AABB fleet... Thoughts?

By Lord Ashram, in X-Wing

Okay, looking for a "fun" AABB list... What do people think of this?

2x Green Squadron a wings with Stealth upgrades and PTL

2x Blue squadron b wings with advanced sensors

Thoughts? Fun to fly and play with? My last list was XXYY so I wanted to try the AABB list, and I have two each of the A and B wing...

I love flying A-wings and am also looking for a viable list. For a 100 pt list I just cant rationalize investing so many points into tychowith PTL (a must) due to his lack of punch even if you give him missiles (33points). Ive heard the aabb combo is popular right now so i will be following this post with bated breath!

On the stealth for your list, I am not a fan of making low threat targets an even smaller threat. 2 Attack ships can be ignored, you might want to run them with just PTL or as prototype. And if you want to give them some bite slap a missile on them.

I am currently playing AAAB

- blue

- 3x green with PTL and Concussion

Gameplay is to stomp howlrunner or biggs or a big ship instantly. But I was having a hard time getting all of the concussions off on the intended targets. Usually only 2 solid locked and focused missiles.

Now I am thinking of going:

2x green with PTL and concussion missiles

2x blue with fire control systems. (don't have advanced sensors)

It still has a punch and now has more steady damage output.

Edited by PS10

not quite AABB but...

Green+VI=20

2X Blue+AS=50

Roark+Ion Turret+nien+EU=29

99

I actually have done well with the following:

Ibtisam + ADV Sensors + Engine Upgrade + PTL

Blue Squadron Pilot

Green Squadron + Stealth x2

AABBB.... top notch

On the stealth for your list, I am not a fan of making low threat targets an even smaller threat. 2 Attack ships can be ignored, you might want to run them with just PTL or as prototype. And if you want to give them some bite slap a missile on them.

I am currently playing AAAB

- blue

- 3x green with PTL and Concussion

Gameplay is to stomp howlrunner or biggs or a big ship instantly. But I was having a hard time getting all of the concussions off on the intended targets. Usually only 2 solid locked and focused missiles.

Now I am thinking of going:

2x green with PTL and concussion missiles

2x blue with fire control systems. (don't have advanced sensors)

It still has a punch and now has more steady damage output.

I've flown your second list a few times and I can say that it eats non-turreted big ships for breakfast. I know it's not exactly news, but If you can get your greens out of a large ships arc, it's only a matter of time before it falls and a PTLing A-wing is really good at staying right where you'd like it.

The Blues are just awesome with FCS and it's a nice change of pace compared to the more fragile x-wings. I'm sure better players can make them last longer, but mine always seem to bite it in a few rounds....

The trickiest part I've encountered is convincing my opponent to focus on the Blues. If they can shred the greens in the first exchange, you're gonna have a bad time, but then again, that does mean they have to contend with a pair of target-locked Blues so it might not be a bad exchange.

Definitely a fun list though - A-wings rock!

I was trying to make a squadron like

Green Squadron w/ push the limit x2

Dagger squadron with advanced sensors x2

which puts me at 98 points and I have no idea how to use the last two points. As in, I don't know of any upgrades that cost 2 points that fit into the upgrade slots leftover

I was trying to make a squadron like

Green Squadron w/ push the limit x2

Dagger squadron with advanced sensors x2

which puts me at 98 points and I have no idea how to use the last two points. As in, I don't know of any upgrades that cost 2 points that fit into the upgrade slots leftover

Don't. Keep the two points for init. Though with PS3 and AdvS PS4 that's not that big of a deal. Actually, this list doesn't want init. I'd rather the B wings sit pretty while their people maneuver around them, and then the Bs can just do a 2K. Too bad targeting computer isn't released yet because that would be a great use of those two points to forfeit init.

I thought about targeting computer but it feels stupid to put points into a thing that does nothing. i would do it just to not have initiative (I hate having initiative pretty much anytime), but I would rather actually get something for my 2 points. Oh well.

