Basic A wing tactics

By Robojoel, in Star Wars: Armada

So, not used them before, how are they best put to use in simple terms? Fly them in and tie up flotillas?

What nice combos work in your experience?

They are interceptor ships, designed to tie up enemy squadrons and keep them engaged in combat. Now if you dont think you have fighter superiority, hang back, you dont NEED to engage.

Once you have decided to engage, start picking at the edges of the enemy ball, take out key targets if you can. You want to be able to engage on favourable odds. Plonking an Awing in the middle of all the enemies is a bad idea. They will just kill you outright and move on. Its only the bombers that you really want to lock down, so target a couple of those, and try to keep the advanced, interceptors etc of your back.

Once engaged, its pretty much point and shoot. No more work required.

If you win the squadron fight, or the enemy didnt have squadrons, then Awings have a single black anti ship dice and can be used to go bombing. Focus fire on a single target. Pick one and stick with that till the ship dies.

Worth mentioning, Toryn Farr massively improves the potency of counter dice!

A couple of YT1300's can be used to absorb damage instead of the Awings, that is tricky to pull off though.

YT2400's combine well with Awings if you are short of squad activations or want to use your ships for other things.

Tycho and Shara are both amazing. Their scatter with counter makes a massive difference to their survivability.

I have to agree with the A Wing YT1300 combo. Even if the A's get ahead of the YT's, you can always bring them in to prevent losses. Real tough combo between the hull and counter dice.

I have three CR90's and I like to run even just a single squadron alongside as their speeds match well and they can peel off to tie up any bombers that try to get close, or if using Green Squadron, even do a bit of bombing on their own.

Edited by Aegis

How does one ensure toryn Farr is close enough to proc?

How does one ensure toryn Farr is close enough to proc?

Well if the counter is procing, then your Awings should be in defence and near your ships. So which ship do you value the most? Put Torryn on that ship.

Its helpful if Toryns ship is fast. Jaina;s light is a good host.

It feels like if I wait, I get a first strike of 3-4 BCC B/Ys with 2 dice each: That usually amounts to average of 2dmg per sqaud: 8damage. That's enough to wipe redirect and all 4 hull on a CR90. A first strike with 4 bombers literally has the math to delete a CR90 before it fires. Or all the shields on a large ship.

If I attack first, the sq engagement is far away from my shiips, within his bubbles and I get crushed. How do this thing called defense?

It feels like if I wait, I get a first strike of 3-4 BCC B/Ys with 2 dice each: That usually amounts to average of 2dmg per sqaud: 8damage. That's enough to wipe redirect and all 4 hull on a CR90. A first strike with 4 bombers literally has the math to delete a CR90 before it fires. Or all the shields on a large ship.

If I attack first, the sq engagement is far away from my shiips, within his bubbles and I get crushed. How do this thing called defense?

Spread a net of Awings out, so they can only intel 1 at a time and only fit a couple of bombers in the gap generated. Sure it will hurt your CR90, but it wont kill it, then you can take out the intel.

It feels like if I wait, I get a first strike of 3-4 BCC B/Ys with 2 dice each: That usually amounts to average of 2dmg per sqaud: 8damage. That's enough to wipe redirect and all 4 hull on a CR90. A first strike with 4 bombers literally has the math to delete a CR90 before it fires. Or all the shields on a large ship.

If I attack first, the sq engagement is far away from my shiips, within his bubbles and I get crushed. How do this thing called defense?

Spread a net of Awings out, so they can only intel 1 at a time and only fit a couple of bombers in the gap generated. Sure it will hurt your CR90, but it wont kill it, then you can take out the intel.

I find that they just wipe the A out by shoving an X or Wedge and 2 Bs up directly.

Intel my second wave of As, and

begin direct Yavaris double bombing by using Fighter Coordination Teams to move first.

On that turn, with Yavaris, you'd get 3 x 2 x 2.5 dmg each (after BCC stacking or Toryn) = 15 damage. The large ship is dead.

Yavaris commanders like to use Rieekan too.

And mind you, thats THREE of his squads, Two or three to kill the first A wing, 1 intel (only required), leaves 2-4 more squadrons that haven't activated.

And even if a ship is dead this turn, if Rieekan, a med or large ship won't get far enough to avoid taking another 2dmg x 4 = 8 next turn and die anyway.

Edited by Blail Blerg

Woah there.

