What is the U-Wing role?

By DerRitter, in X-Wing

From a couple of games I've found the U-wing's biggest weakness is turning round.

The fact you have to actively choose the landing mode the turn before, and it increase your (already fairly high) vulnerabilility to enemy fire, is very tricky to deal with. You're likely to want to prep a turn exactly when you're going head-to-head with enemy ships, which is also when you least want to lose a green dice.

Instead I've found it best to stick in Attack mode on your first pass, then do a 4-straight the next turn and flip to landing mode. That way you're most vulnerable when the enemy ship is weakest - even against defenders you should at least be at range 3. Then flip the turn after and get back to 2 agility.

I feel Advanced Sensors isn't a bad call on the U-wing, giving you an action on a stop/turn, although FCS is of course very effective. Advanced Sensors/Jyn is something I want to try out - I could see being able to choose when to trigger the action depending on whether there are more enemy ships in arc at the start or end of your move very useful.

On 1/27/2017 at 2:25 AM, Hedgehogmech said:

From a couple of games I've found the U-wing's biggest weakness is turning round.

The fact you have to actively choose the landing mode the turn before, and it increase your (already fairly high) vulnerabilility to enemy fire, is very tricky to deal with. You're likely to want to prep a turn exactly when you're going head-to-head with enemy ships, which is also when you least want to lose a green dice.

Instead I've found it best to stick in Attack mode on your first pass, then do a 4-straight the next turn and flip to landing mode. That way you're most vulnerable when the enemy ship is weakest - even against defenders you should at least be at range 3. Then flip the turn after and get back to 2 agility.

This is exactly my experience. The times I want to flip I also am takings some incoming fire that I don't want to just eat, so the 4 straight to hoepfully gain some space worked well.

On 1/26/2017 at 1:03 AM, WWHSD said:

Bodhi might be more useful when the Rebel TIE comes out.

Ahsoka with VI+Captured TIE

Bodhi with Plasma Torp and Guidance Chips.

2 x Gold Squad with Plasma Torps, Extra Munitions, Guidance Chips, and Autoblaster Turrets.

That leaves three points to play with.

Ahsoka zips ahead and lets Bodhi and the Gold Squads pick up target locks the round before they get into range two or three allowing them to get off a nice volley of Plasma Topedoes modified with focus and Guidence Chips. Ahsoka can then use her ability to help the Y-Wings get off their second torpedo.

Bodhi's ability won't probably see much use after setting up an alpha strike with plasmas but that might be all he needs to do.

Now that I've run this list a bit, with an A-wing, I'll say that I'll probably stick with it instead of the captured Tie since 9 and above is becoming more prevalent and boost is much better in that case than BR. After some testing I haven't had a problem with the A-wing spotting because he can approach at an angle that keeps him safe or puts an opponent in a bad situation to try and go after him. So far, he's lived and has been able to come back around and harass the enemy formation.

Well the U-wing fills that needed role between the V-wing and T-wing, except that it's nothing like the T-wing or either V-wing except the atmospheric flight. Oh well.

15 minutes ago, GrimmyV said:

Well the U-wing fills that needed role between the V-wing and T-wing, except that it's nothing like the T-wing or either V-wing except the atmospheric flight. Oh well.

Yes. This. It sits EXACTLY between the T and the V.

?

On ‎27‎/‎01‎/‎2017 at 7:25 PM, Hedgehogmech said:

From a couple of games I've found the U-wing's biggest weakness is turning round.

The fact you have to actively choose the landing mode the turn before, and it increase your (already fairly high) vulnerabilility to enemy fire, is very tricky to deal with. You're likely to want to prep a turn exactly when you're going head-to-head with enemy ships, which is also when you least want to lose a green dice.

Instead I've found it best to stick in Attack mode on your first pass, then do a 4-straight the next turn and flip to landing mode. That way you're most vulnerable when the enemy ship is weakest - even against defenders you should at least be at range 3. Then flip the turn after and get back to 2 agility.

I feel Advanced Sensors isn't a bad call on the U-wing, giving you an action on a stop/turn, although FCS is of course very effective. Advanced Sensors/Jyn is something I want to try out - I could see being able to choose when to trigger the action depending on whether there are more enemy ships in arc at the start or end of your move very useful.

Yup. Get past them, then plan to flip. If you do it right, you can avoid/minimise enemy fire whilst you do it. And against anything other than defenders, your opponent should also be in the process of coming back around. So if you time it right with the right move, you can actually catch them off guard when the U comes back around.

I find running Cassian with VI also useful as you'll often move after most other ships and might even bump. So you're often in a good position to know if you'll be being shot at or not that round, and therefore whether to flip to landing mode then and there; or if you should plan of clearing out and doing it later.

Edited by Dr Zoidberg

The U-Wing's most useful role is in delivering Expertise and Inspiring Recrutis to other, non-U-Wing based lists.

As it stands now it's a about as competitive as a B-Wing ...which hasn't seen Top Table competitive play since Wave 3 Worlds...

