Board Thread:General Discussion/@comment-30277232-20170427151147/@comment-31354887-20170428054645

I made a list that I can't currently fly because I don't own enough A-wings but I just really enjoy all the A-wing pilot abilities.

Tycho + Title + Refit + PTL + Expert Handling + Autothrusters

Jake + Title + Prockets + Rage + Crack Shot + GC

Arvel + Title + Refit + Intimidation + Autothrusters

Bandit Squadron Pilot + Ion Missiles + GC

Tycho is intended to arc dodge, survive, and hopefully just chip away at the enemy while he avoids getting shot. Since he doesn't have to worry about stress Expert Handling is basically a straight upgrade to vectored thrusters for him, being able to shed a target lock improves his survivability even if he can't get out of their firing arc.

Since Jake can already arc dodge pretty well I made him the missile boat of the group. Get into a good spot, pop rage to get a focus and reroll and then barrel roll before getting stressed to get into range one and fire off the proton rocket. 5 dice, 3 re-rolls, 1 auto-hit, and flip crack shot to cancel an evade. It's a one trick pony but Jake could shred more than a few ships with an attack like that.

Arvel lacks a native elite slot which I think is the reason I don't see him fielded a lot but has by far the most hilarious a-wing pilot ability. I gave him the elite that I thought synergized best with his ability. He bumps, gets that range 1 bonus dice and the enemy rolls 1 less defense which could help him push damage through. Bonus points if you can manage to bump someone with Arvel before unleashing Jake's procket combo on them.

Bandit Squadron because I had a awkward amount of points left and needed a filler. Run interference with it and hope you find a good opening to try and ion someone into a rock (or off the field if your super lucky).