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Chill la Chill
Jul 2, 2007

Don't lose your gay


At least it's better this time around. The tantive 4 only came with a single C3PO card. At least this comes with several, so you could split it with people.

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fadam
Apr 23, 2008

Do you guys think the K-Wing/Punisher are going to be playable? I love the models, but I've never really seen anyone here run any bombs or missiles that weren't proton rockets on an A-Wing.

Speaking of Proton Rockets, do you get the bonus dice for being in range 1 if you shoot someone with them?

Kai Tave
Jul 2, 2012
Fallen Rib

Major Isoor posted:

Good lord, that's even better! I like sliding the A-Wing around the board quite a bit, but its impotence when it comes to throwing punches turns me off it - so the E-Wing being an A-X hybrid sounds very nice! I can see your point about not getting more than one, though - particularly with a cost like that. Would running two Bs and an E (probably with the E being naked, if I give Farlander PTL - I don't have SOT) be better than Wedge, or would Wedge be more cost-effective, do you think? (I suspect Wedge would be better in this situation due to his ability, but you never know; that E dial sounds quite nice)

Thanks for all the info, you guys

I think given your setup Wedge would be the better choice. Just to illustrate, Keyan, Ten Numb, and Corran Horn, without any upgrades for any of them, comes to 95 points. Taking a mook E-Wing won't do you any favors either so nah, I'd stick with Wedge.

Don't go into the E-Wing thinking you'll be able to pull all the crazy A-Wing stunts either though just to forewarn you. It doesn't have any 1-hard turns and it doesn't possess Boost inherently, only Barrel Roll (which is still better post-dial movement than an X-Wing tbh).

fadam posted:

Speaking of Proton Rockets, do you get the bonus dice for being in range 1 if you shoot someone with them?

Secondary weapons aren't affected by range, pro or con, so no range 1 bonuses and no range 3 penalties. That applies to missiles, cannons, torpedoes, etc.

Chill la Chill
Jul 2, 2007

Don't lose your gay


fadam posted:

Do you guys think the K-Wing/Punisher are going to be playable? I love the models, but I've never really seen anyone here run any bombs or missiles that weren't proton rockets on an A-Wing.

Speaking of Proton Rockets, do you get the bonus dice for being in range 1 if you shoot someone with them?

Don't know about punisher but K-wing? Probably. It's an aggressively costed turret with a sweet turret upgrade and pilots. I honestly think the TLT may shape the meta regarding ships that can reliably take 1-2 hits every turn or not.

I will definitely try one out as Han's wingman cuz while dashing Corran is ok, I am not having fun playing it whatsoever.

banned from Starbucks
Jul 18, 2004




fadam posted:

Do you guys think the K-Wing/Punisher are going to be playable?

Yes to both

Geisladisk
Sep 15, 2007

I dont even care if it's going to be viable, using Deathtrain's ability to divebomb is going to rule.

Antillese
Feb 16, 2006

Speaking of Keyan, I've been running this list at my FLGS league night and it's been pretty competitive vs. the meta of bro-bots and fat Hans I've played. It's certainly not a hard counter to anything, but it's good enough to win games. It's got the added bonus of being unfamiliar since people don't expect to see a HWK or A-Wings. Won a game by passing a focus off the HWK to Jake that let him barrel roll out of arc. That was pretty great.

Keyan Farlander (29)
Push the Limit (3)

Kyle Katarn (21)
Blaster Turret (4)
Recon Specialist (3)
Moldy Crow (3)

Jake Farrell (24)
Chardaan Refit (-2)

Prototype Pilot (17)
Chardaan Refit (-2)

Total: 100

Antillese fucked around with this message at 21:49 on Aug 9, 2015

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Geisladisk posted:

I dont even care if it's going to be viable, using Deathtrain's ability to divebomb is going to rule.

Yuuuup. Deathrain and the SLAM moves to drop bombs from K-Wing's will be effective. Guaranteed damage is great, and the Conner net will be really nasty for larger ships to deal with.

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:
Is it sad I wanna replace Corran with the new ps8 kwing with dash?

