What are your Top 10 fighter pilot tips on how to fight against these two lists?
Not AAAAA vs YYYYY. Just general tips on how to deal with games against YYYYY or AAAAA.
Edited by Boom OwlWhat are your Top 10 fighter pilot tips on how to fight against these two lists?
Not AAAAA vs YYYYY. Just general tips on how to deal with games against YYYYY or AAAAA.
Edited by Boom OwlAgainst YYYYY:
Against AAAAA:
To Niche though.
Edited by Boom OwlWhat @Green Dragon said about the 5 x Y list is spot on. I used that vs Wedge, Luke and a Cavern Angel. My opponent danced around mostly at R3. I got very few double taps and two reds vs three greens doesnt push too many hits through. It was a close game though. It went to time and the MOV was 2 points!
It was kind of frustrating fighting vs Wedge. No greens vs Proton Torps and losing a ship in the first salvo. Good game though!
I like to fly Fenn, The real and only Scum Fenn, the Rebel one is a pretender.... anyways, I am used to getting to range 1 as quick as I can... this tactic pretty much ensures I lose against YYYYY. Against AAAAA, never had an issue. It’s really hard to get your head out of flying the same way. But to quote Wellington, “They came on in the same old way, and we beat them in the same old way”. I hate vet turret gunner Y’s, but I would rather git gud and beat them than call for a nerf or points increase.
Edited by ArchangelspivSlightly off-topic: Do Tie Swarms have good match-ups against these lists?
3 minutes ago, RunnerAZ said:Slightly off-topic: Do Tie Swarms have good match-ups against these lists?
Not against AAAAA. Maybe against the Ys, but that depends a bit on the list maybe?
Initiative kills would be important, and TIEs can get lucky while Ys will lose a ship without question. Also bumps and range control: if the TIEs get an engagement at R3 and can get a nice block with the AP against the i2s (if rebel or first player against scum) then they should take it.
But that's not based on any experience of the matchup!
38 minutes ago, GreenDragoon said:Not against AAAAA. Maybe against the Ys, but that depends a bit on the list maybe?
Initiative kills would be important, and TIEs can get lucky while Ys will lose a ship without question. Also bumps and range control: if the TIEs get an engagement at R3 and can get a nice block with the AP against the i2s (if rebel or first player against scum) then they should take it.
But that's not based on any experience of the matchup!
TIE Swarm really wants a range 3 engagement to knock off one Y and not allow for Ion VTG shots to be added in. 4 Ys with Ion and VTG and 1 single attack Y is still 9 full individual attacks. Iden can't save Howl from that many attacks.
Fighting YYYYY is mostly an exercise in standard anti-swarm tactics. The overarching theme of which is to make the opponent actually fly his squad. If you let him maneuver and fight as a block, you will lose. You need to make sure his dial choices actually matter so you can punish the mistakes (whether forced or unforced).
Obstacle placement is i mportant, as is ensuring they get involved in the game. You must draw the Y-wings into them, even if it means turning tail and running for 15-20 minutes at the start of the game. You want the Y-wings tripping over the obstacles, as it can break up their formation, deny them mods, soften them up, and perhaps most importantly, allow you to engage only a few at a time instead of all five. This allows you to win early exchanges that can snowball later.
Flanking is also critical, as it can get you unanswered shots that lead to PS kills later and allows at least part of your list to act aggressively and push for damage. And because the enemy are all i2, you don't even need a proper "ace" to do this; any ship with good speed that you can break off from your own main block will do.
Sloane shuts down the A's big time, gyro's are the A-wings big ticket, and Sloane makes them think twice. Especially in a striker swarm. Sloane hurts the Y's too.
Apart from a specific card or list, I'd say spread out and keep at R3 of the Y's. Range 3 will win you the game if done right. The turrets won't trigger at R3, and spreading out will hamper any torps or bombs. Conversely hug the edge against the A-wings and try not to lean in unnecessarily to chase, you won't catch them.
I’m pretty sure death troopers make 5A really sad.
Personally, I don't want to be across the mat from either of these, but AAAAA seems more wholesome (though very powerful). SFSFSFSFSF looks pretty good too?
25 minutes ago, clanofwolves said:Personally, I don't want to be across the mat from either of these, but AAAAA seems more wholesome (though very powerful). SFSFSFSFSF looks pretty good too?
❤️ SSSSSFFFFF. Some of that is the fact that I own 5 SFs, but 3 A-Wings, and can only convert 2 Y-Wings (their double-taps are a bit too cheap, IMHO... with a double-tap Dorsal 2 points less than a T-65? Yikes).
But 5SF is the sweet new 1 Forward To Victory Squad. I mean, you'll vary the dial more than that, but the 1-speeds are great for moving very little once you've gotten past someone and want to go slow with rear guns.
18 hours ago, GreenDragoon said:
- Focus them down! Once the focus is gone you will deal damage
SHH! You shut your mouth right now.
4 minutes ago, Tlfj200 said:SHH! You shut your mouth right now.
I know! Hence the "uh..." as first point ...
6 hours ago, Dreadai said:I’m pretty sure death troopers make 5A really sad.
Not really... I’ve flown against them a few times and, so far at least, have managed to plan my way around them without suffering their effect.
2 hours ago, DexterOnone said:Not really... I’ve flown against them a few times and, so far at least, have managed to plan my way around them without suffering their effect.
So including a single card made you change your approach and fly the list in an unfamiliar way? Sounds like they are doing the job then 😂
2 hours ago, Dreadai said:So including a single card made you change your approach and fly the list in an unfamiliar way? Sounds like they are doing the job then 😂
I didn’t say it made me fly in an unfamiliar way... I said I planned my way around it; I flew exactly as I would against any other ship from which I want to avoid range 1.
1 hour ago, DexterOnone said:I didn’t say it made me fly in an unfamiliar way... I said I planned my way around it; I flew exactly as I would against any other ship from which I want to avoid range 1.
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Similarly, I quite like A Wings avoiding R1 of my ships
40 minutes ago, Cuz05 said:Similarly, I quite like A Wings avoiding R1 of my ships
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Advanced Optics A-Wings don’t really care. They tend to die when at R1 of other ships, and they can make their two dice attacks extremely consistent at R2-R3. (Unless you only ever roll Blank, Focus. Like me...)
As long as they’re keeping guns on target, they’re going to survive longer at range.
Against As
•don't chase them
•make lanes with asteroids
•if a ship is damaged, kill it before it gets away
(This is probably bad advice, just what assume are good choices)
Against Ys
•don't try to alpha them
•range 3 is your friend
•spread asteroids for a large, semi-dense rock field
•avoid the front arcs
•remember that Ys are bump machines