4 Green Squadron builds

By EbongHawk, in X-Wing

I don't run A-wings almost ever but was playing with my list builder and was thinking that this sounds like fun.

Green Squadron Pilot - (19)

Push the limit (3)

Autothrusters (2)

Title (0)

Predator (3)

Chardaan Refir (-2)

Seems legit. Going to try teaching a new group to get them into the game and to keep myself from falling on familiar lists I thought I'd run something that I never play but wouldn't just lose all the time. What other builds do you guys like for 4 Greens? I liked wired but it left too many points on the board for my taste.

I really want to try wired on A-wings and Greenies seem like a natural fit. Not sure how many folks gonna run out and buy four!?! TFA core sets though.

I really want to try wired on A-wings and Greenies seem like a natural fit. Not sure how many folks gonna run out and buy four!?! TFA core sets though.

Yeah I'll wait for it to come on something else and proxy until then. Wired, PTL, and autotrhusters seems like a killer combo.

I wouldn't bother with Predator. With a focus, you're only rerolling 25% of the time, and then only 75% of the time it matters. This comes out to 18.75% of the time Predator gets you a better result. But that doesn't even speak to the full impact, as often 2 booms can be negated anyways. The A wings "problem" is that even when they have good reds, tokens and decent greens from the opposition negate their reds completely.

As such, I would suggest either replacing Predator with Outmaneuver, Juke, or Crack Shot, with my preference being Juke. A pure 1:1 replacement of OM doesn't free up any points, but it allows you to fly your A wings from different angles and consistently have at least 2 of them activate OM. This is about the only way that they can consistently do damage against 3+ agi ships (Brobots come to mind).

However, my personal favorite would be to replace Pred with Juke. This means that your F+E that greens do all too often, leaving them stressed with both tokens unused, is still useful. If you're attacked first, it can be the difference between your opponent spending his focus or not. And if you're not attacked first, you can easily strip the focus, and then as your second, third and fourth A wing pile on the attacks, you get extra damage through. It also leaves you with 4 points. You can go several directions with those 4 points, but my preferred method would be upgrading a Green w/ PTL+Juke to Jake w/ PTL+VI.

And then if you dropped to Crack Shot, it frees up 8 points, which again, I would look to upgrade to Jake or Tycho. Tycho would leave you at 99 points, allowing you to potentially put something else on him (LW comes to mind). Jake leaves you at 97 points. Without any slots to spend on the last 3 points, I would think about upgrading his second EPT as well. LW, Juke, OM all come to mind.

I just ran 4 A-Wireds. They don't have any punch.

Tried outmaneuver + Juke yet?

I don't run A-wings almost ever but was playing with my list builder and was thinking that this sounds like fun.

Green Squadron Pilot - (19)

Push the limit (3)

Autothrusters (2)

Title (0)

Predator (3)

Chardaan Refir (-2)

Seems legit. Going to try teaching a new group to get them into the game and to keep myself from falling on familiar lists I thought I'd run something that I never play but wouldn't just lose all the time. What other builds do you guys like for 4 Greens? I liked wired but it left too many points on the board for my taste.

sounds fun, BUT:

you're teaching younglings..erm.. CADETS. too many cards (even if they don't play them, but play against them) is confusing at the start. that leads to frustration, which in turn leads to anger, yada yada, and before you know it, someone chops your hand off... or worse!

also, playing arc-dodgers against them might be fun for you, but again: frustrating for beginners.

I'd set up the classic ships they know from the movies, some xwings, some ties, maybe 1 awing and 1 interceptor, just to show them that THERE ARE other ships than jousters.. but don't overload.

have fun. that's the best entry drug way to get them interested, IMO.

more complicated stuff once they're hooked.. does anyone else see the parallels between xwing and fishing?! ;-D

Edited by WokeUpDead

A-Wing: · Jake Farrell (24)

Outmaneuver (3)

Proton Rockets (3)

Autothrusters (2)

A-Wing Test Pilot (0)

Push The Limit (3)

A-Wing: · Gemmer Sojan (22)

Proton Rockets (3)

Autothrusters (2)

A-Wing Test Pilot (0)

Push The Limit (3)

A-Wing: Prototype Pilot (17)

Chardaan Refit (-2)

Autothrusters (2)

A-Wing: Prototype Pilot (17)

Chardaan Refit (-2)

Autothrusters (2)

This is how I'd run 4 awings. Greens just aren't as good as an ace.

Warboys:

5x Green squadron, refit, autothrusters, crack shot.

Tremendous fun AND surprisingly competitive!

Edited by LordVogl

I've kinda wanted to try 4 Greens with Push the Limit and Proton Rockets. I'm not sure I have the balls to try for it though, getting them in the right spot for the concentrated proton rocket blast is very challenging.