I was trying to make a squadron like

Green Squadron w/ push the limit x2

Dagger squadron with advanced sensors x2

which puts me at 98 points and I have no idea how to use the last two points. As in, I don't know of any upgrades that cost 2 points that fit into the upgrade slots leftover

Change a dagger for a blue and upgrade one dagger to Ibisam?

Here's one I used that I found quite fun and effective.

Green And Blue - 100 points

Green Squadron Pilot, PtL

Green Squadron Pilot, PtL

Blue Squadron Pilot, Advanced Sensors, Ion Cannon

Blue Squadron Pilot, Advanced Sensors, Ion Cannon

I found it most effective when I pair up a A and B and send them out on the edges. Keeping the A's together tends to let them get focused on, and the B's have trouble keeping up with the faster A's.

I love the AABB combo. The list I ran and came in second with at a 20 person tournament was:

2xGreen - PTL

Blue - FCS and HLC

Blue - Adv Sensors

I would set up the Blues in the middle and the A-wing on the flanks. Most people would make a bee line for the B-Wings to take them out and the A-Wings would swing around behind or on the flanks. It worked really well until I played a 8xTie Swarm for the first time. That's when it became apparent how important the actions were to the A-Wings. After getting blocked for one round and losing a ton of shields i adjusted tactics, switched to boom and zoom while the B-wings did melee duty but I was already behind at that point and couldn't come back.

Ultimately, a lot of people tend to undervalue the A-Wing but so far from my experience with them they take about the same number of shots as the B-Wings as long as you have the actions (focus and evade) and don't roll poorly (anywhere from 6-12 attacks). If you focus on offense with focus/TL you are effectively firepower 3. The A-wings in this instance provide a great counterpoint to the B-Wings firepower and staying power and cover some of the their weaknesses I've run into like flying against Bounty Hunters.

The B-wings are great but it's a little demoralizing to just constantly be taking away shields but you get used to it. Once you figure out how to use Adv Sensors they are awesome and can really keep people in a scrum.

I'd love to know what people are running in their AB builds. I'm thinking about dropping the HLC from mine but can't figure out what to replace it with.

I was trying to make a squadron like

Green Squadron w/ push the limit x2

Dagger squadron with advanced sensors x2

which puts me at 98 points and I have no idea how to use the last two points. As in, I don't know of any upgrades that cost 2 points that fit into the upgrade slots leftover

VI for the greens?

I was trying to make a squadron like

Green Squadron w/ push the limit x2

Dagger squadron with advanced sensors x2

which puts me at 98 points and I have no idea how to use the last two points. As in, I don't know of any upgrades that cost 2 points that fit into the upgrade slots leftover

VI for the greens?

He's already taken PTL for them. Can't double up. He could drop one Dagger to a Blue and take a missile.

So are folks flying these in two separate wings given the speed difference? What happens when the 2 B-wings face up against the bulk of the enemy forces? With that crap agility, they'd be chewed to pieces with concentrated fire which isn't spread out as much. Or does the imperial play split their forces to counter the A-wings?

As Thrawn once mentioned, A-wings aren't suited for convoy duty so my concern would be that you'd have split your forces in half and that means more hits on both of the B-wings. All you need is a few missed shots and they'd be in trouble against 6 TIEs. Of course, you could fly well and lure the enemy into a trap of sorts I guess.

How well does a BBBA list work, with someone like Tycho roaming and acting as a sort of Backstabber type?

How well does a BBBA list work, with someone like Tycho roaming and acting as a sort of Backstabber type?

Not much room in there for Tycho. He's 7 points more then a Green Squad pilot, 10 really when you consider that Tycho without PtL is a bit of a waste.

What I've done is split them up into a AB and AB pair, with the A and B providing support for each other. First time I tried it, I kept the A's together and the guy playing the Interceptors just blew past the B's to focus fire on the A's. 2 A-Wings don't last long against 4 Interceptors...

