Why aren't A-Wing Swarms a thing?

By benbaxter, in X-Wing

A prototype A-wing with refit is good value at 15 points. Two of them for 30 is potentially less value in terms of what else you can pick up for 30 points (a decked out Jake Farrel, a TLT Warden. Heck, even Wedge with an R2 and IA). With Zs, 12 points is decent for a Bandit, but a pair of them for 24 points is still good value. It's only competition for that exact value is an FCS B-wing or a TLT Y-wing, and even then, the choice is more down to the flavour of the rest of your list.

Their value as cheap ships has diminishing returns as you take more, unless you have a really well thought out plan (and a fair bit of practice) on how to use them. Nothing's impossible, but there are just better options than swarm As.

With that said, I love throwing one or two green squadron into builds. Gemmer Sojan has recently become the hero of a few games, too.

Please recount the details of your Gemmer Sojan conquests, I am very intrigued.

Gemmer with PTL and AT for 25 points has been just a really value-for-money investment every time I've used her. Either people ignore her, and I can use her as a flanker, or people see an A-wing ace and feel compelled to destroy her, in which case she can draw a lot of fire while being surprisingly effective at dodging it. She wants to be at R1, which makes her a startlingly good brawler, which can take people by surprise. I've tried her with Juke, but her PS isn't high enough to get the value out of it, and with Wired - which was surprisingly effective. She makes an excellent hunter of TLT carriers, being well able to keep up with slamming K-wings, and being an absolute nightmare for Ys.

She's probably my favourite A-wing pilot, oddly enough. Jake is better for so many reasons, but I just find her so much more fun to fly.

A prototype A-wing with refit is good value at 15 points. Two of them for 30 is potentially less value in terms of what else you can pick up for 30 points (a decked out Jake Farrel, a TLT Warden. Heck, even Wedge with an R2 and IA). With Zs, 12 points is decent for a Bandit, but a pair of them for 24 points is still good value. It's only competition for that exact value is an FCS B-wing or a TLT Y-wing, and even then, the choice is more down to the flavour of the rest of your list.

Their value as cheap ships has diminishing returns as you take more, unless you have a really well thought out plan (and a fair bit of practice) on how to use them. Nothing's impossible, but there are just better options than swarm As.

With that said, I love throwing one or two green squadron into builds. Gemmer Sojan has recently become the hero of a few games, too.

Please recount the details of your Gemmer Sojan conquests, I am very intrigued.

Gemmer with PTL and AT for 25 points has been just a really value-for-money investment every time I've used her. Either people ignore her, and I can use her as a flanker, or people see an A-wing ace and feel compelled to destroy her, in which case she can draw a lot of fire while being surprisingly effective at dodging it. She wants to be at R1, which makes her a startlingly good brawler, which can take people by surprise. I've tried her with Juke, but her PS isn't high enough to get the value out of it, and with Wired - which was surprisingly effective. She makes an excellent hunter of TLT carriers, being well able to keep up with slamming K-wings, and being an absolute nightmare for Ys.

She's probably my favourite A-wing pilot, oddly enough. Jake is better for so many reasons, but I just find her so much more fun to fly.

Gemmer is a guy. Green Two during Endor.

"Green Eggs and Spam"

5 x Green Squadron + Ch. Refit + A. Test pilot + CrackShot + Juke

Granted aces are still tough, but that Palp shuttle? Gone by turn 2.

The only thing I have a hard time with is keeping them under control, they're so fast. It's like flying around on ice skates sometimes.

I'm kind of loving the idea of that 5 Greens with Juke and Crackshot list. Full dial, slices through Green Dice like a hot knife through butter, who cares if you need $45 worth of blisters per ship to get the cards you need?

Swarms need ace counters. A-Wings don't really have that. TIEs can take Crackshot, but you're looking at 18 points to have it on an A-Wing, which knocks you down to five max.

You're running a list with 5 or 6 of some of the best blockers in the game and you can't deal with action-dependent aces?

"Green Eggs and Spam"

Granted aces are still tough...

Well, not so much with Juke AND Crackshot...

2 red dice.

Gemmer is a guy. Green Two during Endor.

I had no idea. I know literally nothing about the pilot names beyond that which I've read here, or was explicit in the movies. I tend to refer to all the ships (rather than the pilots) as female, unless I know the pilot for sure. A habit I picked up from working on aircraft.

