AWing version of the Interceptor squad

By wilsont, in X-Wing Squad Lists

I'm sure this has been talked about before but has anyone made viable awing squad that would be like the typical interceptor squad (Soon, Carnor, Turr).

I put this together and would like everyone's thoughts

Tycho - A-Wing Test Pilot (0), Ion Pulse Missiles (3) , Push the Limit (3) , Shield Upgrade (4) , Expert Handling (2)

Jake - A-Wing Test Pilot (0), Ion Pulse Missiles (3) , Push the Limit (3) , Shield Upgrade (4) , Expert Handling (2)

Arvel - Chardaan Refit (-2) , Shield Upgrade (4)

Hi, my expirience with A-wings is that, the next configuration of upgrades for an A wing, is the best for me. A balance of defending and attacking abilities.

I hope it helps you. :)

Autothrusters

Awing title

Push the limit

Outmaneuver

chardan reefit (if you need more points)

I play it, with two greens And Yt2400, and it works well. :D

Not that I've used this but I keep meaning to give this a try:

(100)

Tycho Celchu (37)

Push The Limit (3), Proton Rockets (3), A-Wing Test Pilot (0), Experimental Interface (3), Expert Handling (2)

Jake Farrell (33)

Push The Limit (3), Proton Rockets (3), A-Wing Test Pilot (0), Autothrusters (2), Veteran Instincts (1)

Gemmer Sojan (30)

Proton Rockets (3), A-Wing Test Pilot (0), Autothrusters (2), Push The Limit (3)

Gemmer is too expensive and his ability is somewhat meh for the points. Try this:

Tycho w/ test pilot, push the limit, daredevil, experimental interface & homing missiles = 40

Jake w/ test pilot, push the limit, veteran instincts, autothrusters & proton rockets = 33

Green squad pilot w/ test pilot, push the limit, outmanoeuvre, autothrusters & chardaan = 25

98

Greenie is your flanker. If your opponent goes for him, great, just run away with him and let your other, more powerful ships get behind. If greenie is in a flank position, outmanoeuvre allows him to deal solid damage despite having only 2 attack dice most of the time

Tycho with daredevil is incredible. Makes for a much better arc-dodger than a traditional barrel roll + boost, because you can pick a crazy move, like 3 bank/turn away from your opponent (something your opponent will never expect) and then the 1 hard turn from daredevil brings you back on target but out of their arc (sometimes a boost is needed to get all the way there). The only downside is he moves at PS8, which is not quite high enough to match the 'best' aces out there. But he's packing a homing missile, which negates evade tokens and if you can launch it at Range 2, also will deny autothrusters (meaning it will pretty much hit). Another nice thing with daredevil is that its incredibly easy to stay behind enemies at Range 1 of them, meaning once his missile is gone, he's typically throwing 3 attack dice, so his damage output remains decent.

Jake's proton rocket will kill most aces if he can move last against them (hence the initiative bid), and he arc-dodges like other push the limit based interceptors. Pretty straightforward, but just don't get him blocked or he will end up dead...

Edited by blade_mercurial