Welcome to Rogue Squadron, pilot! In this series, we will be looking at the ships you can fly in Fantasy Flight Games X-Wing miniatures game. We’ll take a look at a chassis and what makes it unique along with some upgrades and squadron combos. Strap in and get ready to fly.
Lock S-Foils in Attack Position
Set course for the future of the past as we move from the Rebellion era to the Resistance era. Blasting across your playmats are the RZ-2 A-Wing. While the T-70 feels like a beefier T-65, the RZ-2 plays very different than the Rebellion era Rz-1 thanks to its mobile front and back arcs. Though not as great as permanent front and rear arcs, these A-wings have very little trouble rotating their guns in the direction they need. The fact that it is a mobile arc can also help throw off your opponent in a fight as it’s easy to forget they can shoot from the back sometimes. I know I’ve made that mistake flying against them.
Outside of the mobile arc, the RZ-2 also gains blue three banks and a Tech slot over its predecessor. It might seem like a minor thing, but the three bank being blue opens up the dial a lot. They can maintain speed while changing direction and clearing stress. With their tendency to get stressed a lot thanks to Vectored Thrusters, they’ll make good use of any blue maneuver option.
The RZ-2’s Tech slot will most often be filled by Advanced Optics. Viewed as trash in 1.0 when it was called Weapons Guidance, Advanced Optics helps the A-wings get the most out of their two attack dice. With a single focus action, they get the option of good defense or offense. Combined with Heroic, the only dice result that doesn’t result in two hits or a free reroll is Focus/Blank. Which, of course, will still happen at the most inopportune times.
All of the RZ-2’s have a Talent slot, which if you’re putting anything into it, will often be Heroic. Cheap and a nice safety net against blanking out. Aside from the cheapest generic and Ronith, the rest have double Talent slots. The game has yet to come out with a specialized Talent that requires double slots (ala Barrage Rockets for missiles) but that would be an interesting design option. The double slot allows you to do things like Snap/Crack combo or if you like spending lots of points, Snap/Juke.
Though it has a missile slot, it doesn’t get utilized often. Though, now that ion missiles are a measly two points they’re worth throwing on sometimes.
As we’ll see below, where the RZ-2 really shines is with their collection of stellar named pilots. There’s nothing wrong with the generics but you gain a lot of utility from the named pilots for a very small price.
Red Five Standing By
The RZ-2 comes out of the box with four quality unique pilots and two generics. Strangely, even though the RZ-2 is an entirely second edition creation, it gained two more pilots from the Hot Shots and Aces pack and then four more came in Heralds of Hope. Now the Resistance A-Wing has 10 unique pilots. How do these pilots compare?
- L’ulo L’ampar (I5)– While you defend or perform a primary attack, if you are stressed, you must roll 1 fewer defense die or 1 additional attack die.
- L’ulo’s ability is essentially 1.0’s Expose without the action cost.
- You have almost total freedom to choose if you have three attack or three defense thanks to Vectored Thrusters.
- You can get into a bad position where you want to boost/rotate but don’t want to lose a defense die.
- Zizi Tlo (I5)– After you defend or perform an attack, you may spend 1 Charge to gain 1 focus or evade token.
- This ability is excellent action economy. You never have to worry about using your focus on defense and missing out on your offense.
- If you’re getting focus fired, you get your mod bad for the second incoming attack.
- If you have Advanced Optics and ever get attacked by an I6 but don’t need to spend your focus, you’ll end with two focus and a guaranteed two hits.
- Tallissan Lintra (I5)- While an enemy ship in your Bullseye performs an attack, you may spend 1 Charge. If you do, the defender rolls 1 additional die.
- There’s a reason Talli is significantly cheaper than the other two I5’s. That said, her ability isn’t bad just not nearly as good and can be hard to trigger sometimes. Especially when you’re actively making use of your rear arc.
- An important thing to keep in mind is that this can be used to protect wingmates more often than to protect Talli. One more green dice on an A-Wing is nice but only moderately so. An extra green dice on a Falcon or bomber? That’s doubling their defense.
- Seftin Vanik (I5)- After you perform a Boost action, you may transfer 1 evade token to a friendly ship at range 1.
- Like Talli, Seftin is much cheaper than the other two I5’s. The ability could come in handy in some circumstances but you’re not going to build a list around it.
- Setting up a circumstance where you want to take the Evade action, then link into a Boost, while ending up at range 1 of an ally and then not need your evade is not going to happen often. He is I5 so has a solid chance of knowing he won’t need the evade token for himself at least.
- Greer Sonnel (I4)- After you fully execute a maneuver, you may rotate your Mobile Arc.
- This is excellent action efficiency. You can save your bonus red action for boosts only.
- More importantly, this is NOT an action. You are rotating your arc. That means if you rotate it after moving, barrel roll/boost and realize there’s no ship in the new arc, you can gyrostabilizer it back to where it was before.
- You can rotate your arc while stressed. Very useful when fleeing, double stressed or after s-looping/k-turning.
- Wrobie Tyce (I4)- After you defend at attack range 1, if the attacker modified its dice, the attacker gains 1 deplete token.
