand on equal footing with an X-Wing should the A-Wing get the initiative, which it likely will, given its superior speed.

Compared to a Y-Wing it reshuffles two hull into two speed, loses Bomber and Heavy for Counter 2 and gains one anti-squadron die. All for one point.

They are not "the best fighters in the world", but they are affordable, fast and do just about everthing just about good enough.

Don't get me wrong. I love my As, never go anywhere without them, but there is a time and a place for other squadrons as well.

- don't work so great with Yavaris.

- not my first choice for Hyperspace Assault

(I'm skipping the cons here, let others do the praising)

I don't think A-wings are overpowered, but they do outshine X-wings which is a shame imho, as I love X-wings. Would be nice if X-wings got a slight boost in the future...1 extra speed or perhaps counter 1?

Superior except the lack of Escort... and Bomber... and extra Hull and AS dice :D

On a more serious note: in some builds, those featuring Bs and Ys, the X can really come into its own. But if you're only flying one kind of fighter, it's the A. Pretty sure this is all intentional game design.

Well, Xs will get a +1 boost to speed if you run them with Independence. Everyone is talking them as a boost to B's/YTs, but there's no reason just those squadrons can take advantage of Independence.

If you want a free counter, you're playing the wrong faction in wave II. Dengar + 14 TIEs FTW ;)

If you want a free counter, you're playing the wrong faction in wave II. Dengar + 14 TIEs FTW ;)

Denger, rhymer and mix of bombers and ties will be nasty.

If you want a free counter, you're playing the wrong faction in wave II. Dengar + 14 TIEs FTW ;)

Denger, rhymer and mix of bombers and ties will be nasty.

*nods* For max squadrons, 10 TIEs and 6 TIE Bombers (16 total) is exactly 134. There are plenty of 10-12 squadron swarms available, if you sprinkle in 2-3 of Howl/Rhymer/Dengar/Mauler. Heck, you could even take 11 TIE Advanced if you're sick of seeing squadrons one-shotted by filthy frigates. :P

There are like a hundred possibilities here. Well, maybe not a hundred. But a ton. It makes me happy. In a wanton-destruction sort of way. :D

Actually it's a nonsense becouse ff I think have never changed a points cost or modified a ship except with newer cards (tie adv).

I don't find the advanced to be has good. 1 hull point for 1 speed, no counter but scort. It works well but the A it's better as it can work independently ans the adv only uses it's scort near other fighters and with high movement can be easily bypassed with accurate (but out of the spiritof the game) movement.

Engage the fighter you want but stay 1 mm from range 1 from the others.

Not as easily done but exploitable.

I had four A-wings in striking range of a Rhymer ball. He didn't have an escort in there, Rhymer was in the middle of a cluster of, I don't know, 5 bombers. I surrounded the cluster with my A-wings one by one, keeping each one engaged with only 1-2 bombers, plus Rhymer. I was able to get the alpha strike on Rhymer, and then keep the rest of the ships engaged by 1's and 2's afterward, neutering his strike force. An escort would have prevented this.

Edit--here's how: http://imgur.com/a/nzMos

Edited by Ardaedhel

Actually it's a nonsense becouse ff I think have never changed a points cost or modified a ship except with newer cards (tie adv).

I don't find the advanced to be has good. 1 hull point for 1 speed, no counter but scort. It works well but the A it's better as it can work independently ans the adv only uses it's scort near other fighters and with high movement can be easily bypassed with accurate (but out of the spiritof the game) movement.

Engage the fighter you want but stay 1 mm from range 1 from the others.

Not as easily done but exploitable.

Just want to point out: escort is not as useless as you seem to think, it just really needs to be used in an avoidance-conscious way. I'll use a specific example from a recent game.

I had four A-wings in striking range of a Rhymer ball. He didn't have an escort in there, Rhymer was in the middle of a cluster of, I don't know, 5 bombers. I surrounded the cluster with my A-wings one by one, keeping each one engaged with only 1-2 bombers, plus Rhymer. I was able to get the alpha strike on Rhymer, and then keep the rest of the ships engaged by 1's and 2's afterward, neutering his strike force. An escort would have prevented this.

Edit--here's how: http://imgur.com/a/nzMos

Edited by BorinBCN

You need 1 escort for a credible defense, two is more than enough.

Actually it's a nonsense becouse ff I think have never changed a points cost or modified a ship except with newer cards (tie adv).

I don't find the advanced to be has good. 1 hull point for 1 speed, no counter but scort. It works well but the A it's better as it can work independently ans the adv only uses it's scort near other fighters and with high movement can be easily bypassed with accurate (but out of the spiritof the game) movement.

Engage the fighter you want but stay 1 mm from range 1 from the others.

Not as easily done but exploitable.