Chill la Chill
Jul 2, 2007

Don't lose your gay


Nah thats what I would do too. Corran is just too fragile and takes too long to set up

Foolster41
Aug 2, 2013

"It's a non-speaking role"
I was 0-2 in the tournament this weekend. I played a 4 ship TIE swarm. (I was talking pre-game to someone and mentioned I was playing a swarm, they asked if I was doing a 6 or 7 swarm. 'Four" I answered sheepishly.)

I was shocked that there was no fat Hans at all (one fat chewie though). Besides I think a A wing swarm I think everyone else was playing scum or imperial, and most were small ships.I think besides the falcon and IGs there was one Slave-1 as a large ship, and I think a decimator. I was actually really refreshing to see few rebel and few large ships. :)

My first match was against twin IGs. I don't even know what I could have done, their power sharing ability seemed pretty brutal. I tried to focus fire, but I got eaten up before I even knew what happened.

The second round was against fat Chewie with Ten in a b-wing. I started my Outmaneuver Jax in the corner away, thinking for some reason they'd go for the swarm and let Jax shoot the rear. I realized I should have put Jax in in the swqarm and used the advanced or other interceptor as bait instead. I was intending on focusing on Numb at first, but it just worked out so Chewie was taking more damage, so I ended up chasing him as he circled around and Numb hitting my in the rear. I broke away after Numb, but it was long past too late by that time. I conceded when I got to one ship down.

Honestly I kind of wish I had just gone with the naked swarm now, and just had them stick together as much as possible to focus in both. Oh well. I did get a nice alt art recon specialist card.

The main prize was a repainted Lambda shuttle. It looked like this, only yellow instead of gold.



It was interesting playing a tournament, but I think I had more fun afterword playing two games with my sister who'd never played before. I used my naked swarm against her Jan/Luke/B build. We both kept bumping into things and had a lot of fun. The first game she charged Kyle head on into my swarm and got slaughtered in one round, and then lost Luke, and it looked all but won for me, but she managed to outmaneuver me in the end (twice in a row I crashed into meteors and got critical hit double damage cards) and won with the B wing.

Antillese posted:

Speaking of Keyan, I've been running this list at my FLGS league night and it's been pretty competitive vs. the meta of bro-bots and fat Hans I've played. It's certainly not a hard counter to anything, but it's good enough to win games. It's got the added bonus of being unfamiliar since people don't expect to see a HWK or A-Wings. Won a game by passing a focus off the HWK to Jake that let him barrel roll out of arc. That was pretty great.

Keyan Farlander (29)
Push the Limit (3)

Kyle Katarn (21)
Blaster Turret (4)
Recon Specialist (3)
Moldy Crow (3)

Jake Farrell (24)
Chardaan Refit (-2)

Prototype Pilot (17)
Chardaan Refit (-2)

Total: 100

Interesting. I've been using a Kyle focus throwing list very simular to this one (same loadout on the crow) in casual games. I thought it felt weak to me, but I might have to rethink that and give it another try.

Edit: If any of the folks who played at Dragonflight happen to be goons, :wave:.

Foolster41 fucked around with this message at 00:31 on Aug 10, 2015

GreenMarine
Apr 25, 2009

Switchblade Switcharoo
I ordered this, along with a phantom and a defender (because they look awesome and I remember them from Tie Fighter), I also got a VT-49 Decimator. I'll try to entice some friends into playing.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
Ran the Wedge/Luke/Wes list. You really do live and die by your dice rolls. First time, killed IG88B, but Janson kept coming up with bad evades, and once he was wiped out, that was all she wrote. Second, I just didn't get any good rolls when I was in arc on my opponent and X-wings just can't dodge enough to survive multiple turns of setup.