Are you facing Xwings, Bwings or Ywings? Your approach should differ depending on what you are facing.

You cant just object to my strategy for dealing with Ywings by using Bwings!

Woah there.

Are you facing Xwings, Bwings or Ywings? Your approach should differ depending on what you are facing.

You cant just object to my strategy for dealing with Ywings by using Bwings!

All of them. 10 squadrons usually actually. Though the national average is 8.

for ease:

3y

3b

1 hwk

3 xwing/fighter killers/wedge/dutch/Z-95s for points = 10. 3x variant + norra = 123 points

2y

2b

1 hwk

3 AA fighters = 8.

Includes Norra, Yavaris, Toryn, sometimes 2 BCC.

Edited by Blail Blerg

First question, why are the Beings in range? Out navigate them.

Send Tycho or rogues in previous round to tie up/kill Xwings. Keep remaining forces to block space. Easy.

Unless you're activating Tycho after those fighters go, as soon as Tycho gets in range this list will either activate Yavaris to allow 2-3 fighters to double-tap Tycho to death (it being even more hilarious if it was an ace that Tycho just killed, like Wedge), or the HWK will move in to intel Tycho and allow the trapped fighters to ignore him.

I suspect Blail and I are facing the same opponent. "Easy" is not what we would use to describe finding ways to counter that kind of list. Especially with a player whom has been practicing with the archetype since wave 3/4 dropped.

That kind of list can also pack 3 stacked BCCs and Toryn Farr.

Edited by Norsehound

Unless you're activating Tycho after those fighters go, as soon as Tycho gets in range this list will either activate Yavaris to allow 2-3 fighters to double-tap Tycho to death (it being even more hilarious if it was an ace that Tycho just killed, like Wedge), or the HWK will move in to intel Tycho and allow the trapped fighters to ignore him.

So either the escorts are activated adjacent to their ships, and thus not able to protect intel near your ships. Or intel is activated next to their ships.

Either way, you now have the edge you need.

They are designed to be fast and hit hard but crumple like tin foil when hit even remotely hard

Unless you're activating Tycho after those fighters go, as soon as Tycho gets in range this list will either activate Yavaris to allow 2-3 fighters to double-tap Tycho to death (it being even more hilarious if it was an ace that Tycho just killed, like Wedge), or the HWK will move in to intel Tycho and allow the trapped fighters to ignore him.

So either the escorts are activated adjacent to their ships, and thus not able to protect intel near your ships. Or intel is activated next to their ships.

Either way, you now have the edge you need.

Sorry. This didn't make sense to me, can you phrase again?

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Also Norsehound, you know what mean.

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To Gink, the B wings are set up deployed nearly last to ensure closeness, then moved with FCT. for faster than 3 movement.

And this doesn't even include if you actaully use speed boosters like All fighters follow me.

Although you can technically "kite" away, its only a smidgeon useful as at some point your small ships become unguarded and take a "first strike" of anywhere between 3-6 squdarons over two activations, usually totally like I've said x2 damage per squadron, meaning 3x2 = 6 dmg, and 6 x2 = 12 dmg, wiping it completely out.

The problem is not intel. We simply lose even aces like Tycho AND an X within a single round. They take one extra turn to wipe out a squadron or two, then tie up our remaining squadrons with one or two of theirs, while FCTing up bombers into double tap distance.

If double tap isn't possible, and they deem it safe enough, a single strike (nonYavaris) is again usually enough to do in a small ship. Two BCC makes all of the two dice bombers nearly guarantee 3 damage... meaning 3 squadrons x3dmg = 9 dmg. Again, enough to wipe out both uses of redirect and kill a CR or a Raider. Oddly, a flotilla might technically live, but its taking a crit on the last one and probably will die next round regardless.

Reminder: Rieekan.

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Either way, Norse and I know it well enough to have the steps memorized. Easy to deal with... not this would be.

Edited by Blail Blerg

Consider Shara Bey...she is downright nasty with her counter 3 that counts crits as damage.

Consider Shara Bey...she is downright nasty with her counter 3 that counts crits as damage.

Already in every list along with Tycho and a minimum 4 more squadrons.

Tycho was killed in 3 activations helped by Toryn and Wedge. Lasted about 1 turn. Game was over by the next turn.

