Lets Talk A-Wings

By Endgame124, in X-Wing

I've seen the hate on the A-Wing in a lot of threads, and it happens to be my go-to ship. So, lets talk a little about the A-Wing.

Prototype - Not my favorite flavor of A-Wing, but at PS1, it can be a decent blocker, and it is slightly harder to knock out than a tie fighter. I wouldn't normally equip the Prototype with missiles unless it was part of a squad that had other access to actions or tokens, such as squad leader, Garven, Dutch, or Kyle.

Green Squadron - My Go-To ship. The elite slot on the Green lets you drop in Push the Limits, which is so good I can hardly imagine taking any other upgrade on the Green. You can, on demand, shift to full on attack mode (Focus + target lock) to full on defense (Evade + focus) or even potentially move out of arc w/ boost and still target lock or evade if you have another ship that can shoot at you. The wide number of green moves means you will be able to easily shed the stress generated and still be unpredictable movement wise. The double stack of Target Lock and Focus also makes Missiles deadly on the Green Squadron, with Concussion missiles and Homing missiles landing 4 hits more often than not.

Arvel... well, I don't really get Avel at PS 6. You can shoot at ships that you crash into, but you move after them so can't effectively block. I'd much prever Arvel at PS 0, and have only used him a couple of times before benching him.

Tycho - Stress really doesn't matter w/ Tyco. His signature move is a 5 K turn, followed by a push the limits focus and target lock to launch a missile while being behind enemy ships. I find, by the end of a game with Tycho, I've got a stack of stress on him, but otherwise he performs the same as a higher pilot skill Green.

A few things I've noticed by running the PtL green squadron frequently:

You're just as durable as an X-Wing if you use at least 1 evade token during the game, and you also have a better dial than an X-Wing with an R2, for the same points. The down side is you have less offense, but the plus side is your offense is more predictable than the X-Wing. Target Lock + Focus is generally 3 hits at range 1, and at longer ranges you can Focus + evade to be both hard to hit as well as having a decent chance of 2 hits. Missiles can get you excellent burst damage early, though they are substantially more effective vs Rebels than Imperials, as one good roll defense roll will negate all but a pittance of damage from a concussion missile.

I agree. A-Wings are mighty little craft. I'm glad to see them getting a champion like I am a champion of a different craft.

The other upgrade I put on Green Squadron A-Wings often is Veteran Instincts. This puts them right at 20 points. I know PTL is a better upgrade, but I find it far easier to slot a couple Veteran Green Squadron ships into lists and they can be mean little craft in a dogfight.

I think if Arvel could also take an action after crashing he would be worth it.

BTW I totally agree there is nothing wrong with the A-Wing. I really like using it. The only issue is Arvel and tbh that is not a major issue you have 3 pilots that are useful..

If anything I would just like more pilots and maybe a title that allows you to swap your missile for System Upgrades.

Edited by Rodent Mastermind

A-Wings are a nice ships. Thyco is always my casual pilot with PTL.

I try to work one into all my Rebel {scum} lists but I usually fly imperials. Usually my last ship standing and tons of fun to fly but just not quite right for taking more than 1-2 at most.

Arvel should just be able to boost into things and that would make him useful.

Green + PTL + concussion will likely last longer than an xwing and therefore do more damage even without the concussion. Timed games or games vs. interceptors/turrets/bounty hunters and the awing loses a lot though.

I think if Arvel could also take an action after crashing he would be worth it.

Yeah, I have thought that same thing. Anything that helps the action economy is useful, and coupled with his ability he would suddenly become very interesting to play. I'm slowly building up some house rules for balance, and that's one of them. :)

Personally I like Averl. His ability isn't something to focus on, rather it's a license to be just a bit more reckless and daring with your strafing runs than you would normally be.

A-wings in general are excellent ships. best dial in the game, high agility, slightly tougher than a tie, with missiles and a good action bar. I normally use them to supplement other ships, they are particularly good at keeping higher priority targets safe since they can zip in to help them almost instantly and are very good at preying on ioned ships.

I love love love the A Wing its my ship of choice. We play large game at my LGC

400 points at a time per person. I'll run 12 A-Wings at a time and my mates HATE THEM!

Haven't lost a game yet with them. They're just an AWESOME little ship!!

A) that is jus crazy: 12 awings?!?!?!

