Green Squadron Pilot EPTs...
Just me personally, I love me a PTL Green. It hunts generics and blocks aces with equal aplomb.
You mentioned two variations to the list. How about, instead of dropping one Greenie to a Bandit (leaving the other out to dry), why don't you drop one to a Prototype? That buys you Autothrusters and PTL on the Greenie, lets you use the Proto as a primary blocker and lets the Green help make your blocking formation but still give him shots. Plus you can now block generics with the Prototype (formation flyers hate being blocked). Just a thought.
Otherwise, keep the list as-is but add Lightning Reflexes to each Green. Very handy on ships that don't have problems shedding stress.
Thanks, I'll take the proto into consideration. LR looks powerful on As too.
Wingman is a powerful but underutilized upgrade on A-Wings. A pair of Green Squadron Pilots with PTL and Wingman can pull off some spectacular maneuvers.
Calculation, you're rolling 2 dice, the static ability to spend a focus token not into a hit but into a critical is always nice.
And otherwise Wired or Juke.
Calculation, you're rolling 2 dice, the static ability to spend a focus token not into a hit but into a critical is always nice.
And otherwise Wired or Juke.
For some reason I completely forgot about Calculation! Thanks. I only have one wired and really want to at least have Crack Shot on both. Do you think Juke and Crack Shot would be worth it? My instinct says Juke and PTL is powerful due to the double actions, but if I take it without PTL I must use evade to trigger it each round. Thoughts?
Wingman is a powerful but underutilized upgrade on A-Wings. A pair of Green Squadron Pilots with PTL and Wingman can pull off some spectacular maneuvers.
I know Wingman and PTL is a great combo for a pair of Greens, but I didn't have the points and wanted to focus on crackshot for the offense. This is something I should try as the foundation of a list though. Good input.
Calculation, you're rolling 2 dice, the static ability to spend a focus token not into a hit but into a critical is always nice.
And otherwise Wired or Juke.
For some reason I completely forgot about Calculation! Thanks. I only have one wired and really want to at least have Crack Shot on both. Do you think Juke and Crack Shot would be worth it? My instinct says Juke and PTL is powerful due to the double actions, but if I take it without PTL I must use evade to trigger it each round. Thoughts?
Put Juke on with PtL.
The evade, in combination with the 3 green dice and quite possibly a focus will make the A-Wings an undesirable target. Especially if you also toss on an Autothruster.
You're a little low on damage though, so you'd have to compensate with something else with the 50+ points left over.
Calculation, you're rolling 2 dice, the static ability to spend a focus token not into a hit but into a critical is always nice.
And otherwise Wired or Juke.
For some reason I completely forgot about Calculation! Thanks. I only have one wired and really want to at least have Crack Shot on both. Do you think Juke and Crack Shot would be worth it? My instinct says Juke and PTL is powerful due to the double actions, but if I take it without PTL I must use evade to trigger it each round. Thoughts?
Put Juke on with PtL.
The evade, in combination with the 3 green dice and quite possibly a focus will make the A-Wings an undesirable target. Especially if you also toss on an Autothruster.
You're a little low on damage though, so you'd have to compensate with something else with the 50+ points left over.
Thanks for the Juke input. Yeah, I agree the damage is pretty low. I think if I did the Juke/PTL combo, I would drop it to one green for generic hunting and try to beef up the firepower elsewhere. At that point I could even upgrade to Jake if I am adding Autothrusters and Prockets...
22-Point Green (Title, PTL, Juke, Chardaan)
or
27-Point Green (Title, PTL, Juke, Prockets)
or
34-Point Jake (Title, PTL, Juke, Prockets, Autothrusters)
I do want to try the double green thing, but maybe this isn't the list. X-Wings are rigid and blocky in their movements while A-Wings are rather fluid. Perhaps some turrets would pair well with the A's to open up the non-jousty movements a bit.