- This is another ability you never want to trigger, but it’s certainly not bad when it does.
- Getting shot at range 1 is bad and the deplete doesn’t do anything to help you survive that shot. But at least they’ll have to deal with it in the future and if they have any bonus attack you’ve got some protection.
- Zari Bangel (I3)- You do not skip your Perform Action step after you partially execute a maneuver.
- Who cares about bumping? Zari certainly doesn’t. Bump into someone to deny them a shot at you, then rotate your arc to the rear to shoot someone else.
- Bump and then barrel roll off, link to a boost and end up outside their firing arc.
- Zari doesn’t mind being in the middle of a swarm. She’ll still get actions.
- Suralinda Javos (I3)- After you partially execute a maneuver, you may gain 1 strain token to rotate 90º or 180º.
- I3 is the place to be if you plan to bump into stuff. Which is annoying as it’s the most awkward spot to plan bumps.
- Good insurance from a bump denying you a shot.
- Helpful for escaping a trap. Bump and then rotate in the direction of freedom.
- Ronith Blario (I2)– While you defend or perform an attack, if the enemy ship is in another friendly ship’s Mobile Arc, you may spend 1 focus token from that friendly ship to change 1 of your Focus results to an Evade or Hit result.
- I2 is a weird place for an A-wing as he’s by himself there. Pairs well with generic YT-1300’s as they are I2 and have mobile arcs.
- Being low initiative is great for his ability. He can use friendly ship’s tokens that have already activated and won’t need them anymore.
- Merl Cobben (I1)- While a friendly ship at range 0-2 performs a primary attack, if you are in the defender’s Bullseye, the defender rolls 1 fewer defense die.
- This is great fun. Dangle Merl as a tempting target, or bump thanks to being I1, and your allies get a stronger attack.
- Pair him with Intimidation for extra fun.
- At the same price as the I1 Blues, there’s never a reason not to take him if you would be taking those.
- Green Squadron Expert (I3)- None
- At only two more points, one of the rare times that the generic pilot with a talent actually feels worthwhile.
- I3 lets them pair with Zari and a lot of other good pilots.
- Blue Squadron Recruit (I1)- None
- Cheap enough that you can get six into a list, all with Heroic.
- Great for bumping thanks to the rear arc if you’re confident your opponent won’t slow roll. Run up, rotate rear and then let them run into you and you can fire out the back if they manage to jump over you.
All Wings Report In
What’s the ideal number of RZ-2s to buy? Two or Five. You can fly up to six of them but you’ll rarely actually want that. There are quite a number of good five A-wing lists that having that many is worthwhile. If you don’t want to drop $100 on that, two gives you lots of a mixed squadron options.
Blario’s Beefy Buddies (Extended)
- Ronith Blario (RZ-2 A-Wing)
- Heroic
- Advanced Optics
- Resistance Sympathizer (Scavenged YT-1300)
- Perceptive Co-Pilot
- Feedback Array
- Rey’s Millenium Falcon
- Vennie (MG-100 Starfortress)
- Perceptive Co-Pilot
- Rey
- Finn
This list isn’t really about the A-wing. But the name was fun and it does capitalize on his ability by giving Ronith two allies with mobile arcs and double focus tokens. Vennie also makes good use of the multiple mobile arcs and Rey to ensure he’s getting good defense. Or using Finn and Rey for great offense. The Falcon, meanwhile, runs in and tries to block and feedback array when it does.
For more A-wings try this variant Blario’s Blue Beefy Buddies:
- Ronith Blario (RZ-2 A-Wing)
- Heroic
- Blue Squadron Recruit (RZ-2 A-Wing)
- Heroic
- Resistance Sympathizer (Scavenged YT-1300)
- Perceptive Co-Pilot
- Vennie (MG-100 Starfortress)
- Perceptive Co-Pilot
- Zizi Tio (RZ-2 A-wing)
- Heroic
- Starbird Slash
- Tallissan Lintra (RZ-2 A-wing)
- Heroic
- L’ulo L’ampar (RZ-2 A-wing)
- Heroic
- Starbird Slash
- Seftin Vanik (RZ-2 A-Wing)
- Heroic
- Jarek Yeager (Fireball)
- Heroic
Resistance is in the unique spot of being able to take five good I5 pilots and some upgrades thanks to A-wings having an unprecedented four cheap ones. The Empire can do it but it’s a far more motley mix of ships, some of which don’t do well without upgrades. RZ-2’s are far superior to TIE Fighters. Yeager rounds out the list and there’s still plenty of points available for upgrades, though not as many as before the big A-wing nerf. Heroic is the obvious first choice though it eats up a lot now that it’s 2 pts. You can then take a few 1pt Talent on the A-wings or Kaz’s fireball for Yeager.
There are a lot of ways to build a five A-wing list. So, so many. The key components are:
- For accuracy:
- Heroic
- Crackshot
- Advanced Optics
- Automated Targeting Priority
- For shenanigans
- Deadeye Shot
- Starbird Slash
Mixing these upgrades as desired and then spread them out across five A-wings of choice.
- 4x Blue Squadron Recruit
- Advanced Optics
- Heroic
- