How Many Moves Could a Green Move Move, if a Green Move Could Move Green?

By ObiWonka, in X-Wing

Out of curiosity, I was wondering what the most possible green maneuvers per ship is, and then which ship has the most. Here's a break down.

REBELS:

ARC-170 + R2 Astromech + Nien Nunb: 10. 1 straight and banks. 2 straight, banks, and turns 3-4 straight. Bonus points for Braylen Stramm turning anything else into a pseudo-green maneuver. Bonus points for R2 and Nien Nunb turning ion maneuvers green.

A-Wing: 8. No need to modify this green dial. 2 straight, banks, and turns. 3-5 straight.

Attack Shuttle + Nien Nunb: 6. 1 straight, banks. 2-4 straight.

B-Wing + B-Wing/E2 + Nien Nunb: 6. 1 straight, banks. 2-4 straight.

E-Wing + R2 Astromech: 9. 1 straight and banks. 2 striaght, banks, and turns. 3 straight. Perhaps an E-Wing fix can involve green maneuvers? Then again, that's what Corran Horn + R2-D2 already love to do.

HWK-290 + Nien Nunb: 6. 1 straight, banks. 2-4 straight.

K-Wing + Nien Nunb: 5. 1 straight, banks. 2-3 straight.

T-70 X-Wing + R2 Astromech: 9. 1 straight and banks. 2 striaght, banks, and turns. 3 straight. Interestingly, almost the same dial as the E-Wing, just two T-Rolls instead of a second K-Turn. Really shows how lacking the E-Wing currently is, especially given Integrated Astromech can give R2 double duty.

TIE Fighter + Sabine's Masterpiece + Nien Nunb + Twin Ion Engine Mk. II: 8. 2 straight and banks. 3 straight and banks. 4-5 straight. Rare instance, like the ARC-170, of double modification to a dial.

U-Wing + Nien Nunb: 8. 1 straight and banks. 2 straight and banks. 3-4 straight.

VCX-100 + Nien Nunb: 6. 1 straight. 2 striaght and banks. 3-4 straight.

X-Wing + R2 Astromech: 8. 1 straight and banks. 2 striaght, banks, and turns.

YT-1300 + Nien Nunb: 6. 1 straight and banks. 2-4 straight.

YT-2400 + Nien Nunb: 6. 1 straight and banks. 2-4 straight.

Y-Wing + R2 Astromech: 8. 1 straight and banks. 2 striaght, banks, and turns. Same as the X-Wing as far as greens, however this is the bingest single-card improvement, R2 adding a whopping 6 green maneuvers.

Z-95: 4. 1 straight. 2 straight and banks. The only Rebel ship besides the A-Wing without any current way to add green to its dials.

Honarble Mention: Kanan Jarrus (Crew). More or less turns white manevuers green.


IMPERIALS:

Firespray-31: 4. 1 straight and banks. 2 striaght.

Lambda-Class Shuttle: 4. 1 straight and banks. 2 striaght.

TIE Advanced + Twin Ion Engine Mk. II: 8. 1 banks. 2 straight and banks. 3 straight and banks. Add the 1 and 4 straight if you're Juno Eclipse for a total of 10.

TIE Advanced Prototype + Twin Ion Engine Mk. II: 11. 1 banks and turns. 2-3 straight and banks. 4 straight. That's a lot of green maneuvers! Too bad it usually wants Autothrusters.

TIE Bomber + Twin Ion Engine Mk. II: 9. 1-3 straight, banks, and turns. Strange to see something clunky like a Bomber with more green than a speedy ship like an A-Wing!

TIE Defender + Twin Ion Engine Mk. II: 10. 1 banks. 2-3 straight and banks. 4-5 straight. Ties R2 on a Y-Wing for most added greens. Countess Ryad gets to add 2-5 K-Turns as well, for an absurd 14!

TIE Fighter + Twin Ion Engine Mk. II: 6. 2-3 straight and banks. Not a lot of green for a modified craft that's already nimble.

TIE Interceptor + Twin Ion Engine Mk. II: 9. 2 straight, banks, and turns. 3 straight and banks. 4 straight. The Interceptor was always jealous of the A-Wing's one extra green, now it has the +1! Too bad other Modifications are usually a priority.

TIE Phantom + Twin Ion Engine Mk. II: 6. 2-3 straight and banks. Even more so than the Interceptor, though, there are other Modifications you will use first: Stygium Particle Accelerator or Advanced Cloaking Device.

TIE Punisher + Twin Ion Engine Mk. II: 8. 1-2 straight, banks, and turns. 3 banks. One fewer green than the Bomber, but an even sillier clunkiness ratio. Also very unusual in having green banks but no matching green straight at speed 3.

TIE Striker + Twin Ion Engine Mk. II: 9. 1-3 straight, banks, and turns.

