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Made in us
Crazed Wardancer




PNW

Greetings, yet another person asking for some advice on list building. I'm not huge into this game as some of the other people here are but I want to support my FLGS who started hosting tourney's again due the interest in X-Wing and Attack Wing. Also want to make sure there are enough players for my friends who are big into this game. I've purchased the A-Wing, B-Wing and Millennium Falcon and have access to the X-wing from the starter box. I was wondering if I should go for the basic/cheap pilot of all four with a few upgrades or try to run the A, B and Falcon with some better pilots. I've liked playing Tycho with Push it to the Limit but that was in a 1 ship vs 1 ship game. I'm not looking to buy any more ships... unless they're interceptors, hmmm... I love the look of the interceptors. Yes, I want an all Imperial Interceptor list, but that comes later. Lets see what people can come up with the limited materials provided.

Resources for Tournament List:
A-Wing Expansion
B-Wing Expansion
Millennium Falcon Expansion
Can borrow starter X-wing

Have at it!
   
Made in nz
Fresh-Faced New User





quite limited resources there.
id go with han solo/gunner/title card/chewie crew(56) + x-wing rookie (21)+ b-wing (22). thats 99pts. you could put r2 astromech on the x-wing for an even100pts or keep 99pts for initiative vs other 100pt rebel squads.
   
Made in ca
Nurgle Predator Driver with an Infestation




Brantford, Ontario

Id run wedge with the b wing dude that l think gets a free focus or reolls attack die with the weapon that ignores defensive dice and an a wing with whatever points are left sorry not very helpful dont have the b wing just plyed against one and dont have my cards with me,

Iron Warriors  
   
Made in us
Crazed Wardancer




PNW

 Darth_Wookie wrote:
quite limited resources there.


I like being a challenge. While looking into what I can do with what I have, I've noticed the Han Solo MF is popular and even seen a couple of list of two YT-1300s, one with Han and one with Chewie; do the character YT-1300s break the game?

 Guitarquero wrote:
Id run wedge with the b wing dude that l think gets a free focus or reolls attack die with the weapon that ignores defensive dice and an a wing with whatever points are left sorry not very helpful dont have the b wing just plyed against one and dont have my cards with me,


There is Ibtisam B-wing pilot that rerolls a dice if stressed and there is Ten Numb B-wing Pilot that a critical hit can not be cancelled by defense dice.

This message was edited 1 time. Last update was at 2013/12/11 22:52:42


 
   
Made in ca
Nurgle Predator Driver with an Infestation




Brantford, Ontario

Im not a fan of the big ships so im biased towards the smaller ones haha i believe it was ten numb with scatter laser or somthing that wrecks face.

Iron Warriors  
   
Made in us
Fresh-Faced New User




 Guitarquero wrote:
Im not a fan of the big ships so im biased towards the smaller ones haha i believe it was ten numb with scatter laser or somthing that wrecks face.


I'm guessing you're thinking of Ten with a Autoblaster Cannon.

To the OP.

I'd say the Falcon with Han or Lando and 2 fighters would make an effective list. You could easily make a variation of the Han Shot First list with what you have. Just sub one of the Rookies for a different ship. The B would be your best bet.
   
Made in us
Hoary Long Fang with Lascannon




Central MO

This is what I would mess with.

Chewbacca YT-1300
-Marksmanship EPT
-Luke Skywalker Crew
-Millenium Flacon Title
-Shield Upgrade
Rookie Pilot
Blue Squadron Pilot

If your buddy is willing to let you use a core x wing he also probably has a marksmanship card too. Otherwise you should own all of those cards already.

I personally like the chewy falcon better than Han. I see Han paired up a lot with marksmanship and/or gunner, and it seems like wasted points to me. Between Han's reroll and the marksmanship buffs, you're almost never using gunner which is an expensive card. I think a chewy falcon w gunner (in this case luke skywalker because you don't have a gunner card) makes more sense to me.


Automatically Appended Next Post:
And the big ships do not in anyway break the game. Especially in a tournament setting where there will always be obstacles clogging the middle of the table. That pretty much limits you to flying around the board edges with your big ships. Better with the flacon than others, but easily counterable.

