Five A-Wings

By GreenDragoon, in X-Wing Battle Reports

5 minutes ago, kenoslaw said:

Just worse dial, greens, 1 arc xD

Oh and...

HEEEEEERRRRRRROOOOOICCCCCC...

man I start to doubt the list composition. Is Ronith really worth it? More than another optics on Tallie? My head says yes but my legs are wobbly!

Zari instead of Ronith?

No, the to me real options are 55411 with two blues and Tallie/Zizi, or 55421 with Ronith. The first has 5 optics and 4 heroics, plus is likely easier to play due to same initiative. The second has 4 optics and 5 heroics, and is likely the better list if you can leverage Ronith's ability properly, and another ship above i1 should help against all the generics at i1.

31 minutes ago, GreenDragoon said:

No, the to me real options are 55411 with two blues and Tallie/Zizi, or 55421 with Ronith. The first has 5 optics and 4 heroics, plus is likely easier to play due to same initiative. The second has 4 optics and 5 heroics, and is likely the better list if you can leverage Ronith's ability properly, and another ship above i1 should help against all the generics at i1.

I'm waffling between 55311 or 54311, can't tell if I want Tallie or Greer. Leaning towards Greer lately. Both options have a full complement of heroic and optics.

Too much mileage out of Zari ability for me, but thats all in how you see the game IMO.

I'm rather late to the party I'm afraid. I fear that I already know the answer, but does anyone fly proper (rebel) A-wing swarms with any success?

29 minutes ago, Estarriol said:

I'm rather late to the party I'm afraid. I fear that I already know the answer, but does anyone fly proper (rebel) A-wing swarms with any success?

Not really. I would love to try, but I haven't found the time yet. And tbh I don't see how they would be good. I really think that 2attack dice ships need something to make them good. Howlrunner, Sinker, networked calculations+TA, sear, and so on.

But 6A has nothing alike. M-a-y-b-e you can do 5 with snapshot? That would be similar to 5Yions with VTG in the way that you get way more attacks. I would want to do 4 i1 with snapshot and 2 more withouth, but that's at 202 at the moment. If that ever comes down I hope I remember this moment and try it :)

6 hours ago, Estarriol said:

I'm rather late to the party I'm afraid. I fear that I already know the answer, but does anyone fly proper (rebel) A-wing swarms with any success?

The RZ2 has 2 things that the RZ1 doesn't: the mobile arc and access to Advanced Optics. The mobile arc gives you the needed time on target to successfully papercut the opponent in 75 minutes, and optics gives you that extra boost in efficiency in doing so.

I would really be interested to see RZ1s with Pattern Analyzer.

Real talk: 5A is the right list, but wrong for the expected meta.

The good lists all have stuff 5A hates:

Sick scycks and their variations, Kylo+Gang, FOaces, FOsalad/avengers, Fang Gang, CLT Jedi, Vader+Gang all have 3 agility and many ships. Usually 3 dice, too. That makes them hard matchups.

SepSwarm, 5X, 5SF, 4 Jumpmasters, RepublicBeef, Luke+Stuff are manageable but stay hard until time runs out because they will take points and will take forever to give up points.

BobaFenn and DoubleFirespray remains hard for me.

All or most of these lists are easier with PoeXXX. With that in mind I really wonder how well 5A in general and I in particular will do on the weekend. Matchup luck will decide a ton!

17 hours ago, Micanthropyre said:

I'm waffling between 55311 or 54311, can't tell if I want Tallie or Greer. Leaning towards Greer lately. Both options have a full complement of heroic and optics.

Too much mileage out of Zari ability for me, but thats all in how you see the game IMO.

I would say that Greer is better than Tallie against meta lists. If you have to change your arc, Greer gives you additional action (being less predictive or additional firepower). The Tallie's ability is nice, but works 1-2 times per game and even then it changes little or nothing. Ini 5 is better than Ini4, but still I would take Greer.

I have some minor experience with 55421 (no AO on Tallie). Now I want to try 54311.

1 hour ago, GreenDragoon said:

Real talk: 5A is the right list, but wrong for the expected meta.

The good lists all have stuff 5A hates:

Sick scycks and their variations, Kylo+Gang, FOaces, FOsalad/avengers, Fang Gang, CLT Jedi, Vader+Gang all have 3 agility and many ships. Usually 3 dice, too. That makes them hard matchups.

SepSwarm, 5X, 5SF, 4 Jumpmasters, RepublicBeef, Luke+Stuff are manageable but stay hard until time runs out because they will take points and will take forever to give up points.

BobaFenn and DoubleFirespray remains hard for me.

All or most of these lists are easier with PoeXXX. With that in mind I really wonder how well 5A in general and I in particular will do on the weekend. Matchup luck will decide a ton!

Well that cheered me up!