I'm kind of loving the idea of that 5 Greens with Juke and Crackshot list. Full dial, slices through Green Dice like a hot knife through butter, who cares if you need $45 worth of blisters per ship to get the cards you need?

So what's the plan? Evade as your action and naked attack dice? Let's say for a moment that the opponent doesn't have a focus token, your attack has a 25% of rolling 0 hits, 50% of rolling 1, and 25% of rolling 2.

To do damage against a 3 agility target, if you rolled 1, you need the opponent to roll 1 or fewer evades - 68% chance. If you rolled 2, you'd have a 95% of getting damage through. Therefore, your average damage is .745 expected damage. If you took a focus action instead, your damage is .61. So, taking the evade to activate Juke is the superior option - assuming Juke activates and your opponent doesn't have a focus token to spend. If he does, then your expected damage drops to .12. So, your opponent would only have to have a focus token less than 25% of the time for Juke to be the better option.

Though I suppose with 5 of them, you should be able to setup blocks and therefore ensure that Juke works.

Edit: Obviously I'm ignoring crackshot as a one time discard, but that's the case for regardless of Juke or not. Actually, it's less viable with Juke since your opponent is likely to roll a focus anyways and turn multiple results.

Edited by Khyros

"Green Eggs and Spam"

Granted aces are still tough...

Well, not so much with Juke AND Crackshot...

Those will make your opponents dice sad!

But no mod's at low PS will make your own dice even sadder.

I think I'd like to try 6 A-Wings, but clearly it is not a squad that easily proves its worth. In fact, I might fail miserably with it. And then the investment would be a waste. So I'm not sure enough of myself to spend that much on one ship.

"Green Eggs and Spam"

Granted aces are still tough...

Well, not so much with Juke AND Crackshot...

Those will make your opponents dice sad!

But no mod's at low PS will make your own dice even sadder.

Odds are pretty good there's at least one round there where they're in-range but out-of-arc where you can risk grabbing a Target Lock.

This subject brings a tear to my eye.

All flavors of interceptors (awings, Actual Interceptors, and Scyks) all need something a little more interceptor-y... you know... actually INTERCEPT the enemy.

----------------------

Awing Interceptor- When an opponent's maneuver template overlaps your base, after that opponent has completed his/her maneuver, you may take a free BR or Boost action.

Tie Interceptor Training- you may take the same action more than once in a round.

Scyk Interceptor- once per turn, when an enemy ship in your firing arc performs an evade or BR action you may take the same free action.

----------------------

only interceptors use their mod slot and they can get 2 of em...make it ship specific. Awings were supposed to be the lockdown dogfighters, interceptors the dodgiest and Scyks (since they are pirate-y) should be reactive and shifty.

Edited by Rakky Wistol

I don't own 6 A-wings... yet. Although I am planning to run my 3 A-wings (Maybe a 4th) in an upcoming tourney, along with some B's.

I'm kind of loving the idea of that 5 Greens with Juke and Crackshot list. Full dial, slices through Green Dice like a hot knife through butter, who cares if you need $45 worth of blisters per ship to get the cards you need?

So what's the plan? Evade as your action and naked attack dice? Let's say for a moment that the opponent doesn't have a focus token, your attack has a 25% of rolling 0 hits, 50% of rolling 1, and 25% of rolling 2.

To do damage against a 3 agility target, if you rolled 1, you need the opponent to roll 1 or fewer evades - 68% chance. If you rolled 2, you'd have a 95% of getting damage through. Therefore, your average damage is .745 expected damage. If you took a focus action instead, your damage is .61. So, taking the evade to activate Juke is the superior option - assuming Juke activates and your opponent doesn't have a focus token to spend. If he does, then your expected damage drops to .12. So, your opponent would only have to have a focus token less than 25% of the time for Juke to be the better option.

Though I suppose with 5 of them, you should be able to setup blocks and therefore ensure that Juke works.

Edit: Obviously I'm ignoring crackshot as a one time discard, but that's the case for regardless of Juke or not. Actually, it's less viable with Juke since your opponent is likely to roll a focus anyways and turn multiple results.

In practical terms when I play, yes the focus token on the defender is problematic on the first shot. But in reality this juke/crackshot swarm acts like a bunch of mini Wes Jansons. That focus doesn't hang out for long. As an added bonus, you force them to save their focus for defense.

I guess the real reason this feels so powerful is you dictate how your opponent plays. They usually shoot before you, so by the time it's your turn, you know whether or not you still need that evade token for defense.