B) that is just awesome!

C) where does one aquire 30 tie fighters? That is about how many you should run in a game like that.

The down side is you have less offense, but the plus side is your offense is more predictable than the X-Wing. Target Lock + Focus is generally 3 hits at range 1, and at longer ranges you can Focus + evade to be both hard to hit as well as having a decent chance of 2 hits. Missiles can get you excellent burst damage early, though they are substantially more effective vs Rebels than Imperials, as one good roll defense roll will negate all but a pittance of damage from a concussion missile.

Sadly, the damage isn't even that much more consistent than you may think. The less defense a target has, the better the A-wing will do, comparatively speaking. 3 base dice with focus will always do more average damage than 2 base dice with focus + target lock, against agility 1-3 targets.

There are a few cases where TL + focus with one less dice will be more likely to land at least one or possibly two hits, namely, against very low agility targets. Against TIEs, the X-Wing is categorically better in almost* every regard.

* (range 1 vs 3 dice w/o focus, probability of getting 1+ hit is the very small exception)

At range 2+, the X-wing is basically flat-out better. There are a couple of minor cases where the A-wing has a couple percentage points of a better chance at landing one hit, but the difference is minor, and overshadowed by its inferior chances of doing 2+ damage.

Here are the numbers. Sorry, I don't have them in graph form yet. Someday I'll get around to it.

Range 1 vs 1 defense dice, no focus

0 hits 1+ hits 2+ hits 3+ hits 4 hits

0.44% 96.56% 92.7% 51.5% 3 dice + focus + TL = 2.44

2.15% 97.85% 87.01% 58.01% 19.78% 4 dice + focus = 2.63
Range 1 vs 1 defense dice, with focus

0 hits 1+ hits 2+ hits 3+ hits 4 hits

0.71% 99.29% 88.58% 30.90% 3 dice + focus + TL = 2.19

3.32% 96.68% 81.74% 47.46% 11.87% 4 dice + focus = 2.38

Range 1 vs 2 defense dice, no focus

0 hits 1+ hits 2+ hits 3+ hits 4 hits

3.01% 96.99% 77.25% 32.19% 3 dice + focus + TL = 2.06

6.21% 93.79% 76.14% 43.67% 12.36% 4 dice + focus = 2.26
Range 1 vs 2 defense dice with focus

0 hits 1+ hits 2+ hits 3+ hits 4 hits

7.41% 92.59% 52.53% 11.59% 3 dice + focus + TL = 1.57

12.66% 87.34% 60.31% 25.21% 12.36% 4 dice + focus = 1.77

Range 1 vs 3 defense dice, no focus

0 hits 1+ hits 2+ hits 3+ hits 4 hits

10.41% 89.59% 60.35% 20.12% 3 dice + focus + TL = 1.70

12.83% 87.17% 63.96% 31.93% 7.72% 4 dice + focus = 1.91
Range 1 vs 3 defense dice with focus

0 hits 1+ hits 2+ hits 3+ hits 4 hits

32.45% 67.55% 26.94% 4.35% 3 dice + focus + TL = 0.99

29.55% 70.45% 38.38% 12.24% 1.67% 4 dice + focus = 1.23
Range 2 vs 1 defense dice, no focus

0 hits 1+ hits 2+ hits 3 hits

4.79% 95.21% 54.93% 2 dice + focus + TL = 1.50

6.84% 93.16% 68.55% 26.37% 3 dice + focus = 1.88
Range 2 vs 1 defense dice, with focus

0 hits 1+ hits 2+ hits 3 hits

7.71% 92.29% 32.96% 2 dice + focus + TL = 1.25

10.35% 89.65% 58.01% 15.82% 3 dice + focus = 1.63
Range 2 vs 2 defense dice, no focus

0 hits 1+ hits 2+ hits 3 hits

19.89% 80.11% 34.33% 2 dice + focus + TL = 1.14

16.06% 83.94% 52.73% 16.48% 3 dice + focus = 1.53
Range 2 vs 2 defense dice, with focus

0 hits 1+ hits 2+ hits 3 hits

44.79% 55.21% 12.36% 2 dice + focus + TL = 0.68

30.13% 69.87% 31.64% 5.93% 3 dice + focus = 1.07
Range 2 vs 3 defense dice, no focus

0 hits 1+ hits 2+ hits 3 hits

37.06% 62.94% 21.46% 2 dice + focus + TL = 0.84

27.76% 72.24% 39.14% 10.3% 3 dice + focus = 1.22
Range 2 vs 3 defense dice, with focus

0 hits 1+ hits 2+ hits 3 hits

71.57% 28.43% 4.63% 2 dice + focus + TL = 0.33

54.02% 45.98% 15.57% 2.22% 3 dice + focus = 0.64
Bottom line: A-wings with PtL need to get in range 1 and pick on low-agility targets, otherwise X-wings deal superior damage.
Missiles are another interesting case that I'll be happy to bring some numbers for in a later post.

