It certainly has been a long time in coming but we are finally here for X-Wing wave 2 and I thought I would kick it off with the Rebel Alliances latest high speed combat vessel, the A-Wing. Nimble, small and extremely dangerous to pilot the A-Wing is the Rebellions ultimate high speed interceptor and dogfighter, capable of out running standard TIE fighters and on a par with the new Imperial Interceptor.
Faction: Rebel Alliance
Ship: RZ-1 A-Wing
Primary Weapon Value - 2
Agility - 3
Hull - 2
Shields - 2
The A-Wing is basically the alliances interceptor designed by general Dodonna to give the Rebel navy a fighter capable of fast hit and run strikes while also acting as a escort fighters and scouts. Very few ships can match the A-Wings speed and fewer actually want to. The fighter is incredibly responsive to even slightest movement by the pilot, so only the best make the grade. This speed is due to the fighters 2 immense engines which give it the ability to produce incredible speed and maneuverability at a cost. Unlike it's fellow fighters the X-Wing and Y-Wing, the A-Wing cannot mount any astromech droids and is relatively frail. It mounts 2 fast firing laser cannons and a shield generator, along with 2 missile tubes to give it some flexibility in combat situations, but the A-Wing isn't going to be taking down Star Destroyers anytime soon :)
A-Wing's are great harassment fighters, capable of utilising the new (Boost) action to get it out of harms way by being able to perform a move 1 action after it's initial movement. They aren't capable of taking much punishment though as the fighter has less hull than a standard TIE and only 2 shields for a maximum of 4 hits, so be aware of this when going into the fray.
All A-Wings are capable of the (Focus) (Target Lock) (Boost) and (Evade) abilities.
Expansion Content List:
Green Squadron Pilot
Push the Limit
Below is the list of A-Wing pilots in ascending order of skill along with points cost and pilot abilities.
Name: Prototype Pilot
Skill Value: 1
Pilot Ability: N/A
Upgrades: Missile Slot
Squad Cost: 17
Name: Green Squadron pilot
Skill Value: 3
Pilot Ability: N/A
Upgrades: Missile Slot, Pilot Upgrade
Squad Cost: 19
Name: Arvel Crynyd
Skill Value: 6
Pilot Ability: You may declare an enemy ship inside your firing arc that you are touching as the target of your attack.
Upgrades: Missile Slot
Squad Cost: 23
Name: Tycho Celchu
Skill Value: 8
Pilot Ability: You may perform actions even while you have stress tokens.
Upgrades: Pilot Upgrade, Missile Slot
Squad Cost: 26
The A-Wing is comparatively cheap when compared to the X-Wing and Y-Wing, meaning you could field 5 Prototype pilots, although their skill of 1 means you will always be acting last in the match, and would still be outnumbered by any imperial player who opts to field academy pilots instead to match your numbers. The A-Wing is looking to be your squads fast strike fighter capable of delivering several missile variants to foes and doing lots of damage quickly. Arvel Crynyd can be a real threat to Imperial players as his ability to attack fighters who in base contact with him means his boost ability can make him effectively immune to point blank attacks. Tycho can simply shrug off pursuers with his ability to use actions despite have stress tokens, so expect to use plenty of Koiogran turns to keep blasting chasing fighters.
The fact that the fighter can use (Evade) and (Focus) like a TIE means this fighter can keep damage down to a minimum before using abilities or upgrades and can quickly become a major thorn in the side of Imperial squadrons. The only real downside to the A-Wing is it's frailty. Enough concentrated fire will quickly deplete those shields and it's weak hull will see it burrowing into Super Star Destroyer bridges in no time, so be mindful to keep this fighter either far out to perform to strafing attacks or close to heavier fighters for support against pesky Interceptors.
*Note from user CrookedWookie*
It should maybe be noted with Tycho that he can't K-turn if he starts piling on stress tokens. If he tries a red maneuver while stressed, his opponent gets to select his move. - Thanks for the note and important tactical consideration.
Weapon Slots ÷
Name: Cluster Missiles
Ability: Attack (Target Lock): Spend your target lock and discard this card to perform this attack twice.
Name: Concussion Missiles
Ability: Attack (Target Lock): Spend your target lock and discard this card to perform this attack. You may change 1 of your blank results to a (hit) result.
Name: Homing Missiles
Ability: Attack (Target Lock): Discard this card to perform this attack. The defender cannot spend evade tokens during this attack.
The A-Wing introduces us to the Homing missile weapon which can do big damage and cannot be evaded using TIE (Evade) actions. Of course you can still roll 4 attack dice and do abysmally, and the defender roll well, but still this weapon can take out a single fighter before the battle has even begun.
Pilot Upgrades ÷
Ability: You may treat the "Attack (Target Lock):" header as "Attack (Focus):" When an attack instructs you to spend a target lock, you may spend a focus token instead.
Name: Push the Limit
Ability: Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.
Well thank you for checking this guide out, and I would like to thank all those who have used my guides from the FFG Forums, A few maneuvers and Board Game Geek, you guys have given me a lot of hits and I am very grateful for that :) Tomorrow I will be posting the guide for the TIE Interceptor. Future additions to these posts will be more photo's of the cards to make the guides look a little less barren.