A-Wing Anti-Squadron Strategy

By TaeSWXW, in Star Wars: Armada

So I saw that this weekend's two regionals winners employed low-squadron counts of A-Wings to get their wins but I'm not exactly sure what it is they're doing with them. Are flying in and engaging key enemy squadrons at the risk of their own death? Locking down just one or two squadrons at the edge of a fighter ball?

Does this technique also apply to Interceptors?

I think the key is Tycho and Shara. I'm currently using 2 VCX, Tycho, Shara, and 2 A-wings in my Sato fleet. Tycho is there to paint a target on enemy ships. Shara runs into the middle of the enemy fighter ball. Then the 2 VCX and A-Wings eat away at the outer fighters. Can't let my VCXs get pinned in case I need to move them to allow Relay to get to Shara or Tycho.

I've found the best way to deal damage is to get shot at. Counter really adds up over time on the aces, so try to keep them alive. If I'm going to take 2 damage, I'd rather brace than scatter, so I have a fresh scatter if I know a bigger shot is coming. Doesn't always work, but when it does, it makes them very hard to kill. Shara can counter for 3 damage, so that is why she is the first in. Be sure to focus fire with your activated attacks. It's better to kill 1 defender, instead of setting up to kill 2 the next round.

When deploying, you can be sloppy. Overlap, out of position, etc. Speed 5 can fix it. Be sure you don't engage too early, since 4 hull can disappear quickly to good rolls. I try to set up for round 3 engagement, which is around the time my ships will be in position to attack as well.

Toryn Farr makes A-wings even better cuz you get the reroll on every counter attack. Consider her if you like to have support ships running with your squads in the middle of the fight.

I don't think Tie/I can do what A-wings can, just because of the 1 hull difference. It's not much, but makes a huge difference. Tie/I make for the best alpha strikes IMO. Run Howlrunner and Flight Controllers to throw 6 dice with a reroll. On a lucky roll, you can kill Tycho or Shara with 4 damage and 2 Acc in a single shot.

I threw together a fleet last night that 2 shot a VCX. 3 Tie/I and Morna Kee with FC. Rudor is in there as well, sitting behind Morna. Great on alpha strike, but doesn't stick around for very long. 3 hull is very fragile.

Hope this helps. Ask more questions if you have any.

I did not win at Regionals, but I brought all 3 unique Awings.

Tycho is there is move around and stop bombers. Not needing intel makrs him unstoppable for that. Counter 2 means he hits any bombers back if theu try to kill him.

Shara is a more potent but less flexible Tycho. Counter 3 + crits is really good. She did a ton of damage with that.

Green squad is sort of a poor persons Xwing. It kind of just does everything okay. 3 blues and counter 1 make it good against squads, but not excellent. Black and bomber makes it hit ships hard, but 4 hull means flak will usually kill it. Speed 5 does mean it will get to a target. So holding it back to be commanded to attack a wounded ship seems viable.

Edited by Church14

My CC fleet has Shara and 2 A wings, will add Tycho. the first game she was knocked to 1 hull but promoted to veteran. i ran her away as those rerolls on counter are going to slay!

Always keep Tycho distance 5 or less from the station. it annoys the hell out of your opponent when he bugs out on 1 hull and repairs!

Edited by Corver

This was a topic I started way back when. The principles still apply and hopefully this will still be helpful to you. Always remember, you are trying to buy time and smart positioning means more than anything. Spending points on fighters like this is no different than spending points on that ECM. They won't necessarily kill anything but they'll keep your ships alive.

https://community.fantasyflightgames.com/topic/199019-tips-on-how-to-counter-the-fireball-with-minimum-squadrons/

Edited by ImpStarDeuces

Thanks for the responses everyone!

I really Like A-wings 4 to 6 of them in a group.Once I did 10 of them and just wiped the table of fighters and went on to finish off ships with them) I try to get the first hit in (2 on 1 if you can) and do damage to the targets so when they attack back the counter has a good chance of killing Ties. and a having something to give you rerolls is just gold.