I finally gave up on the U-Wing. I think!

By ayedubbleyoo, in X-Wing

I think I'm ready to bin the U-Wing for good. I've tried my best but I can't do anything with it.

Even when I get a block or two with Heff, that's minor compared to the massive 5-dice attacks and great dials that other ships are packing.

Cassian has some good attributes but still the dial is so bad that I find it almost impossible to keep him in the fight for more than a turn or two before enemies get behind him.

I can't find a combination of crew that I'm happy with or makes a real impact on most games.

I know this is old news since I hardly ever see a U-Wing on the table!

I'm sad about it because it's one of my favourite ships. Any final tips before it goes back on the shelf for good?

Edited by ayedubbleyoo

Try running four of them at once? It's pretty scary to face.

Leave the wings in flight mode so you can revel in the glorious wingspan from it's shelf position. -_-

I saw Cassian kill a shieldless Dengar with one shot.

Bistan provided an additional crit that help seal the deal with a Major to Direct hit and a Blinded so Dengar couldn't even retaliate.

1 minute ago, Velvetelvis said:

Try running four of them at once? It's pretty scary to face.

There are certain advantages to mini-swarming them over B-wings. Bigger firing arc, title gives them +2 agility until it's time to turn around. Give them all FCS for TL's. all you lose is your Barrel roll action and 2 k-turn.

It is a crew carrier. Wait for rebels to get support-crew worth bringing and try again.

I've tried these:

1. Cassian + Rage + Kyle Katarn + Inspiring Recruit.

2. Cassian + Enhanced Scopes + Intelligence Agent + BoShek + Ion Projector + Intimidation

3. BSP + Fire Control System + Operations Specialist + Gunner

and a few variants of these along with some other options. Nothing was quite worth it. But, maybe in a year or two something will come along to bring it off the shelves.

My opponent and I were discussing this in a recent small tournament. The U-wing is so close to playable that we can't even figure out for sure what it needs (that wouldn't be too much). One more hull, plus not having to telegraph the pivot? Maybe.

But yeah, in today's hyper-offense meta, it just can't hang. Pre-Wave 9, maybe.

All it really needs is a solid system, crew or torpedo upgrade (or some combination of them) to make it worth taking. The underlying ship is pretty solid - it should be comparable to the Lambda and I'm sure many veteran lambda players would kill for white turns - but I'd say in general cannons are probably better than torpedoes for many tasks and Rebels don't have the same quality of support crew that Imperials do. Imperials have quite a few crew which can target their allies at multiple ranges (And with Stridan a lot of range) whereas most rebel crew tend to target the ship you're on. Jan, Jyn and Kanan seem like the biggest exceptions, and Kanan really depends you gathering stress to clear on a white.

4 with FCS probably aren't terrible.

This melts things real good. :-) Roll in slow to build up the focus tokens with Rey. Use the A-Wings to block; come to a dead stop with Cassian (using Adv. Sensors to TL first) and then pummel them at R1 with a 7 dice attack. Adaptability means you can drop to 2 and block Jumpmasters too.

Cassian Andor — U-Wing 27
Swarm Leader 3
Advanced Sensors 3
Rey 2
Finn 5
Pivot Wing 0
Ship Total: 40
Green Squadron Pilot — A-Wing 19
Push the Limit 3
Chardaan Refit -2
Adaptability 0
A-Wing Test Pilot 0
Ship Total: 20
Green Squadron Pilot — A-Wing 19
Push the Limit 3
Chardaan Refit -2
Adaptability 0
A-Wing Test Pilot 0
Ship Total: 20
Green Squadron Pilot — A-Wing 19
Push the Limit 3
Chardaan Refit -2
Adaptability 0
A-Wing Test Pilot 0
Ship Total: 20

Intelligent Agent+Boshek.

Look the dial to the ship you want to ram in that turn.

Bump it.

Use Boshek as you want.

It's 26 points that can litterally ruins any enemy ship's plain that you will be touch. You can build them up with Tactical Jammer for some +1 agility, or any IonProjector/pulseLaser for some bump shenanigans (sometimes you will ram, some times they will bump to you).

Or just a FCS for some punch.

