Ships and pilots you were wrong about

By millertime059, in X-Wing

The u-wing

I can’t say I was wrong, or surprised about it, because I really hadn’t thought about it at all, I don’t play rebels and it’s all I can do right now to keep track of the stuff I AM playing, but I faced one the other day and, MAN! Are those things annoying to pin down. That rotation on a stop maneuver was amazingly good for keeping that thing relevant all game. I’d much rather have that ability on my lambdas than a rear arc.

2 hours ago, Icelom said:

BTL-A4 Y-wing - Norra Wexley - 63
•Norra Wexley - Gold Nine (43)
Expert Handling (2)
Ion Cannon Turret (6)
Shield Upgrade (4)
Veteran Turret Gunner (8)

Total: 63/200

View in the X-Wing Squad Builder

Very hard to escape the ion turret and once something is ioned it's hunting season.

Thanks; she looks like she could be fun. I think I'll slide her into my YYYU jousting list as a control element. She seems like a steal at that price.

A-Wings... I loved them in 1.0... but now? Now I think I'm gonna be shelving them for a while >_> I haven't been able to do ANYTHING with them except drag out the game time.

57 minutes ago, Kehl_Aecea said:

A-Wings... I loved them in 1.0... but now? Now I think I'm gonna be shelving them for a while >_> I haven't been able to do ANYTHING with them except drag out the game time.

Try Arvel. I thought he was good and I wasn't wrong

I have MANY times... I can't seem to ever get him to make contact with a ship. He's usually the one getting bumped into out of arc... although, we have a few new players and they're loving swarms, he may see more use in those situations...

If arvel is moving first, take a focus and use your boost (if needed) to get into a blocking position or to dodge expected arc positions.

If arvel is moving second, take a focus or TL and then (if you're in arc or want to trigger intimidation) boost into the enemy so you can shoot them but they can't shoot you.

17 minutes ago, Kehl_Aecea said:

He's usually the one getting bumped into out of arc...

If they are bumping arvel, he's doing his job! Even if he's not getting a shot, your other ships should be pointing that way so they can take advantage of the situation. Besides, the enemy ship can't shoot arvel if they bump him (apart from another arvel, oicunn, or zeb)

A lot of people were down on the Phantom and I was super excited. They just said nerfed because of the 4 Attack down to 3 but I liked the changes and the price point did not disappoint.

So the Phantom hasn’t been a surprise for me, it’s been as much fun as I had hoped, but I’m pleased my faith was justified.

Redline has probably been my favourite ship so far. I definitely saw the potential but I didn’t know how the whole medium base would play out. Turns out medium base is absolutely marvellous.

Soontir is another ship I’ve been enjoying immensely. I liked the price but initially was wary of flying him again. We’ve lived too long in token stack land. All I can really say is wow! Soontir lives up to the billing of the most fun high adrenaline your decisions matter ship out there. With Predator he is no longer a wet noodle and his new ability means he is no longer a 7 maneauver ship.

The big surprise though is the Grand Inquisitor. I thought he would be absolute trash. The ability got nerfed and shifted to force use, but you have to pay for those force points and he is still only a 2 dice ship. It took me a while to figure out that he doesn’t fly at all like he used to. No longer the sniper, the Grand Inquisitor with Supernatural absolutely excels at stickiness. It is so hard to clear range 1 of the Grand Inqusitor but he comes in hot with triple actions and a lot of mods and won’t let up. It’s such a refreshing playstyle. I spend a Force on Supernatural and only spend the second if I really need to cancel a range 1 bonus. It’s a similar situation to Soontir where the art of the arc dodge is everything and it’s not a run an hide game anymore (unless you need to jet to reset those force charges).

7 hours ago, ficklegreendice said:

I'm still surprised that the phantom surprised people

Stygium array is just the best thing ever

I was expecting it to be horribly overpriced, basically.

16 hours ago, millertime059 said:

I believe the phrase ‘how did you get there!’ Should be your flavor text.

You missed the expletive. It's "how the **** did you get there!".

If you want extra comedy value, and have 8 points spare, try her with Afterburners; adaptive ailerons looks a lot like, but is not, a boost action. It leaves her fragile because you're not packing a cheap(er) hull or shield upgrade but Her Grace can dance like nothing.

Because she can aileron whilst stressed then pull a blue move, she works well alongside Ciena Ree, too.

