My poor, poor A-wings

By Hawkstrike, in X-Wing

Three beautiful Snap/Juke A-wings and their Swarm Leader, obliterated in multiple games tonight by auto-damage: Bomblet Generators and accuracy corrector autoblaster turrets.

*cries*

Time to put the A-wings away until the new toys from the new wave are a little less prevalent.

Try swapping Juke for crackshot.

Also theorycrafting says Jake really loves intensity.

Villainym is a beautiful thing.

Villianym literally gets to deal auto damage every turn with no recourse other than to not engage him or 1 round him.

Suggestion:

If its autoblaster/genius/bomblet nym, maybe try reversing the normal plan: he's going to be trying to close to range 1 and bump, so maybe block with the swarm leader (who, if jess, can take the odd bomblet) and set up a firing line behind with the awings, focused. 3 snapshots plus 3 range 1 shots should put a nice hole in him - and with only agility 1 its not like you need jess' 5 dice shot to punch through green dice and tokens.

More importantly, the awings should be in range 1 of him, but not a bomblet kicked out "1" behind him.

Dunno. Might not work, but just an idea.

2 hours ago, Hawkstrike said:

Three beautiful Snap/Juke A-wings and their Swarm Leader, obliterated in multiple games tonight by auto-damage: Bomblet Generators and accuracy corrector autoblaster turrets.

*cries*

Time to put the A-wings away until the new toys from the new wave are a little less prevalent.

What were the exact lists?

Also, infinite bombs were a huge mistake. This isn't a Punisher or TIE Bomber only card, it's a buff for the two factions with the ships and upgrades that are already bonkers with bombs. The card should require a weapons disabled token to recharge it at the very least. That way you're not regenerating with Miranda or hitting things with Nym's TLT or AC Autoblaster AND hitting things with bombs

You want infinite bombs? You should have to pay a price for it and 3 points is not enough. That card does a single damage to most ships in the game and it's already made its points back, but with Cad, you can very easily do 2 damage to something and get 14 points of value out of a stupid 3 point card that never goes away.

Also, Scum Nym's ability to ignore bombs is stupid. It's another BS crutch pilot ability like Dash Rendar's. If you run Genius on something, you should have to take the damage from your own bomb or jump through hoops with EU or whatever to try and get away from the bomb. That's the cost of easy mode drop on reveal bombs, that you get damaged yourself.

3 hours ago, Hawkstrike said:

Three beautiful Snap/Juke A-wings and their Swarm Leader, obliterated in multiple games tonight by auto-damage: Bomblet Generators and accuracy corrector autoblaster turrets.

*cries*

Time to put the A-wings away until the new toys from the new wave are a little less prevalent.

I have some sympathy having being trashed by Nym recently. T hat combo really is designed to hammer high agility, low HP ships so bad match up for A-Wings all round. The AC autoblaster :( you want to be in range one for the bonus and Snap Shot . Maybe it's time to retire Snap Shot if you want to keep your A-Wings going? Plink at him from a distance. I'd think you could overcome the Bomblet issue with practice as an A-Wing has the tools to avoid a Bomblet from Nym - you know where it's going to be placed and they have great dial and boost.

36 minutes ago, SaltMaster 5000 said:

Also, infinite bombs were a huge mistake. This isn't a Punisher or TIE Bomber only card, it's a buff for the two factions with the ships and upgrades that are already bonkers with bombs.

Played Bomblet on Deathrain last night and it was fine. Fun actually, especially with co-ordinate.

Competive? Probably not which is really the thing really. On Nym or Miranda it is a total nightmare.

I did like trying to create no-go zones of control with it but there is a lot to practise there.

8 hours ago, Hawkstrike said:

Three beautiful Snap/Juke A-wings and their Swarm Leader, obliterated in multiple games tonight by auto-damage: Bomblet Generators and accuracy corrector autoblaster turrets.

*cries*

Time to put the A-wings away until the new toys from the new wave are a little less prevalent.

Put Prockets (or cruise missiles) on them. Burn Nym down. Drink in your opponent's tears. Profit.

20 minutes ago, BlodVargarna said:

Put Prockets (or cruise missiles) on them. Burn Nym down. Drink in your opponent's tears. Profit.

Been contemplating this:

Green Squadron Pilot (25) - A-Wing
Deadeye (1), Cruise Missiles (3), A-Wing Test Pilot (0), Guidance Chips (0), Intensity (2)

Green Squadron Pilot (25) - A-Wing
Crack Shot (1), Proton Rockets (3), A-Wing Test Pilot (0), Guidance Chips (0), Intensity (2)

Green Squadron Pilot (25) - A-Wing
Deadeye (1), Cruise Missiles (3), A-Wing Test Pilot (0), Guidance Chips (0), Intensity (2)

Green Squadron Pilot (25) - A-Wing
Crack Shot (1), Proton Rockets (3), A-Wing Test Pilot (0), Guidance Chips (0), Intensity (2)

Echoing what everyone else is saying, proton rockets or cruise missiles + guidance chips.