TIE/fo + Twin Ion Engine Mk. II: 8. 2 straight, banks, and turns. 3 straight and banks.

TIE/sf + Twin Ion Engine Mk. II: 9. 1-3 straight, banks, and turns.

Upsilon-Class Shuttle: 4. 1 straight. 2 straight and banks.

VT-49 Decimator: 4. 2 straight and banks. 3 straight.

TL;DR: If you're a TIE, Mk. II can give you a lot of green, if you're not a TIE, no such luck.


SCUM:

Aggressor: 9. 1-3 straight, banks, and turns. The most natural greens, even more than the nimble A-Wing!

Firespray-31: 4. 1 straight and banks. 2 striaght.

G1-A Starfighter: 5. 1 straight and banks. 2-3 straight. Slightly better than the B-Wing without its back seat driver, slightly worse with.

HWK-290: 4. 1 straight and banks. 2 striaght.

JumpMaster 5000 + Unhinged Astromech: 9. 1-2 straight, left bank, and left turn. 3 straight and banks. Arguably one of the best dials without any help, with an Unhinged on board it also has one of the highest green totals!

Kihraxz Fighter: 5. 1 banks. 2 straight and banks.

Lancer-Class Pursuit Craft: 7. 2 straight. 3 straight, banks, and turns. 4 straight. One of only a few hips with more than one natural 3-speed green, a natural green faster than 3, and the only ship to combine those things.

M3-A Interceptor + "Light Scyk" Interceptor: 8. 1 banks. 2-3 straight and banks.

Protectorate Starfighter: 6. 2 straight, banks, and turns. 3 straight. Ties the /fo for fewest natural greens among ships with green turns.

Quadjumper: 4. 2 straight and banks. 3 straight.

StarViper: 5. 1 straight and banks. 2-3 straight.

YV-666: 5. 1 straight and banks. 2-3 straight.

Y-Wing + Unhinged Astromech: 7. 1-2 straight. 3 straight, banks, and turns. One fewer green than the Rebel with R2, but more useful greens.

Z-95: 4. 1 straight. 2 straight and banks.

Average Maximum Green Maneuvers per Ship
REBELS: just over 7
IMPERIALS: just under 8
SCUM: just under 6

Dials Ranked by Above Green %

ARC-170: 67%
Countess Ryad: 67%
TIE Adv. Prototype: 65%
Juno Eclipse: 63%
U-Wing: 62%
TIE Bomber: 60%
TIE Defender: 59%
TIE Punisher: 57%
Aggressor: 56%
TIE Interceptor: 56%
TIE Striker: 56%
M3-A Interceptor: 53%
E-Wing: 53%
JumpMaster 5000: 53%
T-70 X-Wing: 53%
TIE Advanced: 53%
X-Wing: 53%
Y-Wing (Rebel): 53%
A-Wing: 50%
HWK-290 (Rebel): 50%
TIE Fighter (Rebel): 50%
TIE/sf: 50%
TIE/fo: 47%
Y-Wing (Scum): 47%
K-Wing: 45%
Lancer-Class P. C.: 44%
B-Wing: 40%
TIE Phantom: 40%
TIE Fighter (Imperial): 38%
YT-1300: 38%
YT-2400: 38%
Attack Shuttle: 35%
Protectorate SF: 35%
VCX0-100: 35%
HWK-290 (Scum): 33%
Kihraxz Fighter: 33%
Lambda-Class Shuttle: 33%
YV-666: 33%
G1-A Starfighter: 31%
StarViper: 31%
VT-49 Decimator: 29%
Z-95: 27%
Firespray-31: 25%
Quadjumper: 25%
Upsilon-Class Shuttle: 25%

Edited by ObiWonka
light scyk

Sounds about right, I guess it isn't surprising that Imperials are the highest in that category but what is surprising is how Rebels and scum are not that far behind. It makes you wonder just how much of a mobility advantage Imperials have over the other factions, and is that all that is needed.

It looks to me like someone has way to much time on their hands.

I'm a bit more interested in the breakdown without upgrades. As you point out, many ships "can" get more greens, but rarely want to because of something better in the slot.

Yet another reason why firesprays are lacking compared to other large ships.

1 hour ago, Forgottenlore said:

I'm a bit more interested in the breakdown without upgrades. As you point out, many ships "can" get more greens, but rarely want to because of something better in the slot.

I'm glad you asked...

