Pfft if I can stay behind brobots I can stay behind u-wings.
If you have any space whatsoever between the four ships, their block formation will deny all but the 5k turn, which is super rare. With proper spacing, you can create a range 2 by range 2 no-fly zone. Once you get behind then, you stay behind them, but getting there in the first place is the trick.
4x U-wing spam, ridiculous...
Fly 4 TIE S/F with FCS + title.
Fly 4 TIE S/F with FCS + title.
Sure, down 1 hull and shirld but
+1 ps
Aux arc
Small base advantage
BARREL ROLL
SLOOOPS
Seriously the U 0k is utter jank and it is only better than not having any 180 maneuver at all
How you manage 4 of em is utterly beyond me
Edited by ficklegreendiceFly 3 UPS shuttles with FCS and one with the title.
Op is working for FFG trying to get you to buy more U Wings!
Oh wait U wings are totally out of stock never mind.
Oh wait U wings are totally out of stock never mind.
they did that so that they don't become overpowered.
Take defenders laugh at their 0 turns as you stay behind them no matter what.
Get behind them.
Flank them with 3*x7s.
Swarm them with Swarmy Things
Ordinance from range 3 of the lead ship.
Triple Bumpmasters!
Ion Bombs and Sabine.
The play scissors, you play rock, DUH!!!
I could see a lot of fun flying 4 of them and actually see ways to keep most things in arc even if they try to out flank you.
The obvious one is "get behind them". Well I could one stop one pairing, flip them, the next turn start the 1 straight bumps and now I got 2 arcs front 2 arcs rear. To the side? pinwheel on the 2 turns and initiate bumps to cover the flanks.
Sounds like a lot of fun.... I think I'm going to do this.
4 U-wing fortress; pit them in a pinwheel formation and constantly do 1-banks to stay put. 360 coverage.
4 U-wing fortress; pit them in a pinwheel formation and constantly do 1-banks to stay put. 360 coverage.
Yeah, but with half of them facing the wrong way most of the time. So you'll have the field covered, yes, but you'll only be throwing 2 attack dice per attack without being able to focus on anything. Sounds like a good way to lose, 100-0.
U-Wings throw 3 attack dice.
just saying. ![]()
Pfft if I can stay behind brobots I can stay behind u-wings.It is not so easy to get behind them when a block of 2x2 U-wings is flying at you (with a possible zero maneuver). Range 4-5 is completely blocked lost of the time
FCS brobots I assume? It's difficult to do that against a good advanced sensor brobot player. In the days when 4 unmodified red dice was actually good, that list was a good match against imperial aces.
Four bases is considerably different to pass through than two brobots as it takes up much more space and it's something people don't really appreciate unless they were playing long ago and remember Lambda shuttle spam. Two Adv Sensor brobots will probably try to bump each other to park in front of you, thus it's only half the depth of a lambda diamond.
Already addressed this you just go in at an angle instead of head on then the k turn puts you either side.
It's really not hard to counter as a tactic.
That is when you bring 3 upsilon bat shuttles, Kylo with expertise and two Starkiller guys with tactical hammer in front. Or major stridian with systems officer, or just fcs all three with Dormitz for set up. Regardless 12 dice behind 36 hp, pretty scary.
U-Wings throw 3 attack dice.
just saying.
Huh.... guess the person who played against me with one the other day wasn't looking at their cards well enough. Hey, not my job to know the stats of their ships!
That is when you bring 3 upsilon bat shuttles, Kylo with expertise and two Starkiller guys with tactical hammer
no no, the tactical hammer is the last resort
when you just can't put up with dengaroo anymore...
4X Tala Squadron, Assault Missiles, GC
Lieutenant Blount, same loadout with Predator.
Z squad gets first dibs at TL then can launch their salvo the next round. Blount gets the extra damage regardless of dice (but gets to reroll 2 anyway). I'd imagine that if you split TL between the front 2 U-Wings, launch 3 (including Blount's) at one and 2 at the other. If the missile damage doesn't take the first 2 out, the splash damage will probably finish them off especially if you alternate firing. The back 2 U-Wings then have anywhere from 1-5 damage apiece before they even have a chance to fire and their block of blocking is likely halved. Pick the rest apart at your leisure.
Epic bonus points if you stagger your formation allowing you to fire at the rear ships and have the force with your dice as it is technically possible to table them without a shot being fired at you with near perfect rolls on your part (w GC and Pred helping out of course) and horrible rolls on his.