Gonna keep trying it, though, 'cause the few times it got to shine it was fun as hell.

fadam
Apr 23, 2008

Here's a list I'm trying out tomorrow night as a goof:

Tempest Squadron Pilot
-Title
-Advanced Targeting Computer

Tempest Squadron Pilot
-Title
-Advanced Targeting Computer

Tempest Squadron Pilot
-Title
-Advanced Targeting Computer

Colonel Jendon
-Emperor Palpatine

I don't know if it's going to be any good, but four guaranteed crits a round seems pretty okay.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Teflon, I am sorry! Turns out the dude is selling those transparent dice via his site. http://www.sagaborn.com/store/

Razzled
Feb 3, 2011

MY HARLEY IS COOL

Feeple posted:

Teflon, I am sorry! Turns out the dude is selling those transparent dice via his site. http://www.sagaborn.com/store/

Thanks for the link, I somehow lost all of my core set dice so I ordered some of these instead (LGS didn't have any regular ones today when I looked)

Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.
Actively trying to make a Defender based list, and it's just... horrible, after flying Aggressors. They feel like just as expensive IG's, with worse dials (but a White K-Turn) and worse upgrades, with 1 less Hull/Shield. It's so sad. :smith:

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


And they are only 1 point cheaper than an IG for an equivalent PS (Vessery is PS6 at 35 points). The upgrade in the Punisher will help, I think and if you compare the IG/Defender dials, they look very alike, with the most notable difference being the white K-turn vs white 1/2 sharp. The Defender is still relatively worse with less upgrade options and less hull/shield, as you said, but what really makes them even worse is no access to a native autothruster, which is kind of a killer. The pilots aren't as good as the IG pilots either. Still, with the fix it isn't a bad ship anymore and you can actually put a PtL on it or have it do the sharp 1/2 reds without having to do a pretty predictable straight green.

Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.
Well, I'm just sketching lists for some casual games tonight, thinking of flying this for a bit of a change:

IMPERIAL TECHNOLOGIES
Advanced/Advanced/Turr

100 points

PILOTS

Darth Vader [TIE/x1, Predator, Engine Upgrade, Advanced Targeting Computer] (37)

Maarek Stele [TIE/x1, Predator, Engine Upgrade, Advanced Targeting Computer] (35)

Turr Phennir [Royal Guard TIE, Veteran Instincts, Autothrusters] (28)

E: The other option is a Scum list starring a Starviper, but I'll be damned if I can think of a good list for it.

Shockeh fucked around with this message at 14:16 on Aug 10, 2015

Razzled
Feb 3, 2011

MY HARLEY IS COOL
Is the Punishing One supposed to be a Millenium Falcon for S&V? It looks awesome, I want one

Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.
Here's the other option, as we don't mind proxying Upgrade cards:

THE POPEMOBILE
Chiraneau just can't stop carrying The Pope

100 points

PILOTS

Rear Admiral Chiraneau (65)
VT-49 Decimator (46), Expose (4), Emperor Palpatine (8), Ysanne Isard (4), Experimental Interface (3)

Soontir Fel (35)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2), Stealth Device (3)

View: http://xwing-builder.co.uk/view/294204/the-popemobile

Nephzinho
Jan 25, 2008





When starting a collection for this, are there any over-powered ships that are considered must haves? Are people collecting exclusively Rebel/Imperial/Scum or is it not feasible to do so? I just picked up 2x Starter Packs, a Falcon, and Imperial Aces to be able to field Rebel v Imperial at home, not sure if there are any specific things I should be chasing down.

Yeowch!!! My Balls!!!
May 31, 2006

Nephzinho posted:

When starting a collection for this, are there any over-powered ships that are considered must haves? Are people collecting exclusively Rebel/Imperial/Scum or is it not feasible to do so? I just picked up 2x Starter Packs, a Falcon, and Imperial Aces to be able to field Rebel v Imperial at home, not sure if there are any specific things I should be chasing down.

Not really. The Millenium Falcon is basically the only thing that comes close, and even then Fat Han builds (Han Solo with a ton of poo poo slapped on it) have a major weakness to anyone who can point enough firepower downrange at the single huge target.

If you're willing to proxy cards (proxy cards. the alternative is a lot of pain for not much gain unless you plan on hitting the tournament scene) it's mostly just a matter of what kind of ships you want to fly. On release Y-wings, A-Wings, and Tie Advanced were pretty underwhelming but the new cards that have come out for them have done beautiful things to them.

The TIE Phantom is amazingly good if you learn how to use its decloaking mechanic. If you don't learn how to use its decloaking mechanic, it is a hugely overcosted instantly dead wreck of a ship.