This message was edited 1 time. Last update was at 2013/12/12 20:18:28


Lifetime Record of Awesomeness
1000000W/ 0L/ 1D (against myself)
 
   
Made in us
Crazed Wardancer




PNW

Thanks all for the suggestions. I wonder, is there any one that breaks up the expansions and just sale the cards? I've noticed that people keep suggesting x-wings over the a-wings, is that because of the 3 damage the x-wing has vs the 2 damage the a-wing has or is it the increased hull? I'm thinking it's the former since I feel the increased dodge dice compensates for the reduce hull.
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

There are eBay sellers that have started splitting the packs (in the UK at least)

The X Wing is better than the A Wing because it has a better damage output, is more durable and better costed.

If you're running A Wings for fun, they're great, but if you're trying to construct a strong, competitive list, they're, IMO, 1 or 2 points too expensive.

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

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Barnstaple Slayers Club 
   
Made in ca
Nurgle Predator Driver with an Infestation




Brantford, Ontario

Awings arent too bad just have to find the niche spot in your list. i dont play competivly but ive lost many a game to a lone a wing trolling me with good manouvers

Iron Warriors  
   
Made in us
Hoary Long Fang with Lascannon




Central MO

I love A wings. I've seen very competitive 5 ship rebel lists with 2 prototype pilots.

I think they get a bad wrap sometimes because they are somewhat like a more expensive tie fighter, and if people want ships like that they'll just play imperial. But they have a few notable advantages over a tie, while still letting you play rebels.

And getting your ship count up is so important in this game. An A wing or two makes it very easy to get to a 4 ship rebel list, and it's the only way to get to a 5 ship list.

Lifetime Record of Awesomeness
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Made in ca
Regular Dakkanaut




I'm a huge fan of the A-wing. There are whole articles and lots of ways to research how best to use them. Tycho with push the limit is a really good start, i usually use mine as missle boats. Super handy for breaking up large formations or getting a lot of damage in one strike (assault/cluster).

However, with the ships you've mentioned it reminds me of a tourny list that i faced. i don't recall all his add on cards, but his list was a b-wing (basic but with adv sensors), Wedge and Lando. The idea being that between the advanced sensors and Lando's really cool ability (pretty sure he had Nien Numb as co-pilot and perhaps chewie). He was getting a whole lot of actions each turn without fail. Wedge would have had R2 and maybe a prot or adv prot...

hope that helps, play around with support cards! the combos you can come up with are a lot of fun in most cases
   
Made in us
Crazed Wardancer




PNW

Some random thoughts/info after my first game:

I did a slight variation of AF's list with replacing the X-wing Rookie Pilot with the A-wing Prototype Pilot with Concussion Missiles; I may change out the Concussion for Cluster, just not sure how which has the greater value. I played against an Imperial list that had Backstabber, Howlrunner with Swarm Tactics, Darth Vader and Turr Phennir. I'm not sure what other upgrades he had, but his list totaled 99 points. He did not target lock me and use a missile with Vader.

My A-wing was taken out second turn without doing anything besides moving. Chewie was taken out after a few turns of focus fire after the A-wing and the B-wing was the last to go. I feel my movement with the A-wing (aggressive) and Chewie (tending to the center of the board) was predictable while my opponent was having troubles guessing how I was going to move my B-wing which gave me some advantages in fire arc setups and disrupting his flight patterns. While the toughness of Chewie and the B-wing is nice (was tempted to buy another B-wing to replace the A-wing) but I like rolling more agility dice. Also firing last really hurt me.

I played Star Trek Attack Wing before X-wing mainly because of the variety of ships and I have to say it is a mental shift going from capital ship fighting to smaller ship fighting. I'm wondering if I should remove a few upgrades on the YT to boost the A and B wings. Would the A-wing be more popular as an Imperial ship than a Rebel ship? Would I enjoy an all Interceptor list, or a list mixing Interceptor with Bomber and/or Advanced more? I'm thinking the issue for me is the number of ships/big guy flying around, but I don't really dig most of the Rebel ships and we have a decent number of Empire players in town. How I feel about the ships makes it hard for me to invest more into this game, which I may just have to accept and play in the tourney purely for fun/up body count. Anyways, enough of my ramblings. I appreciate all of the help and responses I have gotten so far.


