"The RZ-2 A-wing is the fastest ship the Resistance has to offer..."
After we managed to hijack several threads and force them into discussions about A-wings, why not stick to just one instead? Because we all know:
Statline:
The statline is as we know it: 2 Attack, 3 Agility, 2 Hull and 2 Shield.
However, that attack is a
turret attack
(1)! The indicator can only point forwards or backwards, and the A-wing does
not
have a forward facing primary weapon arc.
The action bar is very juicy, with "Focus", "Evade", "Lock", "Barrel Roll" and "Boost". You'll notice that the "rotate arc" action is missing. So how to do that? Easy, the A-wing has more new stuff:
Like the old one, he can perform a red "boos"t after any action. But the RZ2 can also perform a red "
rotate arc
" (2)! This means you will always end up stressed after rotating, but the A-wing don't care because...
The dial is amazing!
1 hards white; All 2s, all blue; All 3s, with straight and
banks blue
(4)! Also 3 sloops.The 4 straight and 5 straight are also blue, as we're used to. Lastly, a 5k.
That means 10 blue moves, 4 whites and 3 red!
Then the slots. A tech slot (5), two talents (6) and the known missile.
Pilots:
I won't go into the pilots in depth.
- L'ulo is an X-wing if he wants to be.
- Tallie is a cheap I5. She can give a friendly ship (including herself) an extra agility die while defending.
- Greer can turn his turret for free - this is more valuable than I would have thought!
- Zari gets an action even if bumped.
- The generics differ in Ini and Talent slots. Those two points are IMO a nobrainer and I do not see when you'd ever take a blue recruit.
Tech upgrades:
- Advanced Optics is great on massed generics with heroic (86% for 2 hits) or without ( 81% for 2 hits ).
- Pattern Analyzer: I don't see it. Maybe with Elusive and Heroic on L'ulo, but that's the only case I can imagine;
- Targeting Synchronizer: If you want, maybe get it on an I5 to allow generics to shoot their non-procket missiles? Looks like a bad idea, at best it's fun to do once.
- Ferrosphere paint: Too expensive;
- Primed thrusters: Too expensive.
Talents:
My main question and where I'd like to start the discussion: Which talents do you bring?
I will go through all that are available and make three groups: those that can be considered, those that really can't, and those where I don't believe myself or others.
Good:
- Crackshot: get a bullseye, and cancel. 1 damage for 1 point is still amazing, even if it triggers less often. Or does it? ;
- Trickshot: Allegedly it's good. I couldn't trigger it too often in 6 games with 30 A-wings total, but that might be me;
- Heroic: A nice failsafe. The triple blank on defense doesn't happen often (around 5%), but the offense also adds a nice 6.25% chance to reroll those blanks. I think it's a must on L'ulo who can reliably use it on defense (14% chance to occur) when he's stressed;
- Predator: Maybe? I wouldn't combine it with Heroic, but maybe with crackshot? Creates a large threat in that bullseye;
- Lone Wolf: The usual downside of flying alone. But otherwise a solid choice if the points are available. Maybe with heroic, to reroll one of the dreaded focus+blank, or of the focus+blank+blank on defense?
Bad:
- Outmaneuver: is not possible to trigger as the Awing never fires with a forward facing arc;
-
Juke: you won't because you have to take focus. A focus is more flexible, brings
almost the same defense on 3 dice
.
Plus only juke is much worse on offense than a simple focus; (e: a simple comparison without green dice won't tell much of course...). Still, just focus or juke are rather similar in output in many situations. - Debris Gambit: Same as Juke, you want to focus;
- Swarm Tactics: At best you could use it to get I5 shots. I do not think that's so valuable, but maybe there is something with Tallie;
- Intimidation: Only on Zari who doesn't mind bumping. Otherwise... don't;
- Daredevil: Can't be used with the free boost, which is red. So doing a hard1 boost loses you an action. Don't;
- Marksmanship: I think so far the only reason to use it I've seen was on Seyn Marna, otherwise this EPT is just not good.
Unclear to me:
- Squad Leader: If you really want to coordinate, bring Han with C-3PO, and not a 38+ point A-wing who has to stay close but won't contribute much - unless you want to spend even more points on him. I think points-starved Resistance can do better, and I don't see a two ship list that really benefits so much more if a coordinating Awing is added instead of 30-40pt of other upgrades.
- Elusive: I had it in good, but after 6 games I'm not sure anymore. I think Awings prefer to run and shoot out the back instead of slooping/kturning. So by now I'd place it in bad, but I am not sure.
What do you think? Which combinations do you like most, for generics or for uniques?