U wing landing mode problem

By BlodVargarna, in X-Wing

I finally got to put a U wing on the table last night. I found the 180 to be very problematic: in order to pull off the 0 stop 180, you have to both suffer -1 agility AND telegraph to your opponent what you intend.

To those who have had some playtime with these ships, how do you deal with the landing mode title issue?

I played it last night - and I totally understand what you mean - but look at it THIS way - you flip the card - they think you are going to do a ZERO and spin, but instead you move elsewhere - totally bluffing.

I did that same kinda thing in my game last night. Battle report will be showing up on my channel today, but basically I flipped modes, thinking that I was gonna spin around, but simply never had the right opportunity to land, so just kept moving. Cassian Andor rolled really well for me.

It's a gamble - lose the agility to bluff your opponent into thinking you're going to do it when you really don't. And after enough false bluffs, actually doing it will be a surprise.

Only other way I can see this working for you is using a card that lets you perform a maneuver before revealing your maneuver - you do the extra move first, flip the title, then reveal your zero speed and k-turn.

I've flown the Uwing a couple of games, and every time I basically always had it at the 2 agility side unless I wanted to trick the opponent into thinking a 0-k was coming, then I'd surprise them with the wrong answer.

you don't really deal with it as much as accept it as a flaw with the ship

in which case you either wait till you're not getting shot or you flank in like a YV and just hard turn to victory

pivot wing is also good for faking people out

although an opponent thought I could 180 after any manuever using pivot wing (landing)...and that made me so very sad because I wish I could

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Getting lucky while managing arcs. I played with it for the first time against brobots and did a four straight past them flipped the card and 180d the next turn before they could come around again by blocking any sloops. Just executing the red stop with out attempting a u-turn will have some people shoot past you by that alone

It's turn around is simply an ability with a cost. You basically get a unblockable k-turn, also not moving is nice. But just like you said, you have to telegraph it and lose and agility.

I know no one else played D&D attack wing, but your dragons could land and then turn Arron's on the spot, as ther maneuver the next round. Also the stop maneuver always cost you an agility. It is exactly the same thing, but it is pretty close. And it worked really well in that game. The bigger units didn't have k-turns (they called it something different of course)

I guess my point is that its not amazing, but it isn't useless either.

I've run the U-Wing for six games now and not once have I felt the flip the card to be an issue.

I dont know if it has anything to do with how I have my U-Wing built... but I haven't felt like using the title has put me in a vulnerable position yet... obviously turrets will love it, but if you plan it right you should be fine...

My U-Wing is:

Cassian Andor (27)
Snap Shot (2)
Enhanced Scopes (1)
Extra Munitions (2)
Bistan (2)
Sabine Wren (2)
Proximity Mines (3)
Engine Upgrade (4)
Pivot Wing (0)
Total: 43
I've pulled this off all 6 games and I always find it hilarious... white 4, boost off the start. enemy gets aggressive and turns in. Next round, slow move up, target lock. enemy either bumps or gets into range 1. Snapshot! Range 1 attack. next round, maneuver behind the target, drop a prox mine on the target, flip the card. I'm behind the target, probably not in range of anyone else at this point... next turn, reveal red stop, flip the ship. setup for another attack/bombing run.
My U-Wing has become one of my favorite ships to fly due to this configuration. it's surprisingly offensive.
Cassian Andor (27)
Snap Shot (2)
Enhanced Scopes (1)
Bistan (2)
Sabine Wren (2)
Proximity Mines (3)
Engine Upgrade (4)
Pivot Wing (0)
Corran Horn (35)
Push the Limit (3)
Fire-Control System (2)
R2-D2 (4)
Stealth Device (3)
Bandit Squadron Pilot (12)
Total: 100
has been my primary list for the last two weeks and I've been loving it a lot.
Edited by Wiredin

It's turn around is simply an ability with a cost. You basically get a unblockable k-turn, also not moving is nice. But just like you said, you have to telegraph it and lose and agility.

I know no one else played D&D attack wing, but your dragons could land and then turn Arron's on the spot, as ther maneuver the next round. Also the stop maneuver always cost you an agility. It is exactly the same thing, but it is pretty close. And it worked really well in that game. The bigger units didn't have k-turns (they called it something different of course)

I guess my point is that its not amazing, but it isn't useless either.

:P

Got to admit I loved the swooping and landing mechanics. Made the game a touch more here dimensional.

Edited by Arterial Spray

It's one of those "wait until the time is right" cards, and it's tricky to pull off.

My game against the dreaded modern tie swarm (Youngster, Rage, 7 academies) I left the wings in attack mode virtually all game until the very end when I had to K-turn. I put myself in the middle of the asteroid field for extra cover and managed to pull it off before dying. (tie swarm is always rough against 3 ship list. Tarn with out the astro he loves, no stress bot Dutch, and Cassian...)

Some of us played D&D:Attack wing... And only stopped because they were releasing weird non dragon things before giving us our favourite dragons. :P

Did they ever getting around to releasing the XG-1 "Star-Wing" Assault Gundrake that was a source of constant clamor on the D&D Attack Wing forums ?

It's turn around is simply an ability with a cost. You basically get a unblockable k-turn, also not moving is nice. But just like you said, you have to telegraph it and lose and agility.

I know no one else played D&D attack wing, but your dragons could land and then turn Arron's on the spot, as ther maneuver the next round. Also the stop maneuver always cost you an agility. It is exactly the same thing, but it is pretty close. And it worked really well in that game. The bigger units didn't have k-turns (they called it something different of course)

I guess my point is that its not amazing, but it isn't useless either.

Some of us played D&D:Attack wing... And only stopped because they were releasing weird non dragon things before giving us our favourite dragons. :P

Got to admit I loved the swooping and landing mechanics. Made the game a touch more here dimensional.

I stopped because Wizkids decided that they hated there own game and basically stopped supporting it.

i didnt get into Attack Wing because it was Wizkids. The allure of dragons duking it out in a flight-sim boardgame sounded awesome, but i hate that sellout company. Nothing they do is actually worth the buy. Never understand what people see in Heroclix, looks like a bunch of laughably balanced gunk to me.

On topic of the Uwing: the landing title is the least of my issues with that ship. It just feels like its missing the proper upgrades to be viable. Ive used it ~10 times now and ive lost EVERY game, i dont even have that bad a record with a non-palp lambda or punisher lol. It just...doesnt do anything and rebel crew suck for supporting other ships so its not even good for that.