Automatically Appended Next Post:
Also wondering if the A-wing would benefit from some of the upgrades coming out with the Imperial Aces expansion.

For fun I threw this list together:

Ten Numb: 43 points
Advanced Sensors, Autoblaster, Shield Upgrade

Tycho Celchu: 32 points
Push the Limit, Stealth Device

Green Squadron Pilot: 25 points
Push the Limit, Stealth Device

Thinking the A-wings may work better as a pair with the Stealth Device making them harder to hit. Using the B-wing as an in your face ship to put on the hurt and mess up their movement.

This message was edited 2 times. Last update was at 2013/12/17 23:05:45


 
   
Made in us
Hoary Long Fang with Lascannon




Central MO

@ Kilcin

I haven't played Attack Wing, but from what I understand the upgrades are a lot more potent and a much bigger part of the game.

Upgrades in X Wing can be good, but they can also be too much of a good thing very quickly. As a general rule of thumb, too few upgrades is much better than too many upgrades.

So for example, I would run an A wing naked usually, or maybe w assault missiles, but not much else.

I probably wouldn't sacrifice on the YT to boost the wingmen. Scaling back on the YT to get a 4th ship... if you can make it fit definitely try it.

If you are willing to expand your collection there are many squadron builds that sound more to your liking. The list I wrote was my first attempt at making something strong out of your current collection.

A huge part of the enjoyment of the game for is the extremely low investment it takes to totally rework a squad. If you have a new idea it usually takes less than $45 to own it, and once you build up a decent collection you'll find yourself with more viable ideas than time to play them.

But try really hard to get your rebel lists to 4 ships. I know 3 ships is the norm in Attack wing. And 3 ships can win in X Wing, but it's a huge weak point in the list design.

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Made in us
Longtime Dakkanaut





Chicago

ive been kicking around trying an imperial list based around 2 missile boat bombers with a handful of tie's to under interference


DT:80S+++G+++M+B++I+Pw40k00+D++A(WTF)/areWD100R+++++T(T)DM+ 
   
Made in ca
Huge Hierodule






Outflanking

 kilcin wrote:


For fun I threw this list together:

Ten Numb: 43 points
Advanced Sensors, Autoblaster, Shield Upgrade

Tycho Celchu: 32 points
Push the Limit, Stealth Device

Green Squadron Pilot: 25 points
Push the Limit, Stealth Device

Thinking the A-wings may work better as a pair with the Stealth Device making them harder to hit. Using the B-wing as an in your face ship to put on the hurt and mess up their movement.


I would suggest replacing the shield upgrade on the B with Engine Upgrades, and Shifting PTL from the Green to the B-wing. This gives you a surprisingly maneuverable ship that is great at getting withing range 1 and sublimating enemy fighters.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Crazed Wardancer




PNW

@AF I tend to run my Attack Wing ships light, Captain and one upgrade if at all. I play Klingons so their attack power plus cloaking is usually enough for me to do well.

I agree about the upgrades, don't want to sink too many points into a ship; if it's shot down, it's too much on a loss to the fleet.

I don't think a naked A-wing is worth it unless you're filling in points. At minimum I think the A-wing should have PTL. I like the idea of the Stealth Device because I like rolling more Agility dice, a by product of my cloaking play in Attack Wing.

What would you suggest if I was willing to expand my collection?

I was thinking for rebel lists could get away with 3 minimum, 4+ being ideal and imperial lists 4 minimum and 5+ being ideal. But that's mainly from a guy on the outside looking in. Taking a look at lists taken to the X-wing World Championships I see a lot of 1 built up ship flanked by a lot of cheap ships. I would rather have two decent built ships flanked by cheap chaff... or 4+ lightly decent ships. And I'm trying to figure out the benefit of Advanced Sensors on B-wings.

Following your advice, another list with 4 ships.

Green Squadron Pilot #1 25 points
Assault Missiles, Deadeye

Green Squadron Pilot #2 25 points
Assault Missiles, Deadeye

Blue Squadron Pilot #1 25 points
Ion Cannon

Blue Squadron Pilot #2 25 points
Ion Cannon
   
Made in us
Hoary Long Fang with Lascannon




Central MO

@Kilcin

So this is kind of my thinking behind why naked A-Wings are really good.