The most success I've seen against that kind of rebel speedbump list is a mass activation outputting a ton of damage to clear the field of some of the nasty guys. For Empire, this can be aces rushing up with flight controllers to a mass of TIE Interceptors rolling 6 dice at targets you hate. I've even had some successes with 9 TIE Fighters, though only in solo matches.

Back to topic, how A-Wings would handle this.

A-Wing speed 5 gives them a lot of control on where they go. If you begin the activation out of range of the X-Wings (Speed 3 + 1), you could find a way to engage part of the ball where there's the least concentration of fighters and hammer away. Escorts have to be cleared first and you don't have swarm, making this a bit difficult, but your best advantage is in having more speed to choose where you engage the ball.

Remember as well that obstacles and ships, when they cause obstructions, block engagement but still allow attacks. You could use this to your advantage when retreating, setting up an attack, or getting into a position where you don't want to be pinned but still want to attack the enemy.

Moreover, as a Rebel player you have access to some of the same things Blail and I are struggling against. So a flight commander on the Yavaris with a GR-75 sidecar carrying Toryn Farr can pass the Yavaris that token, where it moves up and then activates the fighters afterward for something like Wedge, Ten, and Dash to double-tap targets you don't like and shred generics to pieces. If you have those aces, Rieekan means they can stick around even after they are dead to pin those targets that you couldn't kill.

Massed A-Wings will probably have a better time with something like a super activating MC80 (Command type, Expanded Hangars, Raymus) with defensive objectives. If the ball is forced to move towards you to score, wait until the right time and then jump it when he's trying to get close and start hitting squadrons while out-shooting his ships at long range. That is, if he decides to try moving out. This kind of list could choose to tank and wait for you to come to him before attacking in turn 6 to mulch whatever you tried to approach with and get more points for the win. If you both decide to speed 0 it's a draw, but attacking the list without some forethought could cost you a tournament.

The most success I've seen against that kind of rebel speedbump list is a mass activation outputting a ton of damage to clear the field of some of the nasty guys. For Empire, this can be aces rushing up with flight controllers to a mass of TIE Interceptors rolling 6 dice at targets you hate. I've even had some successes with 9 TIE Fighters, though only in solo matches.

Back to topic, how A-Wings would handle this.

A-Wing speed 5 gives them a lot of control on where they go. If you begin the activation out of range of the X-Wings (Speed 3 + 1), you could find a way to engage part of the ball where there's the least concentration of fighters and hammer away. Escorts have to be cleared first and you don't have swarm, making this a bit difficult, but your best advantage is in having more speed to choose where you engage the ball.

Remember as well that obstacles and ships, when they cause obstructions, block engagement but still allow attacks. You could use this to your advantage when retreating, setting up an attack, or getting into a position where you don't want to be pinned but still want to attack the enemy.

Moreover, as a Rebel player you have access to some of the same things Blail and I are struggling against. So a flight commander on the Yavaris with a GR-75 sidecar carrying Toryn Farr can pass the Yavaris that token, where it moves up and then activates the fighters afterward for something like Wedge, Ten, and Dash to double-tap targets you don't like and shred generics to pieces. If you have those aces, Rieekan means they can stick around even after they are dead to pin those targets that you couldn't kill.

Massed A-Wings will probably have a better time with something like a super activating MC80 (Command type, Expanded Hangars, Raymus) with defensive objectives. If the ball is forced to move towards you to score, wait until the right time and then jump it when he's trying to get close and start hitting squadrons while out-shooting his ships at long range. That is, if he decides to try moving out. This kind of list could choose to tank and wait for you to come to him before attacking in turn 6 to mulch whatever you tried to approach with and get more points for the win. If you both decide to speed 0 it's a draw, but attacking the list without some forethought could cost you a tournament.

I'm gonna reread this when I have fresher eyes.

I've actually played twice (once at the finals of a tournament) where the bomber opponent simply forced a draw, and 6 turns of no attacks, and then packing up early.

I have no idea why I'm supposed to think that's fun.

I have to admit that I really like the A-Wing but I've not been using it much recently with all of the the new squadrons that have been released in Wave five. As has already been noted the A-Wing is an Interceptor. Designed to race out and tie up enemy squadrons (preferably those that lack decent anti squadron firepower); A-Wings, for example, are a nightmare for unescorted TIE bombers. The danger of using the A-Wing is the fact that it's easy to overextend and be hit by a counter attack from your opponents dedicated anti squadron elements. The A-Wing will probably give a good account of itself thanks to counter ​but will probably end up dead unless your opponents dice rolls are garbage.