So are folks flying these in two separate wings given the speed difference? What happens when the 2 B-wings face up against the bulk of the enemy forces? With that crap agility, they'd be chewed to pieces with concentrated fire which isn't spread out as much. Or does the imperial play split their forces to counter the A-wings? As Thrawn once mentioned, A-wings aren't suited for convoy duty so my concern would be that you'd have split your forces in half and that means more hits on both of the B-wings. All you need is a few missed shots and they'd be in trouble against 6 TIEs. Of course, you could fly well and lure the enemy into a trap of sorts I guess. How well does a BBBA list work, with someone like Tycho roaming and acting as a sort of Backstabber type?

At our last tournament, my brother ran:

Tycho + PTL + Assault missile

Blue Squadron

Blue Squadron

Blue Squadron

He didn' do horrible with ut. We got matched up one round, I was running a Tie Swarm with 1 bomber. He flanked Tycho around, quickly got in range, but my Tie dodged the 3 hits from the assault missile. If it had hit, woulda been a different game. He then brought in the B wings to take on my forces, with Tycho flanking behind, taking 3/4 Range 1 shots on Howl and dealing no damage. In my opinion, the squad and the tactic were welk thought out, but bad dice let me win without losing a ship, though 4 were at 1 hp... thank goodness the assault missed...

Assault missiles are game-changing when they hit and gut-wrenchingly disappointing when they fail.

VanorDM - did your surviving B-wings fare better against the interceptors?

VanorDM - did your surviving B-wings fare better against the interceptors?

Better then the paper mache A-Wings? Yes...

Well enough to win? No not at all.

So are folks flying these in two separate wings given the speed difference? What happens when the 2 B-wings face up against the bulk of the enemy forces? With that crap agility, they'd be chewed to pieces with concentrated fire which isn't spread out as much. Or does the imperial play split their forces to counter the A-wings?

As Thrawn once mentioned, A-wings aren't suited for convoy duty so my concern would be that you'd have split your forces in half and that means more hits on both of the B-wings. All you need is a few missed shots and they'd be in trouble against 6 TIEs. Of course, you could fly well and lure the enemy into a trap of sorts I guess.

How well does a BBBA list work, with someone like Tycho roaming and acting as a sort of Backstabber type?

I generally put one A-Wing on each flank and the two B-Wings in the middle. It works out pretty well just because the A-Wings are speedy. Most people I play send their main force after the B-Wings since they are the heavy hitters. this is okay since the B-Wing spend a turn or two moving forward 1 and barrel rolling back while the A-wings use their impressive speed to close in from the side. Most of the time this means that everyone get into the fight at the same time and the A-Wings can pull more effective flanking shots and set up better for future turns.

If the opponent goes for an A-Wing first then the one they concentrate on usually turns tail toward the rest of my force or just blows through if it can with a speed 5 (k-turn if possible). A-wings tend to outrun most opposition so this isn't a problem.

So are folks flying these in two separate wings given the speed difference? What happens when the 2 B-wings face up against the bulk of the enemy forces? With that crap agility, they'd be chewed to pieces with concentrated fire which isn't spread out as much. Or does the imperial play split their forces to counter the A-wings?

As Thrawn once mentioned, A-wings aren't suited for convoy duty so my concern would be that you'd have split your forces in half and that means more hits on both of the B-wings. All you need is a few missed shots and they'd be in trouble against 6 TIEs. Of course, you could fly well and lure the enemy into a trap of sorts I guess.

How well does a BBBA list work, with someone like Tycho roaming and acting as a sort of Backstabber type?

I generally put one A-Wing on each flank and the two B-Wings in the middle. It works out pretty well just because the A-Wings are speedy. Most people I play send their main force after the B-Wings since they are the heavy hitters. this is okay since the B-Wing spend a turn or two moving forward 1 and barrel rolling back while the A-wings use their impressive speed to close in from the side. Most of the time this means that everyone get into the fight at the same time and the A-Wings can pull more effective flanking shots and set up better for future turns.

If the opponent goes for an A-Wing first then the one they concentrate on usually turns tail toward the rest of my force or just blows through if it can with a speed 5 (k-turn if possible). A-wings tend to outrun most opposition so this isn't a problem.