The Imperial Response to Alphabet Squadron

By Darth Meanie, in X-Wing

1 hour ago, Darth Meanie said:

I thought I would give this design a spin, and it essentially shows why not every design is going to make it into the game. The T-Wing is basically a bad A-Wing or a better Z-95, but not really much more than either in terms of lore.

I might go 2-3-2-2 or 2-2-2-3.

There’s definitely a space in Rebels for a high-20s filler piece like the Scyk or Torrent, especially if you give it a third hull or green. We’ve been ramming A-Wings into that space but their cost makes them less flexible...

Edited by ClassicalMoser
1 hour ago, ClassicalMoser said:

I might go 2-3-2-2 or 2-2-2-3.

There’s definitely a space in Rebels for a high-20s filler piece like the Scyk or Torrent, especially if you give it a third hull or green. We’ve been ramming A-Wings into that space but their cost makes them less flexible...

Well, the former stat line IS the A-Wing, which it is specifically less maneuverable than (so, does this count agility dice??} and the second is counter to the lore which specifies the hulls and shields have the same rating as a Z-95. Also, it has the same guns as the A-, so really the only stat not hardcore quantified is Agility.

So, I would likely go with the former and a crappier dial.

Not sayin' I wouldn't like to have T-Wings, but they are a tight fit, role-wise.

On 3/5/2020 at 1:31 AM, Enigami said:

For fun I decided to see if you could fly a Vari-A-Ball list for real, and it actually fits together! Sadly not the actual pilots you have therethough. The generics for the 6 add up to 190 points total, which left me a little bit of room for upgrades, and went with Passive Sensors on the x1 and Proximity Mines on the /sa. It actually looks passable as a list and fun to boot, I think I'll take it to my next game. Thanks for inspiring a new list for me to fly!

https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z202XWWY178X240WWY208XWWWW70WWY182XWY213XWWY229X&sn=Vari-A-Ball Squadron&obs=

Bumping this thread now that I've been able to fly Vari-A-Ball after things started opening up around my area. I flew the squad in the quote, with a minor change of upgrading the Academy Pilot to an Obsidian Squadron Pilot to match the initiative of the Bomber and Advanced. I flew the Fighter, Bomber and Advanced as a group, the Striker and Interceptor as a loose flanking group, and the Phantom as lone wolf.

I played two matches, one against Wedge/Luke/Lando and another against Sinker, two 104th Arcs and a R2-D2 + C-3PO Y-Wing. First match against the Rebels, after trading some shots, I made some bad maneuvers and bumped my ships, and somehow managed to get Wedge caught out without tokens. I get lucky and score the kill on Wedge, and things snowball from there as I burned down Lando, and finally managed to land a Proximity Mine (which got unlucky and only did 1 damage) and enough damage to burn down Luke. In the end, I was up 4 ships, only losing my Interceptor and Fighter. Not a bad performance.

Second match, my Striker and Interceptor rushed down the left flank, while my I2s headed down the center and my Phantom rushed forward along the right edge as a distraction. My opponent turns in towards the Phantom, but my Phantom is positioned just right to not take to many shots while my squishy I1s are able to dive in behind the Arcs without fear, just as planned. Have a good early engagement. I notice my Phantom is in a perfect position to decloak forward and K-Turn behind the Arcs. Do so. Got behind the Arcs and lit em up. The I2s' flight path caused them to join up with the I1s on the Arcs flank, and ripped the Arcs to shreds. Arcs finally manage to get in a better fighting position, but it's already too late and they barely get any damage done before all the Arcs are gone. That left R2-D2 against the whole of Vari-A-Ball squadron and my opponent concedes the match, ending with only half damage on the TIE Advanced and a single shield removed from my Phantom. A glorious day for the empire.

They were casual matches, but still, it was a good showing for them. There's probably some optimizations to be made, like going with 2 Strikers or 2 Interceptors instead of mixing them, or downgrading the TIE Fighter to an Academy Pilot for a bid or Delayed Fuses, but I had quite a bit of fun flying the full Vari-A-Ball squad and wouldn't change a thing. Except maybe downgrading the Proximity Mines to Seismic Charges, and either adding Passive Sensors to the Imdaar or Seismic Charges on the Striker.

I was especially surprised with the Imdaar Phantom, even without any upgrades its decloak shenanigans made it feel quite potent and squirrely.

Lord Dark Helmet is very unhappy about the lack of Spaceballs references in this thread.

Where is Dr Ball??????

12 hours ago, Archangelspiv said:

Where is Dr Ball??????

I tried to recruit him for Vari-A-Ball Squadron, but he went on a tirade about how "the absurdity of demanding a doctor, with absolutely no combat experience nor interest in flying a starship, to be press-ganged into serving as a TIE jockey in the Imperial Navy simply because they happen to 'fit the theme' of your boorishly named squadron of mismatched craft is beyond asinine" and stormed(floated?) off saying "I'd report you to your superiors if it wasn't immediately obvious you are in fact a scruffy looking nerf herder impersonating an officer! Good day sir!"

Stupid droid, missed out on being a part of history.

Now if you'll excuse me, I need to find an alternate exit to vacate my office before the ISB Agent and his goons find a way through the blast doors.