When they do shoot at you, you are AG3 with an evade token. No, you're not the Baron Soontir, but you ain't exactly easy to hit either ;)

I had good successes with 4 A Wings (Chardaan, AT) + 2 Z (each with any 4 pt missile you like + chip). That's 6 ships. Use the A Wings to block and you the missiles will give you enough dice to bring down Aces that are without tokens after the blocking. Didn't use that list in a tournament yet.

I'm kind of loving the idea of that 5 Greens with Juke and Crackshot list. Full dial, slices through Green Dice like a hot knife through butter, who cares if you need $45 worth of blisters per ship to get the cards you need?

So what's the plan? Evade as your action and naked attack dice? Let's say for a moment that the opponent doesn't have a focus token, your attack has a 25% of rolling 0 hits, 50% of rolling 1, and 25% of rolling 2.

To do damage against a 3 agility target, if you rolled 1, you need the opponent to roll 1 or fewer evades - 68% chance. If you rolled 2, you'd have a 95% of getting damage through. Therefore, your average damage is .745 expected damage. If you took a focus action instead, your damage is .61. So, taking the evade to activate Juke is the superior option - assuming Juke activates and your opponent doesn't have a focus token to spend. If he does, then your expected damage drops to .12. So, your opponent would only have to have a focus token less than 25% of the time for Juke to be the better option.

Though I suppose with 5 of them, you should be able to setup blocks and therefore ensure that Juke works.

Edit: Obviously I'm ignoring crackshot as a one time discard, but that's the case for regardless of Juke or not. Actually, it's less viable with Juke since your opponent is likely to roll a focus anyways and turn multiple results.

On top of blocking, you have 5 Juke ships working, so if the first burns a token, there's probably another couple that can activate Juke to punch through more greens. Remember, you also have Target Locks, so there will be lots of options when you're blocking or disengaged to Target Lock when you don't have a shot and then make an attack run with TL/Juke/Crack Shot to cut right through any defense dice and tokens the target has.

I'm kind of loving the idea of that 5 Greens with Juke and Crackshot list. Full dial, slices through Green Dice like a hot knife through butter, who cares if you need $45 worth of blisters per ship to get the cards you need?

So what's the plan? Evade as your action and naked attack dice? Let's say for a moment that the opponent doesn't have a focus token, your attack has a 25% of rolling 0 hits, 50% of rolling 1, and 25% of rolling 2.

To do damage against a 3 agility target, if you rolled 1, you need the opponent to roll 1 or fewer evades - 68% chance. If you rolled 2, you'd have a 95% of getting damage through. Therefore, your average damage is .745 expected damage. If you took a focus action instead, your damage is .61. So, taking the evade to activate Juke is the superior option - assuming Juke activates and your opponent doesn't have a focus token to spend. If he does, then your expected damage drops to .12. So, your opponent would only have to have a focus token less than 25% of the time for Juke to be the better option.

Though I suppose with 5 of them, you should be able to setup blocks and therefore ensure that Juke works.

Edit: Obviously I'm ignoring crackshot as a one time discard, but that's the case for regardless of Juke or not. Actually, it's less viable with Juke since your opponent is likely to roll a focus anyways and turn multiple results.

On top of blocking, you have 5 Juke ships working, so if the first burns a token, there's probably another couple that can activate Juke to punch through more greens. Remember, you also have Target Locks, so there will be lots of options when you're blocking or disengaged to Target Lock when you don't have a shot and then make an attack run with TL/Juke/Crack Shot to cut right through any defense dice and tokens the target has.

I did NOT need to read this right before a store championship this weekend. Now I'm going to run A wings and lose because I love flying them.

5 Prototypes, 5 Proton Rockets, 5 Chips?

"Green Eggs and Spam"

5 x Green Squadron + Ch. Refit + A. Test pilot + CrackShot + Juke

Granted aces are still tough, but that Palp shuttle? Gone by turn 2.

The only thing I have a hard time with is keeping them under control, they're so fast. It's like flying around on ice skates sometimes.

This has got to be one of the coolest lists I've ever seen. **** you!! Now I WANT TO RUN A-WINGS TOO!

"Green Eggs and Spam"

5 x Green Squadron + Ch. Refit + A. Test pilot + CrackShot + Juke

Granted aces are still tough, but that Palp shuttle? Gone by turn 2.