I don’t think most people will argue with me saying the basic academy tie fighter is one of the best ships in the game. For 5 extra points a naked A-Wing gets:
- An extra hit point
- Two of those hit points turned into shields
- The target lock action (I count the swap between boost and barrel roll as an even trade)
- Green 4 straights, green 5 straights, and green 2 turns. And you may or may not count the 4k to 5k turn swap a positive or not, but I do think it’s positive.

Plus like I said earlier, it allows rebels to get into the 4+ ship range easily. Anything that lets you take more ships is good. Ship count is so incredibly important.

I do like green squadron pilots with push the limit and assault missiles in theory. Being able to both target lock and focus the turn you want to shoot the missiles off is HUGE. But now we’re talking a 27 point A-Wing instead of 17. And adding stealth device only piles more points on top.

If I did use stealth device on A-Wings I would probably go with green squad pilots, push the limit, and stealth device. Most every turn I would use my two actions to both evade and focus. That’s going to prevent shots from hitting you for a long time, ensuring you get the maximum use out of stealth device.

My general collection advice would be, if you like ships with fewer hit points but high defense, switch to imperials, that’s kind of their MO. But if you want to stick with the rebels, you’re looking mostly at A-Wings, X-Wings, and Hawk 290’s. The most well rounded of those is probably the X-Wing. And if you don’t have any of those, they should probably be the next few purchases for you.

I like the list you wrote. I would switch around two things:
One, do push the limit on the A Wings or no pilot skill at all, in which case I would probably drop them down to prototype pilots. Like I was saying, PTL allows you to TL and focus in the same turn, allowing you to shoot off those missiles effectively and quickly without obvious set up turns. And two, try and find points for advanced sensors on the B-Wings. Being able to do you actions before you move is SOOOOO good. Being able to focus/barrel roll before you pull red maneuvers (which B-Wings have a lot of) is pure win.

This message was edited 1 time. Last update was at 2013/12/18 19:50:11


Lifetime Record of Awesomeness
1000000W/ 0L/ 1D (against myself)
 
   
Made in us
Regular Dakkanaut




Right now the general wisdom is A wings are there for people who want to run 5 ship rebel lists and play a type of hybrid rebel heavy hitter tie swarm tactics subsituting a wings for ties.

The New tie lists run 6-8 depending on upgrades / who you take. There are alot of variations between 6-8.

There are also 3-4 tie 2 bomber lists, 1-3 Firespray lists and, some pretty fun tie / darth shuttle lists.

The normal rebel lists run 3-4. with 4 ships being seen as the predominate strategy, The two 3 ship lists you see are Han and 2 buddies and 3 x wings (biggs luke and wedge heavily upgraded) The problem seen with 3 ship lists is if you lose one to a swarm your in deep trouble even if you shoot down 2.

The popular builds right now for rebels are XXBB, with either dagger with advanced sensorys or Heavy laser blue, and your choice of two xwings in the points.

Also YYBB with ion cannons and advance sensor B wings.

XXXX is still a good build and works well.

The 5 ship lists are AABBB and XXBYY

Lastly there is a XX 2 Falcon list that is pretty cool.


If you have to play with what you have i would run Han, B-Wing, and X-Wing. Upgade the B wing based on how you want to use it, snipe or dogfight, and fit in the best x wing you can.

If your looking to expand I would try to figure out how you like to play, sit back and snipe, or dogfight, and collect based on that, B wings are good because they have builds that dogfight, and builds that sit back and snipe, X wings also have a large range of options available to them so making them pretty useful in alot of builds.

Collecting can be hard but if you can find somone who wants to collect tie swarms you can probably pick up the x wings, having 3-4 x wings 2 b wings and a falcon opens up alot of builds.

HWK's and A wings are pretty niche ships, they don't have the range that B wings and x wings have, y wings are only if you want to ion turret people and in general not as strong.
While there are alot of good HWK stratigies its a support ship and therefore you have to build around which one you pick, and A wings are seen as the ships that allow you to swarm rebels and not really as the best 1v1 choices for thier points cost.

