Starwing Alfa Class

By Ponczi, in X-Wing Squad Lists

Hi, do you have any idea how to use a couple of Starwings in a battle? I tried to play with one or two of them with a lot of equipment and no chances to fire all torpedoes and missiles. No koio turn didn't help well. What kind of other starships are worth to complete a squadron? I don't know really.

TIE/ln Fighter - •“Mauler” Mithel - 35
•“Mauler” Mithel - Black Two (32)
Swarm Tactics (3)

Lambda -class T-4a Shuttle - •Colonel Jendon - 60
•Colonel Jendon - Darth Vader’s Shuttle Pilot (46)
•Darth Vader (14)

Alpha -class Star Wing - Rho Squadron Pilot - 52
Rho Squadron Pilot - (37)
Elusive (3)
Fire-Control System (3)
Barrage Rockets (6)
Advanced SLAM (3)
Os-1 Arsenal Loadout (0)

Alpha -class Star Wing - Rho Squadron Pilot - 52
Rho Squadron Pilot - (37)
Elusive (3)
Fire-Control System (3)
Barrage Rockets (6)
Advanced SLAM (3)
Os-1 Arsenal Loadout (0)

Total: 199/200

[url=" https://squadbuilder.fantasyflightgames.com/squad-preview/22ce612b-d4d8-4a3c-9738-642a26bb1b0a "]View in the X-Wing Squad Builder[/url]

I loved flying the Star Wings in 1.0. Sadly I haven't gotten them on the table much yet for 2.0 (been knee deep in Scum and FO stuff). I would hesitate on adding both torpedos and missiles to them. They just don't last long enough to invest that many points into them. You have to balance keeping them light but also effective; because they rely on munitions you're going to need to add upgrades that make those munitions a) trigger and b) result in damage.

Here's my thoughts on choosing these ships:

  • Why Mauler?
    • To use Swarm Tactics to ensure at least one of the Star Wings gets the missiles out before it takes too much damage
  • Why Jendon?
    • To help set up the Target Locks you will need in case you SLAM/reload and take a disarm token
  • Why Rho's?
    • To have the I3 to match Jendon and get the elite slot

And for upgrades:

  • Why FCS?
    • Since you can't spend your lock if you're shooting while disarmed, this will help make the most of the rockets. Plus you don't want to spend the lock anyways unless you have to
  • Why Elusive?
    • Elusive isn't great (on a Rho with limited red maneuvers), but it can help since Rho's can burn out fairly quickly
  • Why Barrage Rockets?
    • Fairly cheap, you don't have to pick your target ahead of time with a TL (unless you're disarmed) and you will likely get through the game without needing to reload
  • Why Advanced SLAM?
    • Since you're setting up a TL early, you will likely need to work hard to get to that desired target. Since the rockets require a focus, being able to SLAM into range and pick up a focus will be important for the first engagement
  • Why Vader?
    • Because he's awesome. And it might trick people into going after the Lambda first and give time for your Rho's to do more damage.

A downside to this list is you do signal to your opponent pretty early who you're going after. Sometimes that's going to be a no-brainer anyways but it may give them the head's up to slow-roll with the ship getting all the TL's. I've never had a problem with not having a K-turn option on them. You just have to learn and plan around when to do the U-turn (hard turn with a SLAM hard turn).

Don't be scared to run away with them or to scatter them. The SLAM makes them good to shoot off some munitions, fly away from harm, and circle back in.

Also, I'm sure there are others here with more (and better) experience with the Star Wings than I have, so don't just listen to me and my ideas. This has been based on my experience flying them.

Here's how I've been using them with a lot of success. Crazy action economy and alpha strike capability. I get fully modded protons off on a regular basis and they can really spread those arcs out wide. I'm 4-0 with this list. I put it aside to get a solid Hyperspace list together but I'm about to pick it back up.