10 hours ago, GreenDragoon said:

I really think that 2attack dice ships need something to make them good. Howlrunner, Sinker, networked calculations+TA, sear, and so on.

Massed missiles. Rebels also have a gift in the Z-95. When you have enough, losing one on the first pass isn't that bad. Intimidation for defensive reduction is also good (especially against highly-modded greens like Boba, Fenn, Han, and Zizi), but you don't want to overdo it – 2 in a list seems enough. I think there's a lot of potential in the beta strike.

Turn 1 – Approach slowly, play range control, either don't engage yet or rush just into their potential R3 to tempt a suboptimal engagement. Either way, FOCUS . Green dice and focus save lives.

Turn 2 – Everything engages. Try to stay R3 and/or block with Intimidation if you have it. Goal is potshots leaning into the 4 green + Focus, and taking focused potshots against tokenless reduced-green targets. If you can trade an intimidation blocker for a pivotal piece, that's a very good trade. If you blocker survives, so much the better.

Turn 3 – Over-fly them or surprise slow-roll to get behind them if they K-turn. Whatever you do, DO NOT pull a red. Land just where they can't reach and take all of the locks that you can get away with. Be just out of arc while they're stressed and can't pursue. Lock and boost out of arc if possible. Use moving first to your advantage. They're moving afterward; make sure they're moving out of R3. Just be far away. This is where you're most vulnerable, so don't let them know you're doing it. You know what their turnarounds are, they probably don't know that you're not turning around. If anything can't certainly get away, focus instead and be patient. Only take the locks when you know they'll be safe.

Turn 4 – Adapt to the situation. This is where you can blue-turn and focus-boost. Get your guns on them. Engage at R3 if possible. You deny their range bonus while having your own, and you have perfect information on when to use your focus. Remember that for low-red ships, defensive reduction is usually better than offensive mods. Have patience. Concussion missiles deny a lot of area and 5 ships can spread a pretty large net.

Edit: My current Hyperspace list is 3 Red X-Wings and 2 Intimidation Concussion Phoenixes. Still putting it through reps and I'm not sure how well it will hold up. The role mixes feel really good for my play-style, but I wonder if AAAZZZ would be better in extended.

Edited by ClassicalMoser

What was again the reasoning for Debris? Jedi and Afterburners don't exist anymore, and the main problem are 3 agility ships - where a strain from a cloud would be really helpfull! Plus, no struts allowed.

19 minutes ago, GreenDragoon said:

Jedi don't exist anymore

Seems like an overstatement, and the TIE/ba follows the same trigger.

Edited by ClassicalMoser
22 minutes ago, GreenDragoon said:

What was again the reasoning for Debris? Jedi and Afterburners don't exist anymore, and the main problem are 3 agility ships - where a strain from a cloud would be really helpfull! Plus, no struts allowed.

Shooting through Cloud with 2 dice is bad.

16 minutes ago, kenoslaw said:

Shooting through Cloud with 2 dice is bad.

oh, yeah, right. So debris it remains

19 hours ago, GreenDragoon said:

Real talk: 5A is the right list, but wrong for the expected meta.

The good lists all have stuff 5A hates:

Sick scycks and their variations, Kylo+Gang, FOaces, FOsalad/avengers, Fang Gang, CLT Jedi, Vader+Gang all have 3 agility and many ships. Usually 3 dice, too. That makes them hard matchups.

SepSwarm, 5X, 5SF, 4 Jumpmasters, RepublicBeef, Luke+Stuff are manageable but stay hard until time runs out because they will take points and will take forever to give up points.

BobaFenn and DoubleFirespray remains hard for me.

All or most of these lists are easier with PoeXXX. With that in mind I really wonder how well 5A in general and I in particular will do on the weekend. Matchup luck will decide a ton!

I still don't get BobaFenn/Boba2Fang/Double Firespray phenomenon vs 5A, i don't see struggle there, had a close game vs @Mu0n729 recently, he had Boba and 3 AB scyks, and the ABs where the real threat there :D i didn't realize that Rear arc means crits go through. FangGang - just be aggressive, CLT Jedi may be a huge problem, but best pilots for that list are out of HS, 5X/5SF lack high PS and agility, FOSalad same as 5X/5SF, SepSwarm - whaaaat? hard?, Beef can be 50/50 it's a very green dice dependent matchup snowballing from 1st round of engagement one way or the other. High agi force users/Luke they are a manageable force that is hard. And i haven't meet 6 scyks yet, although i think that this is a matchup where aggression pays off.

Tbh with high HP low Agi lists i found out that there is a psychological barrier, that you think you're overwhelmed by that list, that you have 20 hp, and you're done. I found out that once you'll hit hull it's all fine, also once you've asked me about my game vs 5X why i've spread fire so much, that was right after my game vs Heaver, and i noticed when it doubt he's taking most dmg roll, and tbh it worked, that let me have easier late game, even vs more ships, as they had less hp to burn through and he couldn't put a 'healthy ship' in my face.