The only thing I have a hard time with is keeping them under control, they're so fast. It's like flying around on ice skates sometimes.

This has got to be one of the coolest lists I've ever seen. **** you!! Now I WANT TO RUN A-WINGS TOO!

It is a very fun list to fly! Its a pain to get all the cards for it, but in a casual game you can proxy easilly. Btw, I call this list 'The Jukes of Hazzard' :)

I'm kind of loving the idea of that 5 Greens with Juke and Crackshot list. Full dial, slices through Green Dice like a hot knife through butter, who cares if you need $45 worth of blisters per ship to get the cards you need?

So what's the plan? Evade as your action and naked attack dice? Let's say for a moment that the opponent doesn't have a focus token, your attack has a 25% of rolling 0 hits, 50% of rolling 1, and 25% of rolling 2.

To do damage against a 3 agility target, if you rolled 1, you need the opponent to roll 1 or fewer evades - 68% chance. If you rolled 2, you'd have a 95% of getting damage through. Therefore, your average damage is .745 expected damage. If you took a focus action instead, your damage is .61. So, taking the evade to activate Juke is the superior option - assuming Juke activates and your opponent doesn't have a focus token to spend. If he does, then your expected damage drops to .12. So, your opponent would only have to have a focus token less than 25% of the time for Juke to be the better option.

Though I suppose with 5 of them, you should be able to setup blocks and therefore ensure that Juke works.

Edit: Obviously I'm ignoring crackshot as a one time discard, but that's the case for regardless of Juke or not. Actually, it's less viable with Juke since your opponent is likely to roll a focus anyways and turn multiple results.

On top of blocking, you have 5 Juke ships working, so if the first burns a token, there's probably another couple that can activate Juke to punch through more greens. Remember, you also have Target Locks, so there will be lots of options when you're blocking or disengaged to Target Lock when you don't have a shot and then make an attack run with TL/Juke/Crack Shot to cut right through any defense dice and tokens the target has.

I did NOT need to read this right before a store championship this weekend. Now I'm going to run A wings and lose because I love flying them.

Do it! Don't assume you'll lose because you're flying A-wings.

I'm kind of loving the idea of that 5 Greens with Juke and Crackshot list. Full dial, slices through Green Dice like a hot knife through butter, who cares if you need $45 worth of blisters per ship to get the cards you need?

So what's the plan? Evade as your action and naked attack dice? Let's say for a moment that the opponent doesn't have a focus token, your attack has a 25% of rolling 0 hits, 50% of rolling 1, and 25% of rolling 2.

To do damage against a 3 agility target, if you rolled 1, you need the opponent to roll 1 or fewer evades - 68% chance. If you rolled 2, you'd have a 95% of getting damage through. Therefore, your average damage is .745 expected damage. If you took a focus action instead, your damage is .61. So, taking the evade to activate Juke is the superior option - assuming Juke activates and your opponent doesn't have a focus token to spend. If he does, then your expected damage drops to .12. So, your opponent would only have to have a focus token less than 25% of the time for Juke to be the better option.

Though I suppose with 5 of them, you should be able to setup blocks and therefore ensure that Juke works.

Edit: Obviously I'm ignoring crackshot as a one time discard, but that's the case for regardless of Juke or not. Actually, it's less viable with Juke since your opponent is likely to roll a focus anyways and turn multiple results.

On top of blocking, you have 5 Juke ships working, so if the first burns a token, there's probably another couple that can activate Juke to punch through more greens. Remember, you also have Target Locks, so there will be lots of options when you're blocking or disengaged to Target Lock when you don't have a shot and then make an attack run with TL/Juke/Crack Shot to cut right through any defense dice and tokens the target has.

I did NOT need to read this right before a store championship this weekend. Now I'm going to run A wings and lose because I love flying them.

Do it! Don't assume you'll lose because you're flying A-wings.

Come to think on it, you'll do decently vs TLTs, because you've got 20 total HP behind 3 agility each, and you'll often be going Evade to enable Juke...

And at PS3 will probably not have a hard time getting in the donut hole.

I don't really get why A-wings are superior blockers to z95s. OK, the PS1 vs PS2 I understand, but that seems a small advantage for 3 points.

The boost action of the A-wings is largely moot at PS1, since you're moving first anyway. So 3 points for +1 agility and -1 PS. It's not a bad deal, but it's not like they're amazingly better than the Z95.