Nu Squadron Pilot (35)
Fire-Control System (3)
Proton Torpedoes (9)
Advanced SLAM (3)
Os-1 Arsenal Loadout (0)

Nu Squadron Pilot (35)
Fire-Control System (3)
Proton Torpedoes (9)
Advanced SLAM (3)
Os-1 Arsenal Loadout (0)

Nu Squadron Pilot (35)
Fire-Control System (3)
Proton Torpedoes (9)
Advanced SLAM (3)
Os-1 Arsenal Loadout (0)

Colonel Jendon (46)
Shield Upgrade (4)

Total: 200

View in Yet Another Squad Builder 2.0

41 minutes ago, Darth Wrath said:

Here's how I've been using them with a lot of success. Crazy action economy and alpha strike capability. I get fully modded protons off on a regular basis and they can really spread those arcs out wide. I'm 4-0 with this list. I put it aside to get a solid Hyperspace list together but I'm about to pick it back up.

Nu Squadron Pilot (35)
Fire-Control System (3)
Proton Torpedoes (9)
Advanced SLAM (3)
Os-1 Arsenal Loadout (0)

I have been running mine exactly the same. Lots of fun and for 50 points all in, can't sniff at it! I like to have them flanking a Decimator.

#kempokid

1 hour ago, kempokid said:

TIE/ln Fighter - •“Mauler” Mithel - 35
•“Mauler” Mithel - Black Two (32)
Swarm Tactics (3)

Lambda -class T-4a Shuttle - •Colonel Jendon - 60
•Colonel Jendon - Darth Vader’s Shuttle Pilot (46)
•Darth Vader (14)

Alpha -class Star Wing - Rho Squadron Pilot - 52
Rho Squadron Pilot - (37)
Elusive (3)
Fire-Control System (3)
Barrage Rockets (6)
Advanced SLAM (3)
Os-1 Arsenal Loadout (0)

Alpha -class Star Wing - Rho Squadron Pilot - 52
Rho Squadron Pilot - (37)
Elusive (3)
Fire-Control System (3)
Barrage Rockets (6)
Advanced SLAM (3)
Os-1 Arsenal Loadout (0)

Total: 199/200

[url=" https://squadbuilder.fantasyflightgames.com/squad-preview/22ce612b-d4d8-4a3c-9738-642a26bb1b0a "]View in the X-Wing Squad Builder[/url]

I loved flying the Star Wings in 1.0. Sadly I haven't gotten them on the table much yet for 2.0 (been knee deep in Scum and FO stuff). I would hesitate on adding both torpedos and missiles to them. They just don't last long enough to invest that many points into them. You have to balance keeping them light but also effective; because they rely on munitions you're going to need to add upgrades that make those munitions a) trigger and b) result in damage.

Here's my thoughts on choosing these ships:

  • Why Mauler?
    • To use Swarm Tactics to ensure at least one of the Star Wings gets the missiles out before it takes too much damage
  • Why Jendon?
    • To help set up the Target Locks you will need in case you SLAM/reload and take a disarm token
  • Why Rho's?
    • To have the I3 to match Jendon and get the elite slot

And for upgrades:

  • Why FCS?
    • Since you can't spend your lock if you're shooting while disarmed, this will help make the most of the rockets. Plus you don't want to spend the lock anyways unless you have to
  • Why Elusive?
    • Elusive isn't great (on a Rho with limited red maneuvers), but it can help since Rho's can burn out fairly quickly
  • Why Barrage Rockets?
    • Fairly cheap, you don't have to pick your target ahead of time with a TL (unless you're disarmed) and you will likely get through the game without needing to reload
  • Why Advanced SLAM?
    • Since you're setting up a TL early, you will likely need to work hard to get to that desired target. Since the rockets require a focus, being able to SLAM into range and pick up a focus will be important for the first engagement
  • Why Vader?
    • Because he's awesome. And it might trick people into going after the Lambda first and give time for your Rho's to do more damage.

