A-Wings Vs YT2400 CAP

By SmurfWedge, in Star Wars: Armada

Just trying to judge which would be better in a fighter support screen.

6 X A-Wings or 4 X YT2400

A-Wings are faster but require squadrons commands to use whereas the YT's have Rogue.

Points cost very similar 66 for A's and 64 for the YT's

A's bring 18 blue anti squadron and 6 black anti ship die compared to the 16 blue anti squadron and 4 black anti ship the YT's bring.

I would be running a tooled up MC80, AFB with some goodies and Corvette TRC with Ackbar as Admiral. Focusing of ship based firepower to put the hurt on with squadrons running CAP and only adding to anti ship if they survive. I need to play test more but I'm swinging towards the YT's due to not having to squadrons command and allowing the ships to navigate and concentrate fire...With engineering added when needed.

What are your thoughts on what's better as a CAP?

In terms of fighter support/dog fighting, the A-wings are the way to go because essentially your get 18+ dice due to counter. Where as the yt-2400s do not need commands, can be an independent, and also slowly pelt ships if they have no squadrons. where as the A-wings needs the positioning or commands to be effective against other enemy ships.

I've been running dual YT-24s as a leading edge for my X-wing bombing run. I miss counter, but rogue covers some of the lost blue dice.

It depends on how frequently you intend to issue Squadrons commands. As a general rule, I've found that:

Squadron-commanded squadrons > Rogues > non-Rogue squadrons without Squadron commands

So if you aren't intending to issue Squadron commands, the YT-2400s would be superior (often getting in more total attacks over the game due to move+shoot). If you are, maybe the A-Wings. I say maybe because I'm not super enthusiastic about all A-Wing builds when Intel bomber blobs are a thing just due to mediocre blue dice and unreliable Counter.

A good strategy would be 4 A-wings with jan. They will survive all day, until IG-88 comes along that is.

A good strategy would be 4 A-wings with jan. They will survive all day, until IG-88 comes along that is.

Don't need IG-88, a-wings dont have escort. I can just shoot jan from jump.

A good strategy would be 4 A-wings with jan. They will survive all day, until IG-88 comes along that is.

Don't need IG-88, a-wings dont have escort. I can just shoot jan from jump.

If the A wings engage a majority she'll be fine, she just needs to be distance 2 from the A's

Well, let's see..

4x YT-2400s, 64 points, 24 hull points, 16 dice alpha, speed-4 Rogue, 4 blacks vs. ships.

6x A-Wings, 66 points, 24 hull points, 18 dice alpha, speed-5, 6 blacks vs ships.

So A-Wings have a larger alpha with greater threat range, but you will only activate 4-5 at a time unless you have say, Expanded Hangars + token on a Squadron-4 ship. I could toss virtually the same alpha with a command-4 ship if I take the YTs and those 16 dice are worth it to me. Another thing to note about the YTs vs. the A-Wings is damage distribution. Yes, the YTs stay around a bit longer per ship so they're more useful for tying things down ideally, but the A-Wings Counter 2 allows them to spread potential damage to each attacker. Also, the more dice you have per attack, the better the chances you have at taking down aces with defense tokens. That's another advantage the YTs have.

Like others have said, it all depends on list. For me, I'm currently enjoying the freedom and flexibility that 4 YTs give me.

A good strategy would be 4 A-wings with jan. They will survive all day, until IG-88 comes along that is.

Don't need IG-88, a-wings dont have escort. I can just shoot jan from jump.

If the A wings engage a majority she'll be fine, she just needs to be distance 2 from the A's

If' she's distance 2 from the A's then they are losing out on her brace tokens ...

It depends on how frequently you intend to issue Squadrons commands. As a general rule, I've found that:

Squadron-commanded squadrons > Rogues > non-Rogue squadrons without Squadron commands

So if you aren't intending to issue Squadron commands, the YT-2400s would be superior (often getting in more total attacks over the game due to move+shoot). If you are, maybe the A-Wings. I say maybe because I'm not super enthusiastic about all A-Wing builds when Intel bomber blobs are a thing just due to mediocre blue dice and unreliable Counter.

This is my personal pattern of thinking.

Like everyone said it depends on what commands you plan on issuing but considering you are taking Ackbar I'll make the gut call of YT's.

A good strategy would be 4 A-wings with jan. They will survive all day, until IG-88 comes along that is.

Don't need IG-88, a-wings dont have escort. I can just shoot jan from jump.

If the A wings engage a majority she'll be fine, she just needs to be distance 2 from the A's

If' she's distance 2 from the A's then they are losing out on her brace tokens ...

"While a friendly squadron at distance 1-2 is defending, it can spend your defense tokens." As long as the furthest A-wing is "at" distance 2 he/she can use those defense tokens.

Thanks for all the advice guys. I think my initial feeling of YT2400'S are the way to go for now.....otherwise I'll be issuing squadrons commands with the MC80 and the AF just to get them stuck in. Also think I enjoy the freedom of them like Hero mentioned.