The A-Team

By Kreen, in X-Wing Squad Lists

Haven't had a chance to test the squad, but I wanted to see what people thought of it.

The A-Team (v1)

A-Wing: Green Squadron Pilot (19)

Snap Shot (2)

Chardaan Refit (-2)

A-Wing Test Pilot (0)

A-Wing: Green Squadron Pilot (19)

Snap Shot (2)

Chardaan Refit (-2)

A-Wing Test Pilot (0)

A-Wing: Green Squadron Pilot (19)

Snap Shot (2)

Chardaan Refit (-2)

A-Wing Test Pilot (0)

A-Wing: Green Squadron Pilot (19)

Snap Shot (2)

Chardaan Refit (-2)

A-Wing Test Pilot (0)

TIE Fighter: · Ahsoka Tano (17)

Veteran Instincts (1)

· Captured TIE (1)

· Sabine's Masterpiece (1)

Operations Specialist (3)

Black Market Slicer Tools (1)

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

Four snapshot GSPs, with adaptability to Trick Shot depending on what I have on hand. Ahsoka acts as a support, handing out focus tokens when Snap Shots miss, and giving actions during he combat phase. Or, she can use BMST to hit any stressed ships, all while still staying untouchable.

Or, we have this

A-Team v2

A-Wing: Green Squadron Pilot (19)

Snap Shot (2)

Chardaan Refit (-2)

A-Wing Test Pilot (0)

Juke (2)

A-Wing: Green Squadron Pilot (19)

Snap Shot (2)

Chardaan Refit (-2)

A-Wing Test Pilot (0)

Juke (2)

A-Wing: Green Squadron Pilot (19)

Snap Shot (2)

Chardaan Refit (-2)

A-Wing Test Pilot (0)

Juke (2)

A-Wing: Green Squadron Pilot (19)

Snap Shot (2)

Chardaan Refit (-2)

A-Wing Test Pilot (0)

TIE Fighter: · Captain Rex (14)

· Sabine's Masterpiece (1)

Operations Specialist (3)

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

Now three of the A-Wings have Juke, allowing them to either push damage through on the Snap Shots, or gain a focus token from the OS, depending on how things dice fall. Makes the A-Eings a little bit more independently useful, but makes Rex a much bigger, and easier to kill, target, especially with his condition throwing shenanigans.

So, what do you guys think? Version 1 or version 2, or are neither of them really feasible options?

Edited by Kreen

I'd bridge the gap. Keep Ahsoka from the first build and the A-Wing types from the second build. They become much more effective all around. Of course, with A-Wings and Rebel TIES, you'd better hope you're up against a squad with low agility, because 2 attack dice will never get through Palp aces/defenders or scum aces

The Snap Shots/Juke might push some damage through against high agility ships.

But what do you mean take the As from the second and Ahsoka from the first? There isn't room in the list, unless I cut one of the A-Wings. At which point I'm not sure if it has the swarminess that it needs to push damage through on heavily tokened targets.

I've flown Snap/Juke A-wings a lot altely, and my experience is that you need to mix some heavy hitters (TLT or 3-attack ships, preferably both) into the list, as the A-wings won't deal enough damage on their own.

Snap shot is great, especially with juke, but it's tricky to set up and you're still rolling 2 unmodified reds vs normal (though unmodified) greens. If you go juke/snap shot, you're almost always taking evade and thus have no mods for the primary shot either.