Thoughts on my U-Wing list: UA Test

By Javelin, in X-Wing Squad Lists

U-Wing: · Heff Tobber (24)

Proton Torpedoes (4)

Sensor Jammer (4)

Guidance Chips (0)

Weapons Engineer (3)

· Bodhi Rook (1)

Pivot wing (0)

A-Wing: · Tycho Celchu (26)

Push The Limit (3)

Proton Rockets (3)

Vectored Thrusters (2)

A-Wing Test Pilot (0)

Marksmanship (3)

A-Wing: · Jake Farrell (24)

Push The Limit (3)

Chardaan Refit (-2)

A-Wing Test Pilot (0)

Cool Hand (1)

-- TOTAL ------- 99/100p. --

The U-Wing plays blocker and generally disrupts the other player's plan with the nasty torpedo surprise. The A-Wings are pretty standard arc-dodgers. I used this last night in my league match against a scum list with great results.

Any feedback would be greatly appreciated.

I guess I haven't posted enough for this to show up yet?

It's kind of hard to tell what upgrades are on which ship with them spaced how they are, but I'd put Autothrusters on the A-Wings if you have it and I'd also put Veteran Insticts on Jake instead of Cool Hand since he should already have a good amount of tokens without it.

Edit: Apparently I'm blind... Id change Marksmanship on Jake to Veteran Instincs though. Definitely Autothrusters on the aces though to help them stay alive.

Double Edit: just ignore me, I really must have forgotten my glasses somewhere lol.

Edited by TitaniumChopstick

Honestly I think you'll get more mileage out of Prockets on Jake than ptorps on Heff.

Weapons engineer doesn't leap out to me as being especially synergistic. Jyn might be better to feed focus tokens to your wing men.

I can't really comment much on the U-wing but I agree that the Prockets on Jake would be better than the Proton Torps on Heffer.

I would run Jake with VI and PTL and Tycho with PTL and Rage both with Prockets. If you can given them both AT's too. Should leave you 32 points for Heffer which is spot on if he loses the torps

I don't own Rage, but I'll certainly look at switching who the missile boat is.

How do you put hits on anything after the prockets fire? I love flying A-wings, but just rarely get much damage out of them.

How do you put hits on anything after the prockets fire? I love flying A-wings, but just rarely get much damage out of them.

Against token stacking 3-agility ships, it's all about focus fire at Range 1 for A-wings. Some people swear by A-wings with Outmaneuver. Juke is good too. Marksmanship is a weak choice for any ship with two attack dice.

Jake with VI and PtL is one of the Rebels' best arc dodgers; initiative bid is a must. Tycho with PtL and Expert Handling or Daredevil can dodge well enough, but PS8 is a compromise. Unfortunately if you give Tycho VI or Adaptability, then you're compromising his action options or dice mods. They both want Autothrusters to survive against turrets.

I ran a U-wing/A-wing list with Bodhi pilot, plus Green Squadron Pilots with Homing Missiles, PtL and Juke. Bodhi supported the homing missile strike by flying in first to enable long range target locks for the A-wings. After the missiles are away, Juke helps the A-wings push through damage. Bodhi continues to be useful because the A-wings can hit, run, target lock from outside Range 3 and come back for another pass.

After reading your suggestions and sound some play-testing, I came up with this update:

U-Wing: · Heff Tobber (24)

Enhanced Scopes (1)

Stealth Device (3)

· Jyn Erso (2)

Inspiring Recruit (1)

Pivot wing (0)

A-Wing: · Tycho Celchu (26)

Push The Limit (3)

Proton Rockets (3)

Vectored Thrusters (2)

A-Wing Test Pilot (0)

Juke (2)

A-Wing: · Jake Farrell (24)

Push The Limit (3)

Proton Rockets (3)

Vectored Thrusters (2)

A-Wing Test Pilot (0)

Cool Hand (1)

-- TOTAL ------- 100 points

Now both A-Wings have Prockets and the U-Wing is more synergistic. I can clear double stress off of Tycho and grant focus to Jake to trigger pre-move maneuvers.

You may be limited by your cards, but you probably want to trade Vector Thrusters for Autothrusters. Jake just needs to focus, then he can barrel roll.