Good Lord, 12 of anything on one side sounds insane. Put up a picture of that sometime.

Even with it's lower attack, I also find A-wings are good for keeping people honest. Wedge may have a giant 'kill me first' sign on his head but blatantly swinging an A-wing around back makes people uncomfortable just the same. They're great for 'suggesting' what direction I want a target to go in or simply doing what Tycho does best in ROTJ and leading targets away from my primary hitter. Combined with the more obvious threat of somebody like Wedge and the assumption that the A-wing is soft, I can usually manipulate people into position just by playing off their prejudices. Guessing where Wedge is going is one thing, managing a soft ship is another. But managing both tends to result in focusing on the heavy hitter. A-wings let you use that tendency to your advantage.

400 points? I... I need 8 more shuttles for that.

Hm. 400 points. So many options.

17 PS6 Interceptors + Howlrunner.

8 points left over

Ive played against mixed units or classic ties and intercepters and trounced the BADLY.

400 points? I... I need 8 more shuttles for that.

And perhaps some nitroglycerine for those heart palpitations.

The thing that I love about the A-Wing is its sheer survivability. It might not out-damage an X-Wing shot for shot, but it will certainly outlast one. If that third evasion die blocks 1 shot all game, you've made up the hull difference. Every additional evasion result is pure survivability-profit. And that's BEFORE factoring in the Evade and Boost actions!

Have you ever tried the HSF variant that has Chewbacca + Gunner alongside 3x Prototype Pilots? I confused myself a bit when I realized it was possible, and haven't been able to try it out myself, but love the idea of it...

Ive played against mixed units or classic ties and intercepters and trounced the BADLY.

Did you go against pure Interceptors (plus potentially Howlrunner)? Mixing Fighters with Interceptors doesn't work all that well, since all you have to do is kill the glass cannons first, and voila - extra points spent on Interceptors is gone before they can even shoot.

400 points? I... I need 8 more shuttles for that.

No! No more shuttles! Bad Gryphon! Bad!...

Although.. that would be an excuse to gather and paint more minis...

.. .. conflicted!

The boys have tried all kinds of units against my A wings and just cant crack the nut

Green +PTL+ assult missile + stealth device ×11

Tycho + same upgades

IMO push the limit was made for the Green Squadron A Wing.

Edited by Prevailing Winds

I really like A-wings too. Any thoughts on what other ships fit well with A-wings? I run 200 point squads.

97 points gives me 2xGSP+SD+PTL+Homing and Tycho + SD + PTL + Homing. With 103 remaining points, what other ships best complement the a-wings?

Currently I have 3x dagger squadron b-wings + advanced sensors, and 1 Rookie X-Wing with an R2 astromech for an even 200.

200 points

37 points
Tycho Celchu
Homing Missiles, Push the Limit, Stealth Device
27 points
Dagger Squadron Pilot #1
Advanced Sensors
27 points
Dagger Squadron Pilot #2
Advanced Sensors
27 points
Dagger Squadron Pilot #3
Advanced Sensors
30 points
Green Squadron Pilot #1
Homing Missiles, Push the Limit, Stealth Device
30 points
Green Squadron Pilot #2
Homing Missiles, Push the Limit, Stealth Device
22 points
Rookie Pilot
R2 Astromech

I love my A-Wings dearly. 2 A's and 1 or 2 other fighters make for such a fun squadron, or hell, I'll throw in Tycho just to shepherd them into awful positions for me to take advantage of. They work as beautiful little daggers against normal TIE's and are a really decent match for Interceptors. Their most fun parts come in when you can just mutilate those big slow shuttles and bombers though. >:3

I too wish to add my love to the A-Wing. When ever I build a Rebel list I always find myself asking myself can add just one more A-Wing. So I play with a lot of Prototype pilots. Also Tycho with PTL is just almost my favorite Rebel ships in the game. I don't know if I have ever taken him w/out PTL. That boost actions is soo much better when you move last and get two actions.