I would probably collect a couple x wings first, than a 2nd b wing, and than a couple more x wings, unless you find out while playing that you really want to run a rebel swarm (imperials probably do it better), or one of the other non mainstream builds.



   
Made in us
Douglas Bader






 ArtfcllyFlvrd wrote:
I don’t think most people will argue with me saying the basic academy tie fighter is one of the best ships in the game. For 5 extra points a naked A-Wing gets:
- An extra hit point
- Two of those hit points turned into shields
- The target lock action (I count the swap between boost and barrel roll as an even trade)
- Green 4 straights, green 5 straights, and green 2 turns. And you may or may not count the 4k to 5k turn swap a positive or not, but I do think it’s positive.


The problem is that 5 points might not be much in absolute terms, but going from 12 points to 17 points is a 40% increase in points. For that 40% you get the extra HP, the crit-negating benefit of having half your HP in shields, and not much else. Target lock isn't really worth anything except to fire missiles (which cost even more points), and the extra greens aren't all that important since the only way a cheap a-wing is getting stressed is the occasional k-turn. So essentially you have a ship that has the TIE fighter's problems with actually killing stuff once you win the maneuver war and get an opportunity, but it doesn't have the TIE's extremely cheap cost to make up for it.

Compare that to the x-wing or b-wing (or the TIE interceptor at only +1 point if you want to look at imperial ships) and the difference is obvious. Three attack dice base means you're a lot more likely to make your shots count when you get a perfect opportunity, and you aren't depending on one-shot weapons or getting into range 1 to accomplish anything. Ship count is nice, but I'd rather have every ship in my squadron be a meaningful threat every turn.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Crazed Wardancer




PNW

ArtfcllyFlvrd wrote:@Kilcin
I do like green squadron pilots with push the limit and assault missiles in theory. Being able to both target lock and focus the turn you want to shoot the missiles off is HUGE. But now we’re talking a 27 point A-Wing instead of 17. And adding stealth device only piles more points on top.

If I did use stealth device on A-Wings I would probably go with green squad pilots, push the limit, and stealth device. Most every turn I would use my two actions to both evade and focus. That’s going to prevent shots from hitting you for a long time, ensuring you get the maximum use out of stealth device.

I can see where you're going with this. The A-wings would be difficult to hit but I don't think they wold have enough oomph to take something out easily.

ArtfcllyFlvrd wrote:
My general collection advice would be, if you like ships with fewer hit points but high defense, switch to imperials, that’s kind of their MO.

After looking at the ships stats a bit, I think you're right and I'll focus on collecting some Imperials. I went rebel because the A-wing was my favorite ship from the Rebellion era with the B-wing being second. After that it goes Empire ships for a bit.

ArtfcllyFlvrd wrote:
I like the list you wrote. I would switch around two things:
One, do push the limit on the A Wings or no pilot skill at all, in which case I would probably drop them down to prototype pilots. Like I was saying, PTL allows you to TL and focus in the same turn, allowing you to shoot off those missiles effectively and quickly without obvious set up turns. And two, try and find points for advanced sensors on the B-Wings. Being able to do you actions before you move is SOOOOO good. Being able to focus/barrel roll before you pull red maneuvers (which B-Wings have a lot of) is pure win.

Thanks for enlightening me in regards to the advanced sensors; I was having a mental disconnect with the benefit of them in regards to movement, probably because I didn't have the B-wing's movement chart in front of me.
Sample list based off of your suggestions.
Total: 99 points
Green Squadron Pilot 26 points
Concussion Missiles, Push the Limit

Blue Squadron Pilot #1 28 points
Advanced Sensors, Ion Cannon

Blue Squadron Pilot #2 28 points
Advanced Sensors, Ion Cannon

Prototype Pilot 17 points


Peregrine wrote:
The problem is that 5 points might not be much in absolute terms, but going from 12 points to 17 points is a 40% increase in points. For that 40% you get the extra HP, the crit-negating benefit of having half your HP in shields, and not much else. Target lock isn't really worth anything except to fire missiles (which cost even more points), and the extra greens aren't all that important since the only way a cheap a-wing is getting stressed is the occasional k-turn. So essentially you have a ship that has the TIE fighter's problems with actually killing stuff once you win the maneuver war and get an opportunity, but it doesn't have the TIE's extremely cheap cost to make up for it.