Just want to point out: escort is not as useless as you seem to think, it just really needs to be used in an avoidance-conscious way. I'll use a specific example from a recent game.

I had four A-wings in striking range of a Rhymer ball. He didn't have an escort in there, Rhymer was in the middle of a cluster of, I don't know, 5 bombers. I surrounded the cluster with my A-wings one by one, keeping each one engaged with only 1-2 bombers, plus Rhymer. I was able to get the alpha strike on Rhymer, and then keep the rest of the ships engaged by 1's and 2's afterward, neutering his strike force. An escort would have prevented this.

Edit--here's how: http://imgur.com/a/nzMos

In that example you actually could have shoot at rhimer that it's the valuable unit. And you could also engage the other bombers if you want with onlyone escort. You need at least 3 escorts to safely protect a single fighter.

Correct, the A-wings can either attack Rhymer or tie up the rest of the squadrons. Not both in the same activation, if there's a properly-placed escort in there.

No, one escort does not completely protect a single fighter. but it can make interceptors fly way around it in order to hit it. Again, assuming it's properly positioned.

What does MVP stand for?

What does MVP stand for?

Either you are trolling or you honestly dont know...either way it stands for Most Valuable Player.

Actually you can engage all thefighters if you want. Only that the target would have been the escort.

Edited by BorinBCN

What does MVP stand for?

Either you are trolling or you honestly dont know...either way it stands for Most Valuable Player.

Never heard that expression. And what's it supposed to mean?

What does MVP stand for?

Either you are trolling or you honestly dont know...either way it stands for Most Valuable Player.

Since this info is not stored in human DNA and I havn't heared or read about it before whatsoever, no Im not trolling.

I think you picked up the opportunity to troll me for asking a question.

Actually you can engage all thefighters if you want. Only that the target would have been the escort.

Yes. In my example, in one activation, you can kill Rhymer and tie up the rest of the Rhymer ball in a single activation, but only if there is not a well-placed escort in there. If there is an escort, it forces you to choose: you can either kill Rhymer and leave the rest of the squadrons disengaged or you can engage the rest of the flight but leave Rhymer alive, but you can't do both from the same position.

This is significant because, if the A-wings can successfully kill Rhymer while also engaging the rest of the Rhymer ball, they can not only neuter the Rhymer ball in one turn, but they can also dictate the terms of the rest of the encounter by engaging each A-wing with as few bombers as possible. This limits the bombers' ability to concentrate their counterattack, virtually assuring that the A-wings will survive long enough to get in a second or third attack against the bombers, and keeping the bombers pinned down and ineffective for as long as possible. The escort does not keep Rhymer alive (it would be ridiculous if I could hard counter your 44 points of A-wings with my 12-point Advanced), but it does dramatically limit the attacker's positioning options.

Bottom line here is, escort doesn't do quite what you think it should, but that doesn't mean it's not powerful.

Edited by Ardaedhel

What does MVP stand for?

Either you are trolling or you honestly dont know...either way it stands for Most Valuable Player.

Since this info is not stored in human DNA and I havn't heared or read about it before whatsoever, no Im not trolling.

I think you picked up the opportunity to troll me for asking a question.

He probably assumes you're American. If you were, it would be truly amazing if you hadn't heard the term: it's used in every major spectator sport over here. I know this and I don't watch sports at all. I assume it's not used elsewhere in the world.

What does MVP stand for?

Either you are trolling or you honestly dont know...either way it stands for Most Valuable Player.

Since this info is not stored in human DNA and I havn't heared or read about it before whatsoever, no Im not trolling.

I think you picked up the opportunity to troll me for asking a question.

He probably assumes you're American. If you were, it would be truly amazing if you hadn't heard the term: it's used in every major spectator sport over here. I know this and I don't watch sports at all. I assume it's not used elsewhere in the world.

Ok thank you.

So assuming Most Valuable Player is the correct term. Does it refer to the player that uses A-Wings, like the forerunner, or the A-Wing itself as the most valuable game element ... like the best player in the team?

And to all the others: No there are not only Americans in the forums. I may have some skills in your language but I don't watch American sports TV.

Yup, best player on the team.

I think what make the A-Wing so good is that it is multirole while having no weaknesses compared with all other squadrons (not taking the Rogue keyword into accound).

On the Empire side you would need to take 8 Advanced if you want to have the same result in terms of having fighters with anti-ship firepower ... but then they are slower, more expensive and less effective against squadrons. And in this respects the Advanced share the same weakness as X-Wings: the tax for the Escort keyword which is useless in this case.

3 TIEs = 2 Adv when it comes to anti-ship dice. So the best way for an Imperial to match 8 A-wings is 12 TIEs and the TIEs should win. They'll take a beating, but they should win.