Edited by flyboymbI fought against 3 U-wings all with gunner/fcs and other crew, and it was rough but they have a hard time turning and getting arc and also turning around in general, as they have to plan two moves ahead. Took it out with Biggs,Thane,Wes list.
Blue Squadron Pathfinder (23)
Fire-Control System (2)
Finn (5)
Gunner (5)
Pivot Wing (0)
Blue Squadron Pathfinder (23)
Fire-Control System (2)
Captain Rex (2)
Gunner (5)
Pivot Wing (0)
Blue Squadron Pathfinder (23)
Fire-Control System (2)
Operations Specialist (3)
Gunner (5)
Pivot Wing (0)
Total: 100
View in Yet Another Squad Builder
Hits hard, with Rex ship attacking first, gets a token for himself on miss and passes on via Op Spec to the Finn ship, then has a full modded attack. Then Op Spec ship fires and if misses, gets a focus for itself to fire again full modded. Now finn ship fires, misses, fires again with Finn full modded. Problem was, attacking 1 and 2 agi rebels, wasted gunner, lol. And Wes could strip the TL from FCS. So they didnt kill Biggs fast enough, and once one was dead, two were not much of a problem.
Four would be a different story. That is a lot of real estate. I think three with maybe a TLT Y-wing would be even worse as the TLT just pecks away.
If you really want a hard counter, just run Dash/Miranda.
4 procket green squadron A wings. You're PS 3 to their 2. You can murder one fairly easily, then outmaneuver the other 3.
4 Tie Bombers should do it. If you get at least 3 that are higher PS then you can destroy one U-wing before it fires. That helps. Depends on the dice and if they kill one Tie Bomber on the return fire. Next turn you can kill another U-wing.
it sounds like anything that deals even a modicum of stress would destroy them fairly easily. Mara Jade or Tactician, Rebel Captive, Stresshog... just stress a few of them in the round and they can't do their stop, or their 180. That should clear your own movement options right up. If you have to, take Ryad for the 5-k to clear them. Or approach at an angle. Or use better tactics in your asteroid deployment, don't make any places where the enemy can have enough space to bring a a phalanx of large based ships through. Or you can always bring Cluster Mines, Proton Bombs, or cheaper stuff like that. Either you use them as intended, or you deploy them in front and force your opponent to elect to fly through them (which is less predictable) or to stop and pivot (which forces them to shed agility and take stress) and you pounce on them. Gamma Squadron Veteran (19)Determination (1)Mara Jade (3)Tactician (2)Twin Ion Engine Mk. II (1)TIE Shuttle (0)Maarek Stele (TIE Defender) (35)Calculation (1)Twin Ion Engine Mk. II (1)TIE/x7 (-2)Rexler Brath (37)Predator (3)Twin Ion Engine Mk. II (1)TIE/x7 (-2)Total: 100View in Yet Another Squad Builder
Minor point, but as the rules currently stand stress does not prevent them from doing a 180 as their card currently reads.
See that's interesting. If you reveal an illegal maneuver do you still reveal it? Or do you count as revealing the white straight instead? It'd be quite the crazy trick if you can still do the 180 and then go 2 forward.
Most of the posted counter squad would terribly suck against 90% of other squads. These posts are really not helpful guys ![]()
it sounds like anything that deals even a modicum of stress would destroy them fairly easily. Mara Jade or Tactician, Rebel Captive, Stresshog... just stress a few of them in the round and they can't do their stop, or their 180. That should clear your own movement options right up. If you have to, take Ryad for the 5-k to clear them. Or approach at an angle. Or use better tactics in your asteroid deployment, don't make any places where the enemy can have enough space to bring a a phalanx of large based ships through. Or you can always bring Cluster Mines, Proton Bombs, or cheaper stuff like that. Either you use them as intended, or you deploy them in front and force your opponent to elect to fly through them (which is less predictable) or to stop and pivot (which forces them to shed agility and take stress) and you pounce on them. Gamma Squadron Veteran (19)Determination (1)Mara Jade (3)Tactician (2)Twin Ion Engine Mk. II (1)TIE Shuttle (0)Maarek Stele (TIE Defender) (35)Calculation (1)Twin Ion Engine Mk. II (1)TIE/x7 (-2)Rexler Brath (37)Predator (3)Twin Ion Engine Mk. II (1)TIE/x7 (-2)Total: 100View in Yet Another Squad Builder
Minor point, but as the rules currently stand stress does not prevent them from doing a 180 as their card currently reads.
But it does prevent red maneuvers, like the stop. Which is what they need to perform in order to turn around.