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Made in us
Jealous that Horus is Warmaster



Boston

So the Back to Dials folks have an article UT that has totally captured my imagination using 4 a-wings (and I saw a YouTube of it performing credibly against Vader and two phantom pilots )in a kind of a staggered formation inspired by US and German fighters in WWII.

Article here http://www.backtodials.com/a-wing-ace-the-finger-four-formation-by-jonathan-scott/#intro

The list Jonathan uses:

===========
Green Arrow
===========

100 points

Pilots
------

Green Squadron Pilot (25) x 4
A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), Push the Limit (3), Hull Upgrade (3), Wingman (2)

--------------

I really, really want to adapt this to imperial fighters but I'm not sure how to replicate (at less efficiency ) the wingman /PTL combination that only the a-wings can pull off.

One way to go would be:

Baron of the Empire (25) x 4
TIE Advanced Prototype (19), Push the Limit (3), TIE/v1 (1), Autothrusters (2)

For this variation I'd think that the action economy of TL + evade, especially on turns when PTL isn't necessary (and the vicious dogfight capacity of the TAP) would do well.

But I don't own 4 TAP, so it's not the ideal option.

The next idea was:

Royal Guard Pilot (27) x 2
TIE Interceptor (22), Adaptability (0), Royal Guard TIE (0), Autothrusters (2), Stealth Device (3)

Saber Squadron Pilot (23) x 2
TIE Interceptor (21), Adaptability (0), Autothrusters (2)

This option gives a lot of PS flexibility. .. everyone at 5 for order of maneuvers, sabers down to 3 for blocks, Royal Guard up to 7 for almost ace level abilities. .. but it sacrifices a lot in terms of action economy.

Then there's the 4 sabers w/ Autothrusters giving 2 PTL. .. but that doesn't feel quite right.

So my final (best? ) theory version is this:

Bron of the Empire (24) x 2
TIE Advanced Prototype (19), Wingman (2), TIE/v1 (1), Autothrusters (2)

Saber Squadron Pilot (26) x 2
TIE Interceptor (21), Push the Limit (3), Autothrusters (2)

The Taps sacrifice some post-dial maneuvers for the wingman ability. .. and I'd probably have to "slow roll" compared to the a-wings, not going flat out with Interceptor moves so that each of them stayed paired with a TAP. .. but this list feels like it brings more shootiness than the A-wings. ..

What do you all think?
   
Made in au
Missionary On A Mission





Australia

I went up against a 4 A wing list at our store championship. it flew rather well. can't remember his final position on the day, though i think it was 6 or 7th as i came in 8th and it was the final game of the day.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

I'm itching to try it, now. Seems like a hard list to fly, but infinitely rewarding once you get the hang of it.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Jealous that Horus is Warmaster



Boston

I ran an imperial version against my roommate (teaching him his first game ) using Vader, vessery ( -D, tractor beam), omega leader. .. it didn’t go well for me.

I ran:
==================
Emperor's Fingers
==================

100 points
------

Baron of the Empire (24) x 2
TIE Advanced Prototype (19), Push the Limit (3), TIE/v1 (1), Twin Ion Engine Mk. II (1)

Saber Squadron Pilot (26) x 2
TIE Interceptor (21), Push the Limit (3), Autothrusters (2)

The engine mk 2 was a suggestion from the article author (noting that Autothrusters kinda declines in utility the more you have as your opponent can usually find a non- range 3 shot... for a tournament, I might go back, but I don't see a lot of turrets in day-to-day play). And it probably would have helped if I'd remembered it.

I think I can trace the slaughter to 2 or 3 crucial mistakes.

1) I lead with the Interceptor pair. The TAP is a bit more survivable thanks to the v1 and has fewer attack dice. So I should have been using them for my block attempts.

2) I misjudged the distance my 2nd round maneuvers would go and k-turned too early to get my opponent in a good block/kill box.

3) I forgot the imperial mantra that it's better to arc dodge for no shots eitherway than to engage on my opponent's terms.

Beyond that, I'm partially convinced that PTL is the wrong EPT for the tap. I could really have used the stress relief of wingman (to k-turn an Interceptor after a PTL for focus &evade, for example ) once or twice. And the TL + evade from the title almost does everything you'd like from the PTL... it means sacrifices in post dial maneuvers, but I think it might be worth it. Modified list to follow


Automatically Appended Next Post:
Emperor's Fingers (update )
==================

100 points
------

Saber Squadron Pilot (27) x 2
TIE Interceptor (21), Push the Limit (3), Stealth Device (3)

Baron of the Empire (23) x 2


TIE Advanced Prototype (19), Wingman (2), XX-23 S-thread Tracers (1), TIE/v1 (1), Guidance Chips (0)
The xx-23s give the barons TL & evade, the Interceptors "just" get the TL & because the barons aren't using PTL, they can use all those white maneuvers most turns (while opening up the dial for the Interceptors ).

A variant on this would be :

=======================
Emperor's Fingers Mk 2
=======================

99 points

Pilots
------

Saber Squadron Pilot (27) x 2
TIE Interceptor (21), Push the Limit (3), Stealth Device (3)

Baron of the Empire (23)
TIE Advanced Prototype (19), Push the Limit (3), TIE/v1 (1)

“Epsilon Leader” (22)
TIE/fo Fighter (19), Comm Relay (3)

Here Epsilon Leader can pull all the stress from all 3 PTLs, not just from 1, but he is PS 6... so that's got the potential to limit maneuvers (the article author stressed the importance of having all 3 ships with the same PS so you can pick the order of maneuvers ). Another down side here is that you're dealing with 4 dials instead of 1 or 2

This message was edited 1 time. Last update was at 2016/08/03 15:54:27


 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

I used the author's Green Arrow formation for a trial run against Palp-Aces last night (Shuttle, OLeader and Whisper) and it went horribly.

Like, ok, I did blast through OLeader in one turn, that was pretty cool. But then I had trouble hitting the shuttle with my 2 red dice, and Whisper figuratively erased an A-wing a turn after that. I had terrible green dice, and he could afford to Palp an offensive dice to make sure I had less and less offensive power.

Sobering, but I still think there is potential. If I had scattered my wings, I might have made it harder for him to pick me off. I failed to dictate the terms of the engagement after the first pass.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
 
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