4x U-wing spam, ridiculous...

By IG88E, in X-Wing

I'm thinking a 2 U and 2 B all with FCS would probably be more effective...

There are a lot of options here for the U, I think it's a fantastic and versatile platform that can fill many roles.

Blue Squadron Pathfinder (23)
Fire-Control System (2)
Bistan (2)
Pivot Wing (0)
Blue Squadron Pathfinder (23)
Fire-Control System (2)
Pivot Wing (0)
Blue Squadron Pilot (22)
Fire-Control System (2)
Blue Squadron Pilot (22)
Fire-Control System (2)
Total: 100
B-wings are a bit more maneuverable so will help cover the flanks. Bistan because 2 points left over and a bit more offense is always fun.
Edited by Wiredin

WORLD POLICE

100 points

PILOTS

Omicron Group Pilot (25) x 4

Lambda-Class Shuttle (21), Fire-Control System (2), Anti-Pursuit Lasers (2)

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I'd gone for

4 x Omicron Group Pilots, FCS, 2 with Tactician, 1 with Intel Agent and for ***** and giggles the other one has Vader, because why not....

Or, (but less ships)

3 x Trandoshan Slavers, Inspiring recruit on all, Maneuvering Fins on all, Outlaw Techs on all and Zuckuss on one... because you can't take Zuckuss 3 times. Yeah the stress management would be rough... but if you only reroll 2 and 1 forward..... 36 hit points behind 1 agility though, but 180 degree fire arc....

Done the OMGs before, the 4x U-Wing sounds a little less scary. Hell, you can get them up to a total 44 HP by adding Shield Upgrades to each one.

five Cartel Marauders.

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...

It IS. Especially after the mallet breaks, although I realized it's quite useless without tactical nails.

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.

They only need to reveal the stop to turn around, so they can still reveal & turn if they're stressed, they just do a 2-white afterwards rather than remain in place.

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.


Reveal a Red maneuver - two events are triggered. Flip the ship and move the ship as if it were assigned a white straight 2. Since both events happen at the same time you have the choice of in what order they are executed. So flip then move 2 straight. It's a white 2 K-Turn!

Being used as intended? No, probably not. but it is a rules exploit you can take advantage of for now.

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.

As pointed out, stress does not prevent the revealing of red maneuvers and the "reveal' is all that is required for Pivot Wing to come into effect. It's true they wouldn't stay put but they do flip around.

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.


Reveal a Red maneuver - two events are triggered. Flip the ship and move the ship as if it were assigned a white straight 2. Since both events happen at the same time you have the choice of in what order they are executed. So flip then move 2 straight. It's a white 2 K-Turn!

Being used as intended? No, probably not. but it is a rules exploit you can take advantage of for now.

So, they could also two straight and then flip around?

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.

As pointed out, stress does not prevent the revealing of red maneuvers and the "reveal' is all that is required for Pivot Wing to come into effect. It's true they wouldn't stay put but they do flip around.

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.


Reveal a Red maneuver - two events are triggered. Flip the ship and move the ship as if it were assigned a white straight 2. Since both events happen at the same time you have the choice of in what order they are executed. So flip then move 2 straight. It's a white 2 K-Turn!

Being used as intended? No, probably not. but it is a rules exploit you can take advantage of for now.

So, they could also two straight and then flip around?

No, because if you do the two-straight you've moved beyond the 'reveal maneuver' point to 'executed maneuver'

Yes, but if you reveal a maneuver you can't legally execute, doesn't your opponent get to pick any maneuver for you to execute?

Yes, but if you reveal a maneuver you can't legally execute, doesn't your opponent get to pick any maneuver for you to execute?

nope, new FAQ.. you move your ship as if it was assigned a straight 2 white.

Still I would not allow my opponent to do that, I would clarify that at the beginning of the game.

Yes, but if you reveal a maneuver you can't legally execute, doesn't your opponent get to pick any maneuver for you to execute?

nope, new FAQ.. you move your ship as if it was assigned a straight 2 white.

Huh. Okay then.

The point of having a hard counter squadron isn't to auto-win against an annoying build and 90% of others, it is to trounce the annoying build so badly that it is no longer brought out as often. If you want a counter that does well against different squadrons, then buy 4 U-Wings of your own then bump your blocks together and have a boring game then hope your next is against something different.

Edited by flyboymb

Still I would not allow my opponent to do that, I would clarify that at the beginning of the game.

Unfortunately, that's currently how it works, so if the Uwing player disagrees, the rule supports them. At least until there is a FAQ on it, it would be akin to changing any other rule in the game just because someone doesn't like it.

.

Edited by AlexW

U-Wing only has 1 agility, not 2 as stated in the OP.

Yes, but if you reveal a maneuver you can't legally execute, doesn't your opponent get to pick any maneuver for you to execute?

nope, new FAQ.. you move your ship as if it was assigned a straight 2 white.

Huh. Okay then.

As to the OP: 49 Corran might not do too bad. Advanced Sensors means you WANT to bump--so bump one, arc-dodge another, and you're golden. Or just Defenders, cus worse case you bump and have an evade and one less ship shooting you.

U-Wing only has 1 agility, not 2 as stated in the OP.

It is effectively 2 due to the Pivot Wing title.

U-Wing only has 1 agility, not 2 as stated in the OP.

It is effectively 2 due to the Pivot Wing title.

But not if they're pulling their 180 shenanigans. It's one or the other. (right?)

U-Wing only has 1 agility, not 2 as stated in the OP.

It is effectively 2 due to the Pivot Wing title.

But not if they're pulling their 180 shenanigans. It's one or the other. (right?)

Yes

Take defenders laugh at their 0 turns as you stay behind them no matter what.

Your plan, is to stay behind a ship that can come to a dead stop and then turn 180.

Hmm, this reminds me of something ......

b1bd2e5bb4a26c589a74d8dc7f5e91e7.jpg

U-Wing only has 1 agility, not 2 as stated in the OP.

It is effectively 2 due to the Pivot Wing title.

But not if they're pulling their 180 shenanigans. It's one or the other. (right?)

Right, but you're not likely to use the Landing side of the card unless you feel safe (or desperate) enough to do so. The rest of the game you will stay in Attack mode for the extra Agility.

Most of the posted counter squad would terribly suck against 90% of other squads. These posts are really not helpful guys ;)

What were you flying?

Oh wait U wings are totally out of stock never mind.

they did that so that they don't become overpowered.

They have 1 @ a store here in Tucson. I almost bought it on Monday but ended up leaving disgusted with the lack of customer service. Waiting for another store on the far side of town 2 get it now.

Most of the posted counter squad would terribly suck against 90% of other squads. These posts are really not helpful guys ;)

You got manoeuvrability and plenty of dice and stress from the cannons as well?

I'm fairly new to this, I guess but I do like the Defenders. The U only has 1 more hull and shield and what good is a 180-degree 0k turn if you hit them at a 90 or 45 degrees? :)

Edited by NateTheGreat

Take defenders laugh at their 0 turns as you stay behind them no matter what.

Your plan, is to stay behind a ship that can come to a dead stop and then turn 180.

Hmm, this reminds me of something ......

I think the defenders are better at it.