6 minutes ago, kenoslaw said:

Tbh with high HP low Agi lists i found out that there is a psychological barrier

I see those barriers everywhere, apparently :P

7 minutes ago, kenoslaw said:

that was right after my game vs Heaver, and i noticed when it doubt he's taking most dmg roll, and tbh it worked, that let me have easier late game, even vs more ships, as they had less hp to burn through and he couldn't put a 'healthy ship' in my face.

I saw that you wrote that several times during the game. I realized since that I do the opposite: I try to remove a ship. If I have a r1 shot at a full ship and a single r3 shot at a ship on 1 hull, then I tend to take the r3 shot. That leaves too much to variance, and that is probably a mistake.

1 minute ago, GreenDragoon said:

I see those barriers everywhere, apparently :P

overcome.jpg

4 minutes ago, GreenDragoon said:

I saw that you wrote that several times during the game. I realized since that I do the opposite: I try to remove a ship. If I have a r1 shot at a full ship and a single r3 shot at a ship on 1 hull, then I tend to take the r3 shot. That leaves too much to variance, and that is probably a mistake.

It's not a mistake, it's a calculation sometimes, if you have 2 ships one on r1 fresh possibly with token (or maybe not) vs r3 1hull ship with a token, and this is the only possible shot @ 1hull guy, math says you're not going to hit him so that's a wasted shot in theory, ofc you can try and push your luck, but it's better to possibly push 2 dmg into the fresh one. Odds and implied odds.

New wrinkle I've thought of recently...

Zizi, Greer, Zari, Ronith, & Blue. All with AO and Zari has Intimidation...

No heroic...(yes I don't think it's that crazy).

Even if you're not huge on Intimidation vs 3 Heroics, Zari w/ AO is probably better than Talli without.

54321...BOOM!

Edited by RStan

I like it, i was considering very same list! ❤️

19 minutes ago, RStan said:

New wrinkle I've thought of recently...

Zizi, Greer, Zari, Ronith, & Blue. All with AO and Zari has Intimidation...

No heroic...(yes I don't think it's that crazy).

Even if you're not huge on Intimidation vs 3 Heroics, Zari w/ AO is probably better than Talli without.

54321...BOOM!

What would I yell?

"INTIMIDATED!"...?

1 minute ago, gennataos said:

What would I yell?

"INTIMIDATED!"...?

Just stare directly into opposing Boba player that is so used to recklessly diving into range 1, but end up bumping into Zari and sternly say "I have altered the deal, pray I don't alter it any further."

Hey, team RZ2.

I've been contemplating the uses of Snap Shot for the gillionth time.

Overcosted Chassis notwithstanding.

Overcosted Snap notwithstanding.

The clear advantage of Optics Zizi notwithstanding.

I'm wondering if the correct threshold for Snap RZ2s is 2 or 3 (while still including any loadout of Zizi and Greer).

Here's a Double Snap version:

-=SnapSquad=-

(40) Zizi Tlo [RZ-2 A-wing]
(1) Heroic
Points: 41

(36) Greer Sonnel [RZ-2 A-wing]
(1) Heroic
(4) Advanced Optics
Points: 41

(34) Green Squadron Expert [RZ-2 A-wing]
(1) Heroic
(7) Snap Shot
Points: 42

(34) Green Squadron Expert [RZ-2 A-wing]
(1) Heroic
(7) Snap Shot
Points: 42

(32) Blue Squadron Recruit [RZ-2 A-wing]
(1) Heroic
Points: 33

Total points: 199

____________________________

And here's a triple snap:

-=SnapSquad=-

(40) Zizi Tlo [RZ-2 A-wing]
(1) Heroic
Points: 41

(36) Greer Sonnel [RZ-2 A-wing]
(1) Heroic
(4) Advanced Optics
Points: 41

(32) Blue Squadron Recruit [RZ-2 A-wing]
(7) Snap Shot
Points: 39

(32) Blue Squadron Recruit [RZ-2 A-wing]
(7) Snap Shot
Points: 39

(32) Blue Squadron Recruit [RZ-2 A-wing]
(7) Snap Shot
Points: 39

Total points: 199

Edited by Bucknife
1 hour ago, RStan said:

New wrinkle I've thought of recently...

Zizi, Greer, Zari, Ronith, & Blue. All with AO and Zari has Intimidation...

No heroic...(yes I don't think it's that crazy).

Even if you're not huge on Intimidation vs 3 Heroics, Zari w/ AO is probably better than Talli without.

54321...BOOM!

Heh, I clicked through a list with Zari+Intimidation, but I dismissed it as eleventh hour panic...