I can see your point and agree that the 40% increase is pretty hefty. The movement for the A-wing makes me think if you want to be serious with them you need to take PTL, otherwise they are just point fillers to raise ship count which I'm not a big fan of.

Peregrine wrote:
Compare that to the x-wing or b-wing (or the TIE interceptor at only +1 point if you want to look at imperial ships) and the difference is obvious. Three attack dice base means you're a lot more likely to make your shots count when you get a perfect opportunity, and you aren't depending on one-shot weapons or getting into range 1 to accomplish anything. Ship count is nice, but I'd rather have every ship in my squadron be a meaningful threat every turn.

I emphasized the last line because that's how I feel, but I'm not above having a gimmick on a ship for fun/surprise.
First attempt at an Imp List:
Total: 96 points
Scimitar Squadron Pilot 16 points

Tempest Squadron Pilot 26 points
Assault Missiles

Alpha Squadron Pilot #1 18 points

Alpha Squadron Pilot #2 18 points

Alpha Squadron Pilot #3 18 points

I'm having troubles one what I should give the bomber; proximity mines, proton torpedoes, cluster or concussion missiles.

I appreciate the discussion thus far.
   
Made in us
Hoary Long Fang with Lascannon




Central MO

 Peregrine wrote:
Ship count is nice, but I'd rather have every ship in my squadron be a meaningful threat every turn.


But that totally throws out a lot of the more advanced strategy of the game.

Which ship would I rather use to try and cause collisions? A 22 pt B-Wing or a 17 pt A-Wing?

Which ship would I rather have when I try and go completely evasive and push a tournament round to time because I have the points lead?

Which ship is better at maneuvering through the asteroids on every tournament table?

Which ship allows you to split deploy and recombine in 1 turn?

Which ship allows you to get within Range 3 on turn 1?

I'll admit a direct comparison of the A-Wings to the imperial ships does leave a small bit to be wanted. But they fill in capability gaps that the other rebel ships can't do. Filling in gaps to make a truly well rounded squadron should have a slight points premium.

This message was edited 1 time. Last update was at 2013/12/20 22:12:24


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1000000W/ 0L/ 1D (against myself)
 
   
Made in us
Douglas Bader






 kilcin wrote:
I can see your point and agree that the 40% increase is pretty hefty. The movement for the A-wing makes me think if you want to be serious with them you need to take PTL, otherwise they are just point fillers to raise ship count which I'm not a big fan of.


IMO the problem with PTL a-wings is that you're spending a lot more points (now as much as a b-wing) and taking stress every turn (IOW, no k-turns and limited maneuvers if you want an action each turn) just to bring the a-wing up to an adequate level. And you're still stuck with the two attack dice and inability to take advantage of a good opportunity.

 ArtfcllyFlvrd wrote:
Which ship would I rather use to try and cause collisions? A 22 pt B-Wing or a 17 pt A-Wing?


The b-wing. Advanced sensors lets me get an action even when I ram, I have four attack dice at range 1 (where I'm likely to be), and my defense doesn't depend on stacking actions to stay alive so I don't care if I lose mine in a collision. Plus, this is a pretty niche role. I'd rather pay the extra 5 points and get a ship that contributes in all areas of the game instead of just being a mobile asteroid.

(And if you really want blocking you get an outer rim smuggler with anti-pursuit lasers and fly it right into the middle of the blob.)

Which ship would I rather have when I try and go completely evasive and push a tournament round to time because I have the points lead?


None of the above, because stalling to reach the time limit is incredibly poor sportsmanship. Fortunately I don't play timed x-wing games so I don't have to worry about this one.

Which ship is better at maneuvering through the asteroids on every tournament table?


The b-wing. Advanced sensors to get an action even when you misjudge your maneuver, enough HP to take a hit (and with advanced sensors you can take the hit and deliberately fly through an asteroid), and an excellent low-speed maneuver dial to get exactly what you need in a tight situation. I'd rather have a speed-2 k-turn (with advanced sensors to get an action anyway) than some extra speed-3 maneuvers that you often don't have enough room to use.