A downside to this list is you do signal to your opponent pretty early who you're going after. Sometimes that's going to be a no-brainer anyways but it may give them the head's up to slow-roll with the ship getting all the TL's. I've never had a problem with not having a K-turn option on them. You just have to learn and plan around when to do the U-turn (hard turn with a SLAM hard turn).

Don't be scared to run away with them or to scatter them. The SLAM makes them good to shoot off some munitions, fly away from harm, and circle back in.

Also, I'm sure there are others here with more (and better) experience with the Star Wings than I have, so don't just listen to me and my ideas. This has been based on my experience flying them.

Thanks a lot for broad justification of your squad and pros to use Alpha class. Thats nice

On 1/22/2019 at 9:40 PM, kempokid said:

  • Why FCS?
    • Since you can't spend your lock if you're shooting while disarmed, this will help make the most of the rockets. Plus you don't want to spend the lock anyways unless you have to 

Hello. I did a lot with one Alpha-Class starship. Two fights, two wins (Alpha-Karsabi, Defender-generic, Phantom-generic). My impressions are that I didn't use FCS at all. I didn't need FCS because Barrack Rockets don't need to fire target lock. That's why I spent my actions on focusing or slam but no target lock. Elusive helped me a lot but I lost my Alpha ones. These two battles proved that my opponents focused on beating Alpha and give me more space to attack with Defender and Phantom. Thanks a lot for your advice once again. Greetings.

46 minutes ago, MarcoDeGone said:

Hello. I did a lot with one Alpha-Class starship. Two fights, two wins (Alpha-Karsabi, Defender-generic, Phantom-generic). My impressions are that I didn't use FCS at all. I didn't need FCS because Barrack Rockets don't need to fire target lock. That's why I spent my actions on focusing or slam but no target lock. Elusive helped me a lot but I lost my Alpha ones. These two battles proved that my opponents focused on beating Alpha and give me more space to attack with Defender and Phantom. Thanks a lot for your advice once again. Greetings.

If you’re running them with Jendon you get a target lock for free basically with your first action of the game. FCS keeps you from having to spend it. It’s great if that’s the ship you’re sending your Star Wings to and don’t forget if you’re disarmed you *have* to have a lock on the target in order to fire, even if the upgrade doesn’t require it.

On 1/22/2019 at 3:05 PM, MarcoDeGone said:

Hi, do you have any idea how to use a couple of Starwings in a battle? I tried to play with one or two of them with a lot of equipment and no chances to fire all torpedoes and missiles. No koio turn didn't help well. What kind of other starships are worth to complete a squadron? I don't know really.

I love flying an Ion Vynder!

Ion Vynder

(41) Major Vynder
(0) Xg-1 Assault Configuration
(5) Ion Cannon
(3) Fire-Control System
(6) Adv. Proton Torpedoes
(3) Advanced SLAM
Points 58

Total points: 58

Drop the Adv Torps and FCS for a more trim model.

8 hours ago, kempokid said:

If you’re running them with Jendon you get a target lock for free basically with your first action of the game. FCS keeps you from having to spend it. It’s great if that’s the ship you’re sending your Star Wings to and don’t forget if you’re disarmed you *have* to have a lock on the target in order to fire, even if the upgrade doesn’t require it.

I see Jendon is great to acquire TL but I don't have any in my stock. I'll consider that because it's cheap and gives a lot of advantages. Yeah this is true that disarmed condition to have TL to push on enemy ship with torpedoes or rockets. Thanks

8 hours ago, JBFancourt said:

I love flying an Ion Vynder!

Ion Vynder

(41) Major Vynder
(0) Xg-1 Assault Configuration
(5) Ion Cannon
(3) Fire-Control System
(6) Adv. Proton Torpedoes
(3) Advanced SLAM
Points 58

Total points: 58

Drop the Adv Torps and FCS for a more trim model.

I love this build and like him with Lone Wolf too.