A-Wings- The ship manages to land right in the middle of uncanny valley on almost every level. I though I would love playing them or they would at least be fun, but after 3-4 games and watching other people's games, I still feel like the A-Wing falls in the same uncanny valley of last edition i.e. does a little too much to be super cheap, but never quite justifies the cost in game versus other options, both as a vehicle for aces or as a blocker. The pilots are almost the perfect example, Arvel is almost exactly the wrong Initiative at 3, higher than chumps, but lower than real aces, meaning he not able to consistently ram or set up blocks and efforts to do one or the other are prone to being interrupted. Jake is another great example because his pilot ability doesn't work if the recipient is stressed as it's a focus action, so it limits how much he can use it, but it's also too short range to be a really good support ability, like you don't really want to fly a ship that can double repo in close enough formation to constantly be at 0-1 of an ally.

X-Wings- I thought they'd be stronger as a platform, but in practice, they're still pretty meh. Then end of 1.0 had me very optimistic, but losing things like Flight Assist, Integrated and Renegade Refit actually depowered them pretty substantially without much in return and a lot of the cards they would equip to fix this likewise got depowered, so other platforms with better abilities or stronger linked action combos outclass them to a frankly embarassing degree sometimes. Outside of Luke, I've found the best compliment I can pay to X-Wing pilots is that they're reasonably costed, but that really is a bit of backhanded compliment like "well I didn't pay that much for you"

Z-95's- It definitely didn't register at first how much the slightly better dial and addition of a red barrel roll would change them, but they really are the best cheap platforms in the game especially when you also factor in their access to a very well costed array of missiles. They've been consistently good every time I've put them on the table, whether empty or with various missiles. Rebels players need to seriously look at these more.

Y-Wings- Fair to say, I hated Y's in 1.0. They just didn't do much beyond carrying TLTs which was pretty boring and even in the early days they were almost universally not worth it. I was expecting basically nothing from Y's in 2.0. For that reason, this was my biggest shock because they're now my favored ship if I just need a cheap and impactful generic. Toss some Torps and an R4 on them and they're just really solid and well costed brawlers that can double as blockers. I really didn't think I'd be using the red barrel or reload that much, but I'm using both every game and to good effect. The platform is just far more impactful for it's cost than I was really anticipating, although I'm increasingly of the opinion that putting turrets on them is a mistake.

YT-1300s- So, I did some analysis early on and arrived a the conclusion that the 1300 as a platform for Rebels was basically neutral. Adding a boost baseline even if it's red combined with comparable stats was a big bump, but losing the 1 hards was a non-trivial loss. I wasn't sure how much the turret changes would impact them, but casually looking at the buffs to both pilot abilities combined with the fact that they didn't see cost increases and the power level of the game as a whole declined, and it seemed like they'd be solid. I was really lowballing how impactful 2 actions of basically whatever you want every turn or re-rolls for days would be. I could see fat versions of either as tournament staples. My reflex says the ability to abuse Han's re-rolls and higher initiative will see him being more common, but I wouldn't be surprised to see Fat Lando's running around as well. In the land of blind, the one eyed man is king, and in the land of limited action economy and passives, the 2 pilots who do both in their sleep are legitimate threats.

Inquisitor- So my initial assessments didn't factor in Supernatural Reflex potential, which does substantially change him. I still think he gets dumpstered pretty badly by I6's with Reposition access and he's a little too expensive for that, but I could definitely see people running him.

Soontir Fel- I think a lot of assessments focused too much on a pilot ability that is limited to bullseye arc, and not enough on the fact that he's the only I6 that can double reposition in any order. That's still a massive problem especially if he finds his way to the end game. I'm pretty confident the death of Mr. Fel was greatly exaggerated especially because he's not badly costed for what he does at all.

Honorable mention: Rebel Action support- Man, I thought Dutch, Jake, Garven/whatever would be a solid fix for the action economy loss of the transition, but I've been playing since Gencon and have basically gotten completely past all of these pilots. None of them work and for very weird reasons. Jake doesn't want to stay in formation and can't give focus actions to ships linking their actions or K-Turning or himself if he doesn't want to use his first action to boost or roll. Garven is just bad and too RNG dependent. Dutch is too low initiative to give you the target locks on hard to hit or predict targets and you really have to load him out with R3 and probably torps or he's basically just a glorified 42pt coordinate, but when you dump those on him, he skyrockets to 54pts for an I4 that doesn't do much on it's own that a normal grey squadron couldn't. I just dropped him because he wasn't doing anything. Rebel action economy support that's not called AP-5 has been pretty trash in no small part to the anomalously high cost on the Perceptive copilot which could really help out ships like 2 tubes or Katarn, but right now is just too expensive for what it does making both of those inviable as well. This also combines poorly with rebels being the only faction to lack a unique pilot that can buff the attack of joes for some weird reason. I really thought this would come together better on the table, but it's been a major source of disappointment.