Which ship allows you to split deploy and recombine in 1 turn?


Does this really matter? Do people really spread their squadron out across the whole table edge and let you regroup your whole squadron against one end? Because that kind of "bait them into deploying against both elements" situation seems like the only time where this ability gives you an advantage over just deploying everything together at the beginning.

Which ship allows you to get within Range 3 on turn 1?


Who cares? Range 3 with two attack dice and no offensive action (since you had to boost) is pretty much worthless, and it only works if your opponent moves up to meet you. All you're really doing is setting your a-wings up to take unnecessary fire on turn 1 instead of forcing your opponent to waste the whole turn.

This message was edited 1 time. Last update was at 2013/12/21 08:16:27


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in ca
Regular Dakkanaut




Just to put a different spin on this....


Awings i find are a useful ship. However, they are definitely not in the same class of ship as the X or B. You need to think of the Awings as either a) missle boat, or b) harrasment ship. Because these things are definitely not meant to be dog fighters. My awings zip and zoom around the board in hit and run attacks, and that's AFTER i've unloaded my missiles. Usually assault, into a swarm. Keep in mind the awing has the best maneuver dial in the game, they're awesome and fun to play with just for that.

Bwings are also a very useful ship. They can go down quickly due to the low agility, and are only slightly more survivable than an x-wing naked. I'm not a huge huge fan of their movement dial. The reasons for this are because 1 on 1 they are really good. Its very very hard to get away from a b-wing on the first or even second pass. They WILL line up shots and usually stay in range 1 for the 4 dice. However once that first ship is dead usually the b-wing is a little slow to immediately jump into a fight with another ship, and its possible they can get left on their own and picked upon. plus since they're the only one's turning k-2 i find other ships can just out run them if necessary.

Now personally, my ideal Awing is a Green Squadron Pilot (19) with Assault missles (5) and if there's room either PTL (3), Elusiveness (2), or Veteran Instincts (1) depending on what i want the ship to do, how many i'm taking, etc.
For a B-wing i'd run either Blue (22) or Dagger (24). Adv sensors is usually an auto take, but their options are so versatile its hard to go wrong, even if kitting them out with ordinance.

For the OP: dude, get a hawk. the cards that come with those things are crazy useful. And i even really like them for their abilities and 360 arc cannon options. Won a tourny using Kyle Kattarn with recon specialist and moldy crow upgrade and a blaster cannon. Super fun!
   
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Hoary Long Fang with Lascannon




Central MO

@ Peregrine

I hate doing all the multi qoutes, so I'm just gonna respond with a few bullets.

- B wings w/ advanced sensors are awesome. I said as much above. But you are talking about at least a 25 point ship. And to take full advantage of the advanced sensors a lot of people like to use Dagger Squadron pilots so now you're talking about a 27 point ship. It should be better than a 17 point A-Wing.

- Plus the AS B is super maneuverable at very short ranges. It's not nearly as good if you need to get to a spot more than a 2 move away.

-A collided B with one focus is not nearly as hard to hit as an A wing without focus. Getting into the right spot with an AS B is easier at short ranges, but again that's now at least a 25 point ship. And I think causing collisions is a HUGELY important part of the game. Plus, if you are colliding right, you are causing the other guy to collide into you, which means you get your action and they don't,

- The split and recombine can be useful, especially because people do tend to always block up. If they block up and move against the non A-Wing segment of your squad your A's can easily get behind the enemy block and be shooting turn 2. If they move against the A's, the A's scoot back over and join up with the rest of your squad. They are so fast you can do all of that before the other guy can stop you.

-Range 3 on turn 1 is a pretty big psych out, especially if you have assault missiles. You don't need to boost to get into range. Anything that also comes 5 at you, and even 4 if they are a large ship, will easily be in range. If someone is trying to blitz your squad, being able to counter with a target lock and some sort of missile on turn 1 can make them adjust their play style.

None of these are singularly must have advantages. And I'm not saying that anyone should build a squadron of all A-Wings. In fact I would say don't do that. But the A adds a lot of tools to the kit, and I think they are pretty close to appropriately pointed.

This message was edited 1 time. Last update was at 2013/12/21 17:27:21


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