SHIP M G R W
ARC-170: 15 6 (40%) 4 (27%) 5 (33%)
A-Wing: 16 8 (50%) 2 (13%) 6 (37%)
Attack Shuttle:17 4 (24%) 5 (29%) 8 (47%)
B-Wing: 15 4 (27%) 6 (40%) 5 (33%)
E-Wing: 17 5 (29%) 2 (12%) 10 (59%)
HWK-290: 12 4 (33%) 3 (25%) 5 (42%)
K-Wing: 11 4 (36%) 0 (0%) 7 (64%)
T-70 X-Wing: 17 5 (29%) 3 (18%) 9 (53%)
TIE Fighter: 16 4 (25%) 2 (13%) 10 (62%)
U-Wing: 13 6 (46%) 1 (8%) 6 (46%)
VCX-100: 17 4 (24%) 5 (29%) 8 (47%)
X-Wing: 15 4 (27%) 1 (7%) 10 (66%)
YT-1300: 16 4 (25%) 2 (13%) 10 (62%)
YT-2400: 17 4 (24%) 1 (6%) 12 (71%)
Y-Wing: 15 2 (13%) 4 (27%) 9 (60%)
Z-95: 15 4 (27%) 1 (7%) 10 (66%)
Firespray-31: 16 4 (25%) 2 (13%) 10 (62%)
Lambda-Class:12 4 (33%) 5 (42%) 3 (25%)
TIE Advanced: 15 4 (27%) 1 (7%) 10 (66%)
TIE Adv. Proto.:17 7 (41%) 1 (6%) 9 (53%)
TIE Bomber: 15 5 (33%) 3 (20%) 7 (47%)
TIE Defender: 17 4 (24%) 4 (24%) 9 (52%)
TIE Interceptor:16 7 (44%) 2 (12%) 7 (44%)
TIE Phantom: 15 4 (27%) 2 (13%) 9 (60%)
TIE Punisher: 14 4 (29%) 3 (21%) 7 (50%)
TIE Striker: 16 5 (31%) 3 (19%) 8 (50%)
TIE/fo: 17 6 (35%) 3 (18%) 8 (47%)
TIE/sf: 18 5 (28%) 6 (33%) 7 (39%)
Upsilon-Class: 16 4 (25%) 5 (31%) 7 (44%)
VT-49 Deci: 14 4 (29%) 0 (0%) 10 (71%)
Aggressor: 16 9 (56%) 3 (19%) 4 (25%)
G1-A: 16 5 (31%) 6 (38%) 5 (31%)
JumpMaster: 17 6 (35%) 2 (12%) 9 (53%)
Kihraxz: 15 5 (33%) 2 (13%) 8 (53%)
Lancer-Class: 16 7 (44%) 1 (6%) 8 (50%)
M3-A: 15 6 (40%) 2 (13%) 7 (47%)
Protectorate: 17 6 (35%) 3 (18%) 8 (47%)
Quadjumper: 16 4 (25%) 5 (31%) 7 (44%)
StarViper: 16 5 (31%) 2 (13%) 9 (56%)
YV-666: 15 5 (33%) 3 (20%) 7 (47%)

Lists were originally by faction, so if you want it alphabetized I'll have to do that later.

Most naturally GREEN dials:
Aggressor 56%
A-Wing 50%
U-Wing 46%
Lancer-Class 44%
TIE Interceptor 44%
TIE Advanced Prototype 41%

Each faction has 2 ships above the 40% mark. Interestingly, Imperials are at the bottom.

Most naturally RED dials:
Lambda-Class 42%
B-Wing 40%
G1-A Starfighter 38%

Each faction has 1 ship above 33% red. Unsurprisingly, the Lambda it on top.

Edited by ObiWonka

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Edited by Vordyn

Where's Kanan? (Not technically an upgrade that makes moves green but it amounts to the same thing.)

1 minute ago, GrimmyV said:

Where's Kanan? (Not technically an upgrade that makes moves green but it amounts to the same thing.)

Firstly his value depends greatly on what ship he is on. A ship with piles of white moves like the YT-2400 will get more benefit from Kanan than one that does not.

Secondly, although he allows stress-removal, it is not as good as making those moves green. Kanan does not enable other upgrades that only trigger on Green moves (R2-D2, Hera (pilot) etc).

2 hours ago, Karhedron said:

Firstly his value depends greatly on what ship he is on. A ship with piles of white moves like the YT-2400 will get more benefit from Kanan than one that does not.

Secondly, although he allows stress-removal, it is not as good as making those moves green. Kanan does not enable other upgrades that only trigger on Green moves (R2-D2, Hera (pilot) etc).

Well that's silly, why would you have Kanan and R2 D2 on the same ARC?

The light Scyk title will increase it's greens by two with green 3 banks.

Of course, then it's going to die to a light breeze.

4 hours ago, GrimmyV said:

Where's Kanan? (Not technically an upgrade that makes moves green but it amounts to the same thing.)

He got an honorable mention in the OP.

8 minutes ago, FTS Gecko said:

The light Scyk title will increase it's greens by two with green 3 banks.

Of course, then it's going to die to a light breeze.

Not out yet, but will be added.

45 minutes ago, ObiWonka said:

He got an honorable mention in the OP.

Oops, might have been a case of not reading as carefully as I needed due to lack of sleep and meds.