U-wing Super cheese

By Cubanboy, in X-Wing

Wow is it just me or will the U-wing be super cheese. Here is what I am thinking about this,

Blue pathfinder (28 points total)
Enhanced Scopes - During the Activation phase, treat your pilot skill value as "0".
Intelligence Agent - At the start of the Activation phase, choose 1 enemy ship at Range 1-2. You may look at that ship's chosen maneuver.
Cassian Andor - At the end of the Planning phase, you may choose an enemy ship at Range 1-2. Guess aloud that ship's bearing and speed, then look at its dial. If you are correct, you may rotate your dial to another maneuver.
Tactical Jammer - Your ship can obstruct enemy attacks.
Pivot Wing - After you execute a maneuver, you may flip this card. Side B (Landing): When you reveal a (0 ) maneuver, you may rotate your ship 180°.

​Correct my understanding you pick a Red Stop as the move.

PS 0 meaning your going first, us Andor to look at one ships dial, another with Intel, blocking an oppent ship if they move into the Y-wing, seeing your red stopping it, turning the U-wing to shoot at another ship now in your arc, while obstructing the blocked shipped.

Do I have this wrong?

yar

end of planning is before start of activation

since there's no synergy between the two, there's also no real point to the int agent being there if you're not using cass to re-position in the first place

that and enhanced scopes on a PS 2 is kinda weird, considering the only thing you could really run into that'll care about a PS 2 turned 0 is like academy pilots and prototypes and when have you seen those lately?

Edited by ficklegreendice

yar

end of planning is before start of activation

since there's no synergy between the two, there's also no real point to the int agent being there if you're not using cass to re-position in the first place

It would still work to look at two ships though, I am wrong?

yar

end of planning is before start of activation

since there's no synergy between the two, there's also no real point to the int agent being there if you're not using cass to re-position in the first place

It would still work to look at two ships though, I am wrong?

yes, but for what end?

don't think you're going to gain anything useful out of the int agent proc that cass couldn't have already given you

plus, the U-cheese is backed by...barely modified to naked dice. So it's essentially useless as an attacker nowadays (good luck v x7s)

cheese would be like Tact Jammer el Heffe with Zeb and Cass crews running with Biggs behind him and maybe even Adv. Proton torps

Edited by ficklegreendice

yar

end of planning is before start of activation

since there's no synergy between the two, there's also no real point to the int agent being there if you're not using cass to re-position in the first place

It would still work to look at two ships though, I am wrong?

yes, but for what end?

don't think you're going to gain anything useful out of the int agent proc that cass couldn't have already given you

plus, the U-cheese is backed by...barely modified to naked dice. So it's essentially useless as an attacker nowadays (good luck v x7s)

cheese would be like Tact Jammer el Heffe with Zeb and Cass running with Biggs behind him and maybe even Adv. Proton torps

If your oppent is running an two aces, lets say Vader and Soontir. Right now I know where both are moving. If I have a couple X-wings with Vector Thrusters, a swam of a-wings or a couple of z-95s with rockets to roll into a really good spot or move out of a shot? Could I not setup a net to block both removing their actions while getting some shots on them? I would know the movement of two ships, that could kill aces done correctly without needing guess work.

Edited by Cubanboy

yar

end of planning is before start of activation

since there's no synergy between the two, there's also no real point to the int agent being there if you're not using cass to re-position in the first place

It would still work to look at two ships though, I am wrong?

yes, but for what end?

don't think you're going to gain anything useful out of the int agent proc that cass couldn't have already given you

plus, the U-cheese is backed by...barely modified to naked dice. So it's essentially useless as an attacker nowadays (good luck v x7s)

cheese would be like Tact Jammer el Heffe with Zeb and Cass running with Biggs behind him and maybe even Adv. Proton torps

If your oppent is running an two aces, lets say Vader and Soontir. Right now I know where both are moving. If I have a couple X-wings with Vector Thrusters, a swam of a-wings or a couple of z-95s with rockets to roll into a really good spot or move out of a shot? Could I not setup a net to block both removing their actions while getting some shots on them? I would know the movement of two ships, that could kill aces done correctly without needing guess work.

It might not be the best build, or even the cheesiest use for the U-Wing, but seeing two ships' dials could be nice. And you get points for creativity for this.

Here's a fun one. Dash on U-wing, then land on a asteroid. You still roll for damage each turn but you have a very silly position if you can keep clearing stress.

that and enhanced scopes on a PS 2 is kinda weird, considering the only thing you could really run into that'll care about a PS 2 turned 0 is like academy pilots and prototypes and when have you seen those lately?

PS1 quad jumpers and Binayre Pirate blockers

Here's a fun one. Dash on U-wing, then land on a asteroid. You still roll for damage each turn but you have a very silly position if you can keep clearing stress.

Or take Hera. But why on earth would you park on an asteroid?

I could see the point on parking next to one, or even better - between two large rocks, giving the enemy a choice of either smashing into you or the obstacles, but on top?

that and enhanced scopes on a PS 2 is kinda weird, considering the only thing you could really run into that'll care about a PS 2 turned 0 is like academy pilots and prototypes and when have you seen those lately?

PS1 quad jumpers and Binayre Pirate blockers

How common do you find the latter? I've not really seen them that much, and zs are predictable as all get-out.

I am more worried about the whole concept of "Super cheese" ?

Surely you can't guess what you know for a fact.

Yeah, I don't see why this is cheese at all. It is just a blocker.

Cheese is when something is a one-shot wonder build.

As other people mentioned, I would pull off the intelligence agent.
It doesn't interact well with cassian. Put on Hera, and then we are talking.
You can stand still all day, and Uturn every other turn. I would probably put on FCS on him as well, just to give him that bit of extra firepower.

I can think of a lot of fun ways to build the U-wing, but my beef is this:
What do I play with next to it????

that and enhanced scopes on a PS 2 is kinda weird, considering the only thing you could really run into that'll care about a PS 2 turned 0 is like academy pilots and prototypes and when have you seen those lately?

PS1 quad jumpers and Binayre Pirate blockers

I reckon PS1 quad jumpers will get really popular. You also have PS1 protectorate starfighters which are a healthy blocker at 20 points.

that and enhanced scopes on a PS 2 is kinda weird, considering the only thing you could really run into that'll care about a PS 2 turned 0 is like academy pilots and prototypes and when have you seen those lately?

PS1 quad jumpers and Binayre Pirate blockers

I reckon PS1 quad jumpers will get really popular. You also have PS1 protectorate starfighters which are a healthy blocker at 20 points.

If 20 point PS1 interceptors were a useful thing to run, people would do that already, but with autothrusters...

that and enhanced scopes on a PS 2 is kinda weird, considering the only thing you could really run into that'll care about a PS 2 turned 0 is like academy pilots and prototypes and when have you seen those lately?

PS1 quad jumpers and Binayre Pirate blockers

I reckon PS1 quad jumpers will get really popular. You also have PS1 protectorate starfighters which are a healthy blocker at 20 points.

If 20 point PS1 interceptors were a useful thing to run, people would do that already, but with autothrusters...

I tried it, but it's very dice dependent. In one game, I lost 4 ships in 3 turns with 3 of the ships dying to Direct Hit crits. I retired the list.

other than enhanced scopes, I like it. I had a similar idea but have FCS and engine. looking at two dials is amazing, especially in a bomb oriented list. I can see this exact build finding its way into a list with double K-Wings and sabine.

funny enough, it fits in exactly with two k-wings with connors, ion bombs, EM one with sabine and one with chopper...