Your opponents won't know what to do with Nym

Just wait for the Episode VIII A-wing. It's a near clone of the original but power creep dictates it'll be much better.

I can see it having a higher point cost, tech (probably some new tech cards too), one extra shield or hull along with talon and s-loops. I can't see the dial being much different nor giving it 3 attack

4 hours ago, Kehl_Aecea said:

I can see it having a higher point cost, tech (probably some new tech cards too), one extra shield or hull along with talon and s-loops. I can't see the dial being much different nor giving it 3 attack

I bet it either gets the 3 attack, or some way to reliably add a result / add an extra die like the SF and ATC for the Advanced.

9 hours ago, weisguy119 said:

Just wait for the Episode VIII A-wing. It's a near clone of the original but power creep dictates it'll be much better.

Yeah, since those fancy new TIE Aggressors were soooo power creeped T_T With their wave 3 statline/cost...

4 hours ago, Chibi-Nya said:

Yeah, since those fancy new TIE Aggressors were soooo power creeped T_T With their wave 3 statline/cost...

I expect the Ep. 8 A-wing will be to the OT A-wing as the T-70 is to the T-65.

8 hours ago, weisguy119 said:

I expect the Ep. 8 A-wing will be to the OT A-wing as the T-70 is to the T-65.

An extra shield, some fancy Sloops or Trolls, and a tech slot for +3points, then? :P

Noteworthy: This is consistent with both the X-wing /and/ the TIE Fighter, down to the points difference.

Only real difference is that in this case you'd struggle to add an extra action to its action bar, so that (plus the +25% HP instead of +33% in the TIE/FO's case) might mean they're willing enough to only raise the price by 2pts.

15 hours ago, Chibi-Nya said:

Yeah, since those fancy new TIE Aggressors were soooo power creeped T_T With their wave 3 statline/cost...

Blame TLT. As is, the Aggressor is probably the strongest carrier for 4 tlt. Maybe the statline would be stronger if it was a 3 attack ship since tlt isn't quite as big an offensive boost, but FFG seems to think a Tie needs more than its chin guns to merit 3 attack dice.

On the other hand, most movie tie-in ships are relatively conservative- The T-70 is pretty much straight in line with with the T-60, efficiency wise. The FO is pretty close to the A-wing, and the Striker and U-wing have failed to make a splash competitively. The SF has proven to be a sleeper hit, but was released a lot later, so I don't think it counts as a tie-in.

On 7/21/2017 at 11:07 PM, SaltMaster 5000 said:

What were the exact lists?

Also, infinite bombs were a huge mistake. This isn't a Punisher or TIE Bomber only card, it's a buff for the two factions with the ships and upgrades that are already bonkers with bombs. The card should require a weapons disabled token to recharge it at the very least. That way you're not regenerating with Miranda or hitting things with Nym's TLT or AC Autoblaster AND hitting things with bombs

...

I really wanted the "bomb fix card" to be a double missile slot so that it would have been defacto imperial only.

1 hour ago, Squark said:

On the other hand, most movie tie-in ships are relatively conservative- The T-70 is pretty much straight in line with with the T-60, efficiency wise. The FO is pretty close to the A-wing, and the Striker and U-wing have failed to make a splash competitively. The SF has proven to be a sleeper hit, but was released a lot later, so I don't think it counts as a tie-in.

I disagree that strikers aren't making a splash competitively. Sabacc, Countdown, and Omega Leader w/a Palp shuttle just took second at FFGs store championship. Three strikers with OGP carrying Hux took down a SoCal store championship. Those ships are a legitimate threat since they are so unpredictable, but they have a high learning curve. If more people start playing them, they will start getting more results.

Edited by shadowswalker
9 minutes ago, nitrobenz said:

I really wanted the "bomb fix card" to be a double missile slot so that it would have been defacto imperial only.

The problem with bombs is that before Sabine, bombs were mediocre. A single damage from a seismic charge on Soontir didn't really do anything. It's not really feasible to hit Soontir with 3 bombs or hope that you max out a Prox Mine roll.

But Sabine buffs the power of these bombs by 100%. All of a sudden it's a bomb or two on a Defender and a lucky attack and 30-40 points are gone.

Sabine should have been a one shot discard. 2 points for an extra damage on any ship in the game always at least breaks even value wise.

Cad I'd be more fine with if it couldn't go on a Jumpmaster... Maybe a reroll on all bombs for the round and then discard.

2 hours ago, shadowswalker said:

I disagree that strikers aren't making a splash competitively... Those ships are a legitimate threat since they are so unpredictable, but they have a high learning curve. If more people start playing them, they will start getting more results.

If more people start playing them, won't more people get experience playing against them, therefore become familiar with the "unpredictable" nature, thereby causing them to get worse results as time goes on?

Or if they start doing too well, just turrets will do fine to check them, they've got less survivability than a TIE/fo.