With all the stress removing and action-less dice modification stuff in the U-wing I'm surprised no one has done a fortress build yet.

27 minutes ago, Marinealver said:

With all the stress removing and action-less dice modification stuff in the U-wing I'm surprised no one has done a fortress build yet.

it's just not cost efficient enough for fortressing to really matter with it

I've had fun with the ps2 with rey and tactical jammer, with two fcs b's and two tracer bandits. Two agility with double focus means it can soak a lot of damage.

Edited by Dunderwood
Typo

Its a terrific blocker.

Heff tobber + your choice of cool stuff, i've tried Dash Rendar, Chopper, Sabine, Jyn Odan, lots of cool options.

1 hour ago, ficklegreendice said:

it's just not cost efficient enough for fortressing to really matter with it

So the most cost effecient fortress is a TIE/Z-95/Scyk swarm bouncing into each other in a corner?

27 minutes ago, GrimmyV said:

So the most cost effecient fortress is a TIE/Z-95/Scyk swarm bouncing into each other in a corner?

dengaroo, if LW worked that way

But it is essentially a 1 ship fortress since it just doesn't give a ****

otherwise, lambdas would ruin them. Not even sure they could take on x7s in a bumpfest

or 3 mindlinked Findsmen with leechos feeding mods

without actions, you're just overpaying for 2 agility and even Rey needs actions to get you action-less focus in the future

Edited by ficklegreendice

I haven't been able to get my hands on it yet, but I'm excited.

Canadian with Rage, Adv Sensors, Inspiring Recruit, Kyle Katarn, Title for 35 points seems fun. 3 focus and re-rolls for no stress sounds like a good time!

3 minutes ago, Sekac said:

I haven't been able to get my hands on it yet, but I'm excited.

Canadian with Rage, Adv Sensors, Inspiring Recruit, Kyle Katarn, Title for 35 points seems fun. 3 focus and re-rolls for no stress sounds like a good time!

problem with rage sensors kyle is you get the same deal with expertise + rey basically (take a TL or FCS), only you're not limited to greens

Edited by ficklegreendice
4 hours ago, AllWingsStandyingBy said:

The U-Wing's most useful role is in delivering Expertise and Inspiring Recrutis to other, non-U-Wing based lists.

As it stands now it's a about as competitive as a B-Wing ...which hasn't seen Top Table competitive play since Wave 3 Worlds...

A couple different lists with Bwings has made top 4 and one won a regional (2 blues FCS, stresshog, 2 Z95s with thread tracers).

Is the U wing no good as just a fighter/blocker?

The stats seem pretty good for its point cost.

1 minute ago, william1134 said:

Is the U wing no good as just a fighter/blocker?

The stats seem pretty good for its point cost.

Everything about The U-WING is very good.

:lol:

On 1/26/2017 at 11:50 AM, Vineheart01 said:

Also the Uwing doesnt have a slightly better Lambda dial. Its a VASTLY better dial.

Ive tried to use the Lambda, both because nobody uses it (outside palpmobile) and i hate buying ships that i never use. EVERY game i run into the same problem where that red 2turn shafts me, either because i need to do it twice or the fact that its red means i cant boost and i get caught in a bad spot because now i need to destress. I've always said if it had a white 2turn and leave the rest as it is i'd use it a lot more. Its stats are nuts for the price...but just like a fat cow its only good for 1 thing: food.

Back in the day...when Lambda was used before the Emperor used it, there was a trick you could use to get it to turn around faster. It took Adv. Sensors and Engine Upgrade. You could do a Boost and then a 2 Red Turn and do alright to get back in the fight. Yes, it was expensive and not a K-turn, but it helped your Shuttle turn around to actually participate in the fight. It also helped if you knew which way you were going to break and have your ships turn that way, too. You kind of got to herd your opponents into the direction you wanted.

5 minutes ago, heychadwick said:

Back in the day...when Lambda was used before the Emperor used it, there was a trick you could use to get it to turn around faster. It took Adv. Sensors and Engine Upgrade. You could do a Boost and then a 2 Red Turn and do alright to get back in the fight. Yes, it was expensive and not a K-turn, but it helped your Shuttle turn around to actually participate in the fight. It also helped if you knew which way you were going to break and have your ships turn that way, too. You kind of got to herd your opponents into the direction you wanted.

You can do this cheaply with Leebo, although it is rather hazardous. Cassian can also take Expert Handling, AS it onto a green and effectively just pivot in space. Hera is probably your best for shenanigans though: tank up Focus with Rey, AS an Expert Handling, pull a red zero with Hera and dakka dakka.

12 hours ago, ficklegreendice said:

problem with rage sensors kyle is you get the same deal with expertise + rey basically (take a TL or FCS), only you're not limited to greens

Kinda but just with a lot more "ifs" attached to it.

IF you still have focus tokens from Rey, IF you have the TL on the right ship, and IF you aren't stressed then the combo is similar.

IF you have Kanan crew nearby, then the rage combo is vastly superior.