Dutch works well if your running Greens with missiles, allows one of them to TL at PS 6 for free.. I also quite like Roark for that PS 12 shot... And well Ion turrets are not awful when you have a lot of fast moving ships that need to close to do damage late game.

Edited by Rodent Mastermind

I run two prototype pilots with concussion missiles alongside Roark and Biggs. While the upgrades on Roark and Biggs may vary a little bit, I find the "you shoot first!" from Roark very helpful, and Biggs wearing the big target on his back keeps Roark alive long enough for the A-Wings to do their alpha strike early on. I do occasionally debate if assault missiles might be better on the A-Wings, but so far this list remains undefeated.

The boys have tried all kinds of units against my A wings and just cant crack the nut

Green +PTL+ assult missile + stealth device ×11

Tycho + same upgades

IMO push the limit was made for the Green Squadron A Wing.

This is for all the boys. Proton bombs. at 400 points take as many firepsrays and gamma squadron bombers as you can. You do not need any named bombers. For an example Green squadron pilots are PS 3, Gamma squadron pilots are PS 4. A wings move and your 6 hull should protect you, hence why also the firespray, you drop the bombs and let the double damage crits fly. be sure to spread out. The problem with the awing isnt its agility, its attack, and its definately not its dial. Its that it has 2 hull so ignore the shield and one shot crit them. If you want to be really mean then take kagi and put him over 1 away from any of your guys no more assault missiles. Give him a shield upgrade just for fun

Game 1

Saw a game it was only 300 points 1v1 and someone ran 10 of the green squadrons exactly the same as listed here. Imperial player put Kagi directly in front of the a wings first game kagi took all the target locks and died a miserable death turn 1 to 6 missiles. A wing bolted in for the kill bombers did the same some shooting.took 3 other missiles which they didnt care about he lost the one bomber though. Turn 3 a wings tried to spread out, so did the bombers and 8 a wings died to bombs with only 2 bomber losses because they deploy after they move. turn 4 and 5 see the other awings not one shotted or killed to double crit suffering from a face up card and they die in the next 2 turns. total game length 35 minutes.

Game 2

Put in 2 bounty hunters PS3, rebels won initiative :) . A wings spread out evenly instead of clump deploying on the right side like last game. One BH on each side front and center with kagi in the middle and bombers evenly spread out. best part is awings are deployed before your bombers as well :) . Turn 1 saw the bombers moving 1 speed slower than kagi and hunters. turn 2 more moving. Turn 3 range 2 and 3 fighting Kagi soaks up 6 locks and 2 on each hunter. Wipes kagi but no one is in range one except 2 bombers who dont care and the BH didnt have the missiles fired at them. No one was in range on of them anyway. Board is very cluttered and turn 4 drops all bombs as everyone kinda just mixed. It was a serious cluster F^#%. anyways all 10 awings die with both bounty hunters dying to a couple double crist and some other things. Bombers weather it pretty well, believe he lost 2 but i forget. total game time 21 minutes.

Anyways hopes this helps. i never bother shooting awings when you can just kill them without rolling dice. I really love that little ship but 2 hull is rough. I really want more of them though I only have 4 i really want to get a couple more for when epic play gets reveiled. 12 is just awesome.

Edited by basilisk 51

I was a hardcore fan boy of greens with PTL, but lately I am liking a simple 17pts prototype more. I is cheap, just as maneuverable but lacks a bit of flexibility.

The characters I keep considering but the point cost is just not justified for me. Arvel is just a 6 pts more prototype and Tycho is a 7 pts more green. It is hard to justify them, and this gets me to my biggest drawback of an A-wing. 2 attack is just sucky, especially as this cannot be boosted by anything but a 1 shot missile. You need to get in close to do real damage.

I have used an AAAAY list yesterday and am quite happy about it. 4 Proto's and dutch with ion and engine (the engine was a but lackluster I'll admit). Next time I will be trying 4 proto's and an ion B-wing and see how that goes. I love Ion in swarm A-wings: Irritate --> Isolate --> Ionate -->

initiate --> Obliterate. :P

Edited by PS10