These Loving Eyes
Jun 6, 2009
X-Wings seems like a miniatures skirmish game I could actually get into, since the buy-in is relatively small if compared to miniature gaming in general. However, I doubt I will be able to rope my friends into buying their own squadrons, so I was wondering what would be the best and preferably most cost-efficient ship purchases to form squadrons for both the Rebel and the Imperial side in addition to the core set. I doubt I will ever get into tournaments, so proxying cards is no problem. :)

Orvin
Sep 9, 2006




Has there been any rumors or speculation when Wave 7 will be at retailers? It is currently showing as "On the boat", but that status seems to not actually be tied to any specific timeframe.

jeeves
May 27, 2001

Deranged Psychopathic
Butler Extraordinaire

These Loving Eyes posted:

X-Wings seems like a miniatures skirmish game I could actually get into, since the buy-in is relatively small if compared to miniature gaming in general. However, I doubt I will be able to rope my friends into buying their own squadrons, so I was wondering what would be the best and preferably most cost-efficient ship purchases to form squadrons for both the Rebel and the Imperial side in addition to the core set. I doubt I will ever get into tournaments, so proxying cards is no problem. :)

This is what I have had to do too.. buy both sides for my wife and I.

I think core set + extra X-wing, extra TIE, Tie interceptor (for Soontir), and Imperial aces and Rebel aces make for a good setup without getting into mid-size ships like the Falcon

That gives you:

2x X-Wing
1x A-Wing
1x B-Wing
3x TIE
3x TIE Interceptors

KO Derf
Jan 14, 2003

Doctor Rope

jeeves posted:

2x X-Wing
1x A-Wing
1x B-Wing
3x TIE
3x TIE Interceptors
I suggest roughly the same, but I'd add a TIE Advanced to that so you can use Vader.
After doing the starter game (1 X-Wing vs 2 TIE Fighters), I'd recommend something like the following:

100 point Rebel vs 99 point Empire

-- Luke Skywalker — X-Wing - Lone Wolf - R2-D2 - Engine Upgrade
-- Rookie Pilot — X-Wing
-- Blue Squadron Pilot — B-Wing - Fire-Control System
-- Prototype Pilot — A-Wing - Chardaan Refit - Autothrusters
vs
-- Darth Vader — TIE Advanced - Adrenaline Rush - Advanced Targeting Computer - Engine Upgrade - TIE/x1
-- Academy Pilot — TIE Fighter
-- Academy Pilot — TIE Fighter
-- Alpha Squadron Pilot — TIE Interceptor - Autothrusters
-- Alpha Squadron Pilot — TIE Interceptor - Autothrusters

That will teach the importance of initiative. (The A-Wing and TIEs are all PS1)
Teaches positioning with barrel roll and boost for both sides.
Plays with all of the ship types you bought. (Bonus that it's Luke vs Vader)

And most importantly, keep the games timed so that you can reset after an hour and play again with what you've learned.
And be sure to use asteroids once you are comfortable flying the ships. You don't need them the first couple of games, but they are necessary after that.


Edit: I forgot to mention that if the number of upgrades I have listed is too much, you can play the same ships without any upgrades and they are still even. (88 Rebel vs 89 Empire)

KO Derf fucked around with this message at 22:44 on Aug 10, 2015

quite stretched out
Feb 17, 2011

the chillest
that looks real useful actually, i've been wondering what to do with all the new ships i got after the starter set and how to get used to more of them!

e: on that note, do the scenarios included in each box tend to be a good way to learn to use the ships? i have a good dozen or so new ships that i haven't really had a chance to use and i've been wracking my brain trying to work out how to learn them

quite stretched out fucked around with this message at 01:48 on Aug 11, 2015

Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.