For me is the most viable build for the U-Wing today. If you need punch, this is not the ship you need it. But is the cheaper one with the IA+Boshek combo.

PS: you can even build up Cassian in that way for Expert Handling and use him as a blocker.

Edited by Cerve

I have a hard time seeing why I shouldn't just pay the extra 12 points to move up to a Lothal. Extra attack die, and a much more flexible dial.

Bodhi Rook is great in epic, especially supporting ordnance ships.

Here's a build I ran with Cassian:

Cassian +VI+Flechette Torpedoes +Accuracy Corrector +Munitions Failsafe+Baze Malbus+Operations Specialist + Title (40)

Get a TL and Fire Flechettes. You can cancel your dice with Accuracy Corrector to intentionally miss and stress your opponent. Gain a focus from Operations Specialist and then fire on a second target. Use Accuracy Corrector if needed and save the focus for defense. I ran with Awing Jake and a T70 and beat Kath and IG88B.

All it needs is a Scarif campaign pack ;)

Cassian + VI + Op Specialist + Gunner + Engines + Title

Can run with Rey or Dash to relieve stress, fire first and miss to toss them a focus. And engines to stay in fight/out of arcs And boost out of range to flip to landing mode and make another pass.

I have been having decent success with:
Blue Squadron Pathfinder, Title, Ion Projector, Collision detector, Chopper
Jess Pava , R2-D6, Integrated Astromech, Swarm Leader
2x Green Squadron Pilot, A-Wing Test Pilot, Proton Rockets, Trick Shot, Guidance Chips, Crack Shot

If I pull off the bump to ion + zero forward, thats a pretty decent bunch of damage and action denial right there.

Edited by Ram

Thanks for all the replies, great. Like people say, the ship is pretty good value but I find it so hard to keep getting shots.

I'll have a look through these :)

It's the title that ruins it. The card flip is in the wrong place. You have to not only leave yourself wide open for a turn, but announce with a big neon sign that you're planning to 180 a full turn in advance.
It's predictable as ****!

Instead of:
Increase your agility value by 1. After you execute a maneuver, you may flip this card. / When you reveal a [Stop 0] maneuver, you may rotate your ship 180°. After you execute a maneuver, you may flip this card.

It should have had 2 natural agility and Pivot Wing read as:
When you reveal a [Stop 0] maneuver, you may rotate your ship 180°. If you do, flip this card. / Decrease your agility value by 1. At the end of the round, flip this card.

Now you still get a one round agility penalty, but you have the element of surprise.

FFG will release an aces pack for it with K2SO as a pilot and a crew then the ship will awesome

My rebel friend is trying this one:

ARC-170: •Shara Bey (38)
Alliance Overhaul (0)
Expertise (4)
Weapons Engineer (3)
•M9-G8 (3)

B-Wing: •Nera Dantels (34)
Guidance Chips (0)
Rage (1)
Fire-Control System (2)
Plasma Torpedoes (3)
Extra Munitions (2)

U-Wing: •Bodhi Rook (28)
Pivot Wing (Attack) (0)
Fire-Control System (2)
Inspiring Recruit (1)

10 hours ago, FlyingAnchors said:

There are certain advantages to mini-swarming them over B-wings. Bigger firing arc, title gives them +2 agility until it's time to turn around. Give them all FCS for TL's. all you lose is your Barrel roll action and 2 k-turn.

How can you have a bigger arc? Surely it is the same i.e. just under 90º

Op. Spec on Heff, supporting a group of Snap Juke GSP is glorious.

The only remote success I have with the U wing was running the following:

Cassian, Expert Handling, Advanced sensors, Kyle Katarn and Chopper.

Being able to barrel roll before move actually made it less predictable and easier to move slow to get more rounds of shooting. The ship has decent greens for expert handling to work everyround and Kyle Katarn just means he has a mod every turn.

1 hour ago, ghotio said:

How can you have a bigger arc? Surely it is the same i.e. just under 90º

Bigger base means bigger area for r1, r2 and r3. The angle is the same, but the start of measurement for range starts further away from the from the vertex.

Same reason why R3 area is bigger than R2 area and R2 is bigger than R1.

Edited by SEApocalypse