10 hours ago, Kehl_Aecea said:

A-Wings... I loved them in 1.0... but now? Now I think I'm gonna be shelving them for a while >_> I haven't been able to do ANYTHING with them except drag out the game time.

I concur. It honestly makes me kind of mad that Lucasfilm has turned the A-Wing from an ultra high skill, super ace platform into little more than a Tie Fighter, which is how it is now represented in game. Just another character assassination of a fan favorite by the mouse I suppose. Luke get's to drink the green milk and murder his nephew and the A-Wing get's to be cannon fodder, but I digress.

It is the worst rebel ship along with the Tie Fighter. All it can really do now is zoom around, do no damage, and then die in a single round usually because so many things move after them. I've tried multiple generics, missiles, and building up Jake, but they all just feel super bad for their points costs. And Arvel Crynid is a trap. I don't want them to be cheaper; if anything I want them to give us a proper ace that we have to pay a lot more for. Give us initiative 6 Tycho and initiative 5 Hera with her same ability. I would be okay paying 60ish points for a fully kitted out A-Wing ace because it's supposed to be an ace platform. And give me a mod slot. Is wanting the A-Wing to play like the A-Wing too much to ask for? *ends coffee rant*

Interesting... my games with Jake have been amazing. He has dealt over half the damage against my opponents. He's dodged so many arcs or skirted to rank 3 or being obstructed, I don't even know if he's taken damage yet in my games.

7 minutes ago, ThinkingB said:

I concur. It honestly makes me kind of mad that Lucasfilm has turned the A-Wing from an ultra high skill, super ace platform into little more than a Tie Fighter, which is how it is now represented in game. Just another character assassination of a fan favorite by the mouse I suppose. Luke get's to drink the green milk and murder his nephew and the A-Wing get's to be cannon fodder, but I digress.

It is the worst rebel ship along with the Tie Fighter. All it can really do now is zoom around, do no damage, and then die in a single round usually because so many things move after them. I've tried multiple generics, missiles, and building up Jake, but they all just feel super bad for their points costs. And Arvel Crynid is a trap. I don't want them to be cheaper; if anything I want them to give us a proper ace that we have to pay a lot more for. Give us initiative 6 Tycho and initiative 5 Hera with her same ability. I would be okay paying 60ish points for a fully kitted out A-Wing ace because it's supposed to be an ace platform. And give me a mod slot. Is wanting the A-Wing to play like the A-Wing too much to ask for? *ends coffee rant*

I don't agree with any of this.

I think for now I'm going to ignore the weird rant about "Lucasfilm" and how the A-Wing is being portrayed, mostly because it seems you're basing your view of the A-Wing entirely on Rebels and ignoring all the places the A-Wing is still the deadly speedster it used to be.

But in terms of the game, the A-Wing has only been improved from 1e (barring one very specific change), and all of its improvements are in service of making it a super maneuverable, ace type ship. Firstly, it's kept its dial. Y'know, the best dial in the game outside of the 1e Silencer? Well, okay the dial changed a small amount. They have sloops instead of the 3 speed k turn now - that's an improvement. It's gained native barrel roll, something that all arc dodgers and aces need. It no longer has to pay a 2 point premium on missiles now that Chardaan is no longer a thing, and the generics have been costed at the Chardaan equivalent. It's retained the ability to link any of its actions into boost, just as it could in 1e with the PTL that was stapled to it and now it can barrel roll and boost too, which previously only Jake or an A-Wing equipped with Vectored Thrusters (something I never saw) could do.

Green dice are worse, missiles that aren't Harpoons are better. A-Wings can shoot missiles more than once now. Target locks don't need to spent to shoot. Concussion A-Wings should be more of a thing. They just need to be flown carefully. Arc dodge until you have a lock, then flank with them.

The only notable thing its lost is the mod slot, but as Autothrusters are gone anyway, it doesn't really matter.

The A-Wing is not comparable with the TIE Fighter. It's a cheaper TIE Interceptor with 1 more HP (and two more shields), a better dial, access to missiles and target lock that sacrifices an attack die and the ability to boost and barrel roll in either order.