Tycho usually can equip Expert Handling to b-roll and drop any TL freeing up mod slot for Autothrusters as well. Also, look into Rage for Tycho. A simple 1pt for full mods.

Heff doesn't need Stealth Device. You usually don't want that on a 2 agi ship as it will most likely be wasted points and a Hull Upgrade is 100% guaranteed to work. Could swap Stealth Device and Recruit for Chewbacca to make him even tankier.

I personally love Heff with Zeb crew (flying him a lot preparing for regionals), as it prevents scum shenanigans bumping into your big ship so it cant shoot while they shoot at your more important ships with Dengar crew, FCS Gunner, K4, etc. Heff will get a nice range 1 modded shot if they do that.

Jake Farrell (24)
Push the Limit (3)
Homing Missiles (5)
Veteran Instincts (1)
Autothrusters (2)
A-Wing Test Pilot (0)

Tycho Celchu (26)
Push the Limit (3)
Homing Missiles (5)
Rage (1)
Autothrusters (2)
A-Wing Test Pilot (0)

Heff Tobber (24)
Enhanced Scopes (1)
Jyn Erso (2)
"Zeb" Orrelios (1)

Total: 100

View in Yet Another Squad Builder

This version keeps you at range 3 on first engagement, keeping you safe with autothrusters, and dealing damage with Homing Missiles. After that,Heff can rush in to block and the Awings can dance around and do their thing close range.


Jake Farrell (24)
Push the Limit (3)
Proton Rockets (3)
Veteran Instincts (1)
Autothrusters (2)
A-Wing Test Pilot (0)

Tycho Celchu (26)
Push the Limit (3)
Proton Rockets (3)
Rage (1)
Autothrusters (2)
A-Wing Test Pilot (0)

Heff Tobber (24)
Fire-Control System (2)
Flechette Torpedoes (2)
Tactician (2)
Jyn Erso (2)
Guidance Chips (0)
Pivot Wing (0)

Total: 100

View in Yet Another Squad Builder

Now we got just the reverse. Heff can stress at range 3 and double stress at range 2, making his next rounds move easier to block opponent then Awings can move in and procket.

Havent tried Heff with Awings, should be interesting and might give em a try after regionals :P

wurms,

You're right, my collection is a little limited. I don't own Rage or Autothrusters or Zeb. I can proxy for a fun game and see if it works before purchasing the real ones for league play. I'm really enjoying how this list flies as Heff is really good at disrupting enemy movements, making it easier to keep the A-Wings where I want them.

I've replaced Cool Hand on Jake for VI.

wurms,

You're right, my collection is a little limited. I don't own Rage or Autothrusters or Zeb. I can proxy for a fun game and see if it works before purchasing the real ones for league play. I'm really enjoying how this list flies as Heff is really good at disrupting enemy movements, making it easier to keep the A-Wings where I want them.

If you dont have autothrusters, Stealth Device isnt a bad option for Awings, who have a native 3 agility, plus can focus/evade

I've towed around with replacing Tycho with a different ship. I have a pretty decent T70 build that flies simular to the A-Wing with better lasting power.

I've towed around with replacing Tycho with a different ship. I have a pretty decent T70 build that flies simular to the A-Wing with better lasting power.

What's the build? I've tried an R2 PTL T-70 which is ok but a bit fragile

U-Wing: · Heff Tobber (24)

Enhanced Scopes (1)

Stealth Device (3)

· Jyn Erso (2)

Inspiring Recruit (1)

Pivot wing (0)

A-Wing: · Jake Farrell (24)

Push The Limit (3)

Proton Rockets (3)

Vectored Thrusters (2)

A-Wing Test Pilot (0)

Veteran Instincts (1)

T-70 X-Wing: · Nien Nunb (29)

Push The Limit (3)

· R3-A2 (2)

Integrated Astromech (0)

Pattern Analyzer (2)

-- TOTAL ------- 100/100p. --

Basically Jake takes over for Tycho add the lead ace and Nien can use his ability to stress and unstress into similar positions. Heff of course still tries to get bumped like crazy.

I call it Blue Cheese since all three card arts/ship models are Blue Squadron.

Edited by Javelin

Edited R3-A2 to Nien as it makes a lot more sense.