I really like the two aces that come with the A-Wing as they get access to that sweet scatter ​defence token, especially now as more squadron are starting to turn up that don't have blue dice for their anti-squadron shooting.

Blail for your benefi:

Now this isnt answering the question posed by the original thread author, however, there is something I think I should say here.

When I was running just Tycho for a long time in my Ackbar fleet there was a very simple strategy for taking on squad builds. The game could not go to five turns. I must table by the end of turn 4. Nothing less was acceptable. Squadrons get stronger in the later rounds if allowed to flourish. They are ideal for finishing of hurt ships with just the right amount of pressure applied.

So how does this work in practice.

Well I deploy very spread out so they cant focus me down from the start. Then turn 1 I rev up the engines but remain at range so that nothing can hit me.

Turn 2, move Jaina's light in early to one side, she quickly gets mobbed by squadrons and dies. Acceptable loss. The rest of the ships use the distraction to move into position for turn 3.

Turn 3, unload hell on the squadron activators. Start with the small ships, burn their squadron activations and ship numbers as priority. Killing two flotillas in one activation removes 4 squad activations and 2 ship activations. MC30 h9's/sensor teams, is the ultimate counter to squadrons. Use Tycho to distract their bombers and waste their few remaining squad activations on moving hwk into position.

Turn 4. Turn on the large ship left remaining and table your opponent. Any damaged ships should be fleeing the fight at speed 4.

Turn 5. What turn 5, why would we be playing a turn 5!

Blail for your benefi:

Now this isnt answering the question posed by the original thread author, however, there is something I think I should say here.

When I was running just Tycho for a long time in my Ackbar fleet there was a very simple strategy for taking on squad builds. The game could not go to five turns. I must table by the end of turn 4. Nothing less was acceptable. Squadrons get stronger in the later rounds if allowed to flourish. They are ideal for finishing of hurt ships with just the right amount of pressure applied.

So how does this work in practice.

Well I deploy very spread out so they cant focus me down from the start. Then turn 1 I rev up the engines but remain at range so that nothing can hit me.

Turn 2, move Jaina's light in early to one side, she quickly gets mobbed by squadrons and dies. Acceptable loss. The rest of the ships use the distraction to move into position for turn 3.

Turn 3, unload hell on the squadron activators. Start with the small ships, burn their squadron activations and ship numbers as priority. Killing two flotillas in one activation removes 4 squad activations and 2 ship activations. MC30 h9's/sensor teams, is the ultimate counter to squadrons. Use Tycho to distract their bombers and waste their few remaining squad activations on moving hwk into position.

Turn 4. Turn on the large ship left remaining and table your opponent. Any damaged ships should be fleeing the fight at speed 4.

Turn 5. What turn 5, why would we be playing a turn 5!

mm. I think its much easier nowadays to get a Yavaris shot after moving Bwings/Ys up with two FCTs in Wave345 than it was in Wave2. Thus the bombing of your large ship is much more accurate and starts much earlier with the double tap of Yavaris.

In that sense, I lost a LARGE ship, MC80 within one turn. Wiped out by squadrons on turn 3. Tycho literally killed by 3 good rolls previous round, one out of position/covering another ship, two others Inteled. The game was over by turn 4. But with me losing all my squadrons, 200 points of MC80, all in exchange for one Z. Which took 4 activations to kill.

Dice luck? Yes. But still. Not fun.

In that sense, yes I'm also very aggressive in my positioning, but regardless, I just get my stuff wiped out. Average 2 dmg after 2 BCC rolls, sometimes up to 3dmg off the Bwings. 3x2x2dmg (Yavaris), another 4 or so bombers x2dmg, gives 20 dmg. Died. Remaining 3 or so squadrons used to tie up, intel or kill my squadrons. Tycho killed previous round.

Edited by Blail Blerg

Yeah I can see that.

I wouldnt run a single wingman with a ship running slower than speed 3, so couldnt do this with an MC80.

Yeah I can see that.

I wouldnt run a single wingman with a ship running slower than speed 3, so couldnt do this with an MC80.

Well it did have Engine Techs. But I ran 70 points, 4 ace squadrons. Still got wiped.

Now very irritatedly adding minimum 80-100 points of AA to every list.