The only reason the A-Wing doesn't feel like a knife edge, maneuver dependent arc dodging ace is because it doesn't have a high Init pilot. That is literally the only reason. In every other respect, it has all the tools it needs. With PTL effectively being baked in, and VI no longer a thing there's no need for two talent slots and its talent slot is wide open. It maybe needs a decent ace talent to really shine, I guess I'll grant you that. Something as simple as Wired would probably help it immensely.

The A-Wing is clearly going to get more pilots when it releases properly. At least two more, maybe even four. One of them is going to be a high Init ace.

Until that happens, I don't see how the pilots we have are any different from the 1e version in terms of role. GSPs were never aces, they were always cheap blockers and occasional flankers. GSPs can currently block like no other ship in the game, save the Alphas Squadrons.

Lastly, the A-Wing is not and never has been a TIE Interceptor. It has always been the fastest, straight line zoom and boom ship. Super maneuverable sure. Hard to hit sure. But it's never been the best at actually killing things.

Let's not forget that the only contribution this ship actually made in the movies was ramming really fast into something and exploding. How about the time one got absolutely smoked by a pair of Interceptors that were both immediately double killed by a friggin' Y-Wing?

Yup. That's right. The Y-Wing got more on-screen starfighter kills than the A-Wing.

The third attack die is what makes the interceptor what it is, though. Ace Pilots really, really can't get by with only two attack dice- They're too expensive to overwhelm defenses by sheer numbers. The Inquisitor gets around this thanks to his ability, but for any other, "Ace Pilot," a two die primary is a death sentence. There's a reason the 1.0 Tie Advanced became useless after wave 2 hit. And it only came back when it got an attack buff from the title.

Missiles will give high initiative pilots a way around this, but Jake's I4 leaves him vulnerable to higher initiative pilots. A hypothetical I5 Hera in an A-wing might make concussion missiles work, but charges will be an issue for a ship trying to be an end-game piece.

The A-wing pilots we have right now are, for lack of a better term, deluxe Tie Fighters. They're more durable and maneuverable, but they don't hit harder and they can't be run in the same numbers. They're actually pretty comparable to the Tie/FO.

I didn't think 4 Uwings would be any good... I was wrong, lol. 4 uwings, with tac scrambler and tac officers, and Leia onboard one... surprisingly good.

57 minutes ago, GuacCousteau said:

...Let's not forget that the only contribution this ship actually made in the movies was ramming really fast into something and exploding. How about the time one got absolutely smoked by a pair of Interceptors that were both immediately double killed by a friggin' Y-Wing?

Yup. That's right. The Y-Wing got more on-screen starfighter kills than the A-Wing.

Thank you for this. Like a moth to the light I always get stuck on watching Star Wars clips! ?

1 hour ago, GuacCousteau said:

I don't agree with any of this.

I think for now I'm going to ignore the weird rant about "Lucasfilm" and how the A-Wing is being portrayed, mostly because it seems you're basing your view of the A-Wing entirely on Rebels and ignoring all the places the A-Wing is still the deadly speedster it used to be.

But in terms of the game, the A-Wing has only been improved from 1e (barring one very specific change), and all of its improvements are in service of making it a super maneuverable, ace type ship. Firstly, it's kept its dial. Y'know, the best dial in the game outside of the 1e Silencer? Well, okay the dial changed a small amount. They have sloops instead of the 3 speed k turn now - that's an improvement. It's gained native barrel roll, something that all arc dodgers and aces need. It no longer has to pay a 2 point premium on missiles now that Chardaan is no longer a thing, and the generics have been costed at the Chardaan equivalent. It's retained the ability to link any of its actions into boost, just as it could in 1e with the PTL that was stapled to it and now it can barrel roll and boost too, which previously only Jake or an A-Wing equipped with Vectored Thrusters (something I never saw) could do.

Green dice are worse, missiles that aren't Harpoons are better. A-Wings can shoot missiles more than once now. Target locks don't need to spent to shoot. Concussion A-Wings should be more of a thing. They just need to be flown carefully. Arc dodge until you have a lock, then flank with them.

The only notable thing its lost is the mod slot, but as Autothrusters are gone anyway, it doesn't really matter.

The A-Wing is not comparable with the TIE Fighter. It's a cheaper TIE Interceptor with 1 more HP (and two more shields), a better dial, access to missiles and target lock that sacrifices an attack die and the ability to boost and barrel roll in either order.

The only reason the A-Wing doesn't feel like a knife edge, maneuver dependent arc dodging ace is because it doesn't have a high Init pilot. That is literally the only reason. In every other respect, it has all the tools it needs. With PTL effectively being baked in, and VI no longer a thing there's no need for two talent slots and its talent slot is wide open. It maybe needs a decent ace talent to really shine, I guess I'll grant you that. Something as simple as Wired would probably help it immensely.