While Juke, Wired and Calculation are nice, I think cancelling Defensive Dice (completely) is more important. Here is an example of where I am going with this:
5x A-Wing: 4x Green Squadron with Crack Shot and Chardaan Refit, 1x Arvel Crynyd with Chardaan Refit, A-Wing Test Pilot, Intimidation and Proton Rocket.
While this is just a theory crafted build, and is not the best build, it certainly cancels Defensive Dice. Intimidation means that anyone Crynyd bumps, has 1 less Agility value. With 4 Crack Shot A-Wings on that target, that means you are lowering their Agility by 2 basically. You can use Crynyd's Proton Rocket for high HP ships to ensure the survival of the Squad.
The entire build is only 10 damage, and 20 HP strong. I highly doubt it will be as effective as some of the other builds that I have come up with. It's still an interesting idea, and should give you all something to think about when making Green builds.
While Juke, Wired and Calculation are nice, I think cancelling Defensive Dice (completely) is more important. Here is an example of where I am going with this:
5x A-Wing: 4x Green Squadron with Crack Shot and Chardaan Refit, 1x Arvel Crynyd with Chardaan Refit, A-Wing Test Pilot, Intimidation and Proton Rocket.
While this is just a theory crafted build, and is not the best build, it certainly cancels Defensive Dice. Intimidation means that anyone Crynyd bumps, has 1 less Agility value. With 4 Crack Shot A-Wings on that target, that means you are lowering their Agility by 2 basically. You can use Crynyd's Proton Rocket for high HP ships to ensure the survival of the Squad.
The entire build is only 10 damage, and 20 HP strong. I highly doubt it will be as effective as some of the other builds that I have come up with. It's still an interesting idea, and should give you all something to think about when making Green builds.
So as great as crackshot can be this will die very fast most games. Damage output is very low, and the crackshot boost will only work once. Your focuses will usually need to be spent on defense due to your low ps, and your lack of PTL means you don't have the repositioning ability to take full advantage of the boost or to turtle. Arvel does not work well with prockets as he doesn't get actions when he bumps and high ps ships will dodge him easily. He also may bump your GSPs a bunch. I'd swap him for Gemmer or downgrade him and give everyone another 2 point upgrade.
i love A-wings in general, the great dial and cheap points, they aren't that much more expansive then Z-95's and can do a lot more.
I ran two Crack Shot / Calculation / Autothruster Greens with Chardaan last night on Vassal paired with Kanan Dash and they performed fairly well against a 4-ship rebel build.
I used them to draw some fire while Dash made his way around. I am fairly inexperienced with both ships, but it was a great game. Ultimately one green was left over after the first one blew up and he paid dividends in the remaining rounds. I was able to use calculation a number of times to good effect while i did not benefit from Autothrusters once (partly due to my lack of experience in the initial engagement).
Fair Green. I like Gemmer. Another option could be Farrell. If you Focus on him, he gets a Boost action. It basically gives you the equivalent of 2 actions a turn. Assuming you ran the 4 Greens with Crack Shot, Chardaan and Farrell, you would have 4 points left over to spend in to something
Fair Green. I like Gemmer. Another option could be Farrell. If you Focus on him, he gets a Boost action. It basically gives you the equivalent of 2 actions a turn. Assuming you ran the 4 Greens with Crack Shot, Chardaan and Farrell, you would have 4 points left over to spend in to something
I second this with Jake. If you add PTL to him you end up able to focus, boost, and barrel roll. If you add VI as well he is almost Soontir like (but with less attacks). Used this build to take down a TIE phantom as able to stay out of arc
My personal go-to Awing build is:
Title, Refit, PTL, Predator, Autothrusters
25 points on a Green Squad, 30 on Jake.
I ran 2 Greens with Calculation, Refit, and Crack Shot paired with Kanan Dash and it worked out very well. I am motivated to continue to use a pair of greens (or maybe even a single Jake again) in my newer rebel builds. Time to keep building!