Shockeh posted:

IMPERIAL TECHNOLOGIES
Advanced/Advanced/Turr

100 points

PILOTS

Darth Vader [TIE/x1, Predator, Engine Upgrade, Advanced Targeting Computer] (37)
Maarek Stele [TIE/x1, Predator, Engine Upgrade, Advanced Targeting Computer] (35)
Turr Phennir [Royal Guard TIE, Veteran Instincts, Autothrusters] (28)

Quoting myself: Trip report, God having 2 red on a small list, even with ATC is frustrating. My usual playmate fielded XXA just to trial something too, flying Wes/Luke/Jake, and in the first two rounds Turr got plinked, taking two damage from Wes at Range 3 through an Asteroid (6 green dice, ZERO Evades!) then being finished off the following turn.

Main issue was I just struggled to do any meaningful hits. Crits were getting shield soaked, and when it became 2v3 I had Jake on 1 Hull, Wes with no shields (just no opportunity to concentrate and finish Jake, but it didn't matter, he did nothing for theerest of the game trying to deny me points) the 2 red on the TIE-A just killed my opportunities to kill off the X-Wings.

banned from Starbucks
Jul 18, 2004




Turr really needs PTL. He also needs to be able to shoot before his opponent so I'd prob recommend something like Swarm or decoy on Vader since its the only way to fulfill both of those conditions. Fly them together and try to rush range 1 so Turr can shoot and BR + Boost out of dodge after he shoots. Either that or have a higher priority target for your opponent to go after so Turr can flank but I dont think either of those Advanced works for that.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
This seems interesting.

I'm hoping to rope someone into buying their own stuff, so 150€ for KO Derf's list is a little expensive for me. 3 ships with the Core look a bit sparse, so how does Core + X-Wing + TIE Fighter + TIE Advance sound? Is that more or less playable? How long will it take to play a battle with all that stuff on the table?

I have no idea of how the balance works in here, so I'm just going with a 2:1 ratio :shrug:

Slab Squatthrust
Jun 3, 2008

This is mutiny!

Fat Samurai posted:

This seems interesting.

I'm hoping to rope someone into buying their own stuff, so 150€ for KO Derf's list is a little expensive for me. 3 ships with the Core look a bit sparse, so how does Core + X-Wing + TIE Fighter + TIE Advance sound? Is that more or less playable? How long will it take to play a battle with all that stuff on the table?

I have no idea of how the balance works in here, so I'm just going with a 2:1 ratio :shrug:

That's a solid starting point to learn the game from at least! If you hate it you're not out a ton of money, and those are mostly ships you'll probably use a bunch of.

The balance is by points, every ship and upgrade has a point cost. The normal standard is 100, but you can easily drop down with what you have to 60-75 points to learn the game.

These Loving Eyes
Jun 6, 2009

jeeves posted:

This is what I have had to do too.. buy both sides for my wife and I.

I think core set + extra X-wing, extra TIE, Tie interceptor (for Soontir), and Imperial aces and Rebel aces make for a good setup without getting into mid-size ships like the Falcon

That gives you:

2x X-Wing
1x A-Wing
1x B-Wing
3x TIE
3x TIE Interceptors


KO Derf posted:

I suggest roughly the same, but I'd add a TIE Advanced to that so you can use Vader.
After doing the starter game (1 X-Wing vs 2 TIE Fighters), I'd recommend something like the following:

100 point Rebel vs 99 point Empire

-- Luke Skywalker — X-Wing - Lone Wolf - R2-D2 - Engine Upgrade
-- Rookie Pilot — X-Wing
-- Blue Squadron Pilot — B-Wing - Fire-Control System
-- Prototype Pilot — A-Wing - Chardaan Refit - Autothrusters
vs
-- Darth Vader — TIE Advanced - Adrenaline Rush - Advanced Targeting Computer - Engine Upgrade - TIE/x1
-- Academy Pilot — TIE Fighter
-- Academy Pilot — TIE Fighter
-- Alpha Squadron Pilot — TIE Interceptor - Autothrusters
-- Alpha Squadron Pilot — TIE Interceptor - Autothrusters

That will teach the importance of initiative. (The A-Wing and TIEs are all PS1)
Teaches positioning with barrel roll and boost for both sides.
Plays with all of the ship types you bought. (Bonus that it's Luke vs Vader)

And most importantly, keep the games timed so that you can reset after an hour and play again with what you've learned.
And be sure to use asteroids once you are comfortable flying the ships. You don't need them the first couple of games, but they are necessary after that.