The A-Wing is clearly going to get more pilots when it releases properly. At least two more, maybe even four. One of them is going to be a high Init ace.

Until that happens, I don't see how the pilots we have are any different from the 1e version in terms of role. GSPs were never aces, they were always cheap blockers and occasional flankers. GSPs can currently block like no other ship in the game, save the Alphas Squadrons.

Lastly, the A-Wing is not and never has been a TIE Interceptor. It has always been the fastest, straight line zoom and boom ship. Super maneuverable sure. Hard to hit sure. But it's never been the best at actually killing things.

Let's not forget that the only contribution this ship actually made in the movies was ramming really fast into something and exploding. How about the time one got absolutely smoked by a pair of Interceptors that were both immediately double killed by a friggin' Y-Wing?

Yup. That's right. The Y-Wing got more on-screen starfighter kills than the A-Wing.

Okay, since I kinda started this anti-A-Wing crap... and after sleeping off the sting of losing 4 matches yesterday... I'm just going to go with the fact that I flew them sub-optimally. The dice gods were also NOT in my favor in any of those games (you ever roll 12 blanks in a row? 2 attacks from Range 1 X-Wings and a range 3 defense from a Green squadron A-wing...)

Yeah, the more I think about it, the more I realize I put the blame of those games solely on those A-Wings. I'm building a new list to try out next game night. Time to fly smarter with them.

1 hour ago, GuacCousteau said:

But in terms of the game, the A-Wing has only been improved from 1e (barring one very specific change), and all of its improvements are in service of making it a super maneuverable, ace type ship. Firstly, it's kept its dial. Y'know, the best dial in the game outside of the 1e Silencer? Well, okay the dial changed a small amount. They have sloops instead of the 3 speed k turn now - that's an improvement. It's gained native barrel roll, something that all arc dodgers and aces need. It no longer has to pay a 2 point premium on missiles now that Chardaan is no longer a thing, and the generics have been costed at the Chardaan equivalent. It's retained the ability to link any of its actions into boost, just as it could in 1e with the PTL that was stapled to it and now it can barrel roll and boost too, which previously only Jake or an A-Wing equipped with Vectored Thrusters (something I never saw) could do.

Green dice are worse, missiles that aren't Harpoons are better. A-Wings can shoot missiles more than once now. Target locks don't need to spent to shoot. Concussion A-Wings should be more of a thing. They just need to be flown carefully. Arc dodge until you have a lock, then flank with them.

The only notable thing its lost is the mod slot, but as Autothrusters are gone anyway, it doesn't really matter.

The A-Wing is not comparable with the TIE Fighter. It's a cheaper TIE Interceptor with 1 more HP (and two more shields), a better dial, access to missiles and target lock that sacrifices an attack die and the ability to boost and barrel roll in either order.

The only reason the A-Wing doesn't feel like a knife edge, maneuver dependent arc dodging ace is because it doesn't have a high Init pilot. That is literally the only reason. In every other respect, it has all the tools it needs. With PTL effectively being baked in, and VI no longer a thing there's no need for two talent slots and its talent slot is wide open. It maybe needs a decent ace talent to really shine, I guess I'll grant you that. Something as simple as Wired would probably help it immensely.

The A-Wing is clearly going to get more pilots when it releases properly. At least two more, maybe even four. One of them is going to be a high Init ace.

Until that happens, I don't see how the pilots we have are any different from the 1e version in terms of role. GSPs were never aces, they were always cheap blockers and occasional flankers. GSPs can currently block like no other ship in the game, save the Alphas Squadrons.

Lastly, the A-Wing is not and never has been a TIE Interceptor. It has always been the fastest, straight line zoom and boom ship. Super maneuverable sure. Hard to hit sure. But it's never been the best at actually killing things.

Let's not forget that the only contribution this ship actually made in the movies was ramming really fast into something and exploding. How about the time one got absolutely smoked by a pair of Interceptors that were both immediately double killed by a friggin' Y-Wing?

Yup. That's right. The Y-Wing got more on-screen starfighter kills than the A-Wing.