Edit: I forgot to mention that if the number of upgrades I have listed is too much, you can play the same ships without any upgrades and they are still even. (88 Rebel vs 89 Empire)

Thanks for these recommendations you both! I ended up ordering the core set, an extra X-Wing, the TIE Advanced and the Imperial and Rebel Aces. It is not very characteristic of me to spend roughly 120 euros on a game in one go – especially when I have not even played the base game. I blame it on the dead-end summer job I am currently suffering through and the fact that I have not bought anything board game related within a year. Basically, I am justifying my wage-slavery with a spontaneous hedonistic buying spree of plastic toys for grown men. :downs: That, and the fact that I was able to get everything except the core set relatively cheaply if compared to what they're asking at local gaming stores.

Anyway, my stuff should arrive later this week, so I hope me and my gaming group find it worth the financial sacrifice. I'm also hoping at least one of them gets excited enough to buy a core set of their own for the extra dice and damage cards.

Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.

zVxTeflon posted:

Turr really needs PTL. He also needs to be able to shoot before his opponent so I'd prob recommend something like Swarm or decoy on Vader since its the only way to fulfill both of those conditions. Fly them together and try to rush range 1 so Turr can shoot and BR + Boost out of dodge after he shoots. Either that or have a higher priority target for your opponent to go after so Turr can flank but I dont think either of those Advanced works for that.

Oh, the Turr death was just unlucky, it happens. I was more bothered that the pair of TIE-Adv, even with the title and ATC, just don't push enough Red reliably to justify their cost.

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?
My Raider is waiting for me to pick it up at the store :ohdear:

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
Your phone autocorrected Vader to Raider.

Kill_Discussion
Dec 15, 2005

Just watch it...

Devlan Mud posted:

My Raider is waiting for me to pick it up at the store :ohdear:

CSI shipped mine today. :woop:

But apparently it's going to take 5 days for FedEx to get the thing up the east coast to me.

Razzled
Feb 3, 2011

MY HARLEY IS COOL
I think I've got my first list put together anyone have input or suggestions?

I have the Core Set, Most Wanted, a B Wing, a Y Wing and a Hwk290.

99/100

1x
Torkhil Mux
HWK-290, Unique
Blaster Turret (4)
Recon Specialist (3)
Moldy Crow (3)

2x
Syndicate Thug
Y-Wing
Blaster Turret (4)
Unhinged Astromech (1)
BTL-A4 Y-Wing (0)

2x
Binayre Pirate
Z-95 Headhunter

KO Derf
Jan 14, 2003

Doctor Rope

Razzled posted:

2x
Syndicate Thug
Y-Wing
Blaster Turret (4)
Unhinged Astromech (1)
BTL-A4 Y-Wing (0)

One thing to realize is that firing the Blaster Turret from a Y-Wing without the R4-Agromech means you aren't able to modify your dice.
As such, you are likely to only get 1 shot through the opponent's defenses with the turret. That is why people typically take the Ion Cannon Turret instead of the Blaster Turret. If you are only going to do 1 damage, you might as well have that damage control the ship you hit via ion token.

Understandably your damage potential is slightly higher with BT, since it is possible to roll 5 or 6 hits naturally, but I (and most others) believe having a 2 or 3 dice primary shot and then a 3 dice ion shot with a focus you can use on either attack is better.

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TarDolphinorShark
Sep 25, 2008

I just slapped this together because I am getting bored with B builds and wanted to do some wacky Awing hijinks. Any thoughts on how to make these guys work better together? Corran was kind of an afterthought so I am opento other suggestions.

AAE

100 points

PILOTS

Tycho Celchu (33)
A-Wing (26), A-Wing Test Pilot (0), Chardaan Refit (-2), Push the Limit (3), Experimental Interface (3), Daredevil (3)

Green Squadron Pilot (28)
A-Wing (19), A-Wing Test Pilot (0), Proton Rockets (3), Predator (3), Munitions Failsafe (1), Wingman (2)

Corran Horn (39)
E-Wing (35), R2-D2 (4)

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