Perhaps I'll try putting it into a few more lists, but for now it just feels like a hard sell. The dial is good, yes, but a dial only gets one so far. For me, it just seems to be in an awkward place. I disagree that it is comparable to the interceptor, due to lacking 3 native attack dice and the gimped autothrusters ability (would it really have broken the game to give it boost or barrel roll?). These are critical to the success of the interceptor and there is a noticeable difference in how much of an impact that they can make because of this. In addition, while the missiles are good, you must realize that it is much more restricting to fire them. You have to be at the right range with a target lock action in order to pull off the same attack that the interceptor does naturally, which is difficult due to the low IV or manage to get them in your bullseye with a focus, which is also quite difficult for the same reasons.

I agree with you that a lack of high initiative pilots (Hera pilot hopefully incoming) is extremely limiting for it and that's where a good majority of my rub comes from. PS 9 Jake Farrel was more fun than a barrel of monkeys in 1.0 and I just really miss being able to fly something like that rebels. And regarding talents, it would be good if they gave us one that suits the A-Wing above all other rebels. Perhaps something that adds a red die if you do a 3+ speed maneuver or boost action; just something to leverage what it has that others don't.

Regarding cheap blockers, I question if that is as useful as it was in 1.0, simply due to the higher ship counts. Blocking was incredibly useful against two and three ship lists, but it is noticeably less effective when the standard seems to be 4+ ships in most factions at the moment. And for the same points, I think rebels are just much better off going with AP-5 than a Phoenix Squadron Pilot. Speaking of points (and Y-Wings) it really feels like you are just getting a lot more bang for your buck going with them over A-Wings with missiles for only a few points more. Yes, I am aware that they have different costs and roles, but when the ultimate goal is to simply "kill everything" I think that you are much better off building your list to accommodate fitting a Y w/torps as your 4th/5th ship rather than an A. Overall though, we'll see what the general consensus is for the chassis when the competitive scene starts to pick back. And like I've said elsewhere, if they release a good, high IV ace for the ship in the standalone expansion (perhaps with a good talent as well), I will pick up a fourth A-Wing and happily and eagerly eat my words.

10 minutes ago, Forgottenlore said:

Well, it looks to me more like the second Interceptor crashed into the MC-80...

I'd call that a maneuver kill and reward it to the Y-Wing. Clearly the Interceptor pilot was startled by his wingman being blown up and lost situational awareness, probably looking behind him to see what was on their six, and promptly flew into the MC80.

5 minutes ago, Burius1981 said:

I'd call that a maneuver kill and reward it to the Y-Wing. Clearly the Interceptor pilot was startled by his wingman being blown up and lost situational awareness, probably looking behind him to see what was on their six, and promptly flew into the MC80.

That’s reasonable. It seems to be a flaw in imperial training, a speeder bike did that in Jedi, there is Vader’s wingman, and most of the TIEs in the asteroid belt.

A-wings in x-wing minis always seemed to be one-of blockers (apart from the brief moment of snapshot/crackshot hilarity), VERY useful in that regard and not really good at much else (though jake was fun as ****)

I thought Jake would be amazing in 2nd ed, but unfortunately linked actions generate stress BEFORE his ability kicks in so he doesn't get full missile mods like I thought he would :(

Anyway, blocking is still SUPER imperative in 2nd ed. Having more ships on the table only makes it more so, because a single A-wing in the right/wrong place can completely bottle-neck a rigid formation or screw the **** out of an exposed ace (Esp if you got Arvel)

Here's a list I'd consider trying to get an A-wing to work:

Horton Salm — Y-Wing 38 Ion Cannon Turret 6 Veteran Turret Gunner 8 Ship Total: 52
Arvel Crynyd — A-Wing 36 Intimidation 3 Ship Total: 39
Luke Skywalker — X-Wing 62 Sense 6 Servomotor S-Foils 0 Ship Total: 68
Blue Squadron Escort — X-Wing 41 Servomotor S-Foils 0 Ship Total: 41

Changes could be made, obviously (Horton could be Predator Wedge and Blue Squadron could be Sabine Attack Shuttle; would probably be better) but the basis is intimidation Arvel with Sense Luke. Sounds potent

Jake is very useful in handing out focus actions

Skygs with Ion cannons jumped out to me as being a heck of a lot of firepower for a low-low price. Up the difficulty and field HLC's if you want to bring real pain but for a noob like me the reliability of the Ion cannon was outright brutal.

I for one was bedazzled by Luke's resilience and X-wing spuds with Torpedoes didnt fail me.

Also I heard good things about Guri, even if she's not PS6

To me the A-wing just means I hear "Incoming Missile" a bunch of times. After those are evaded the A-wings are just small targets that pose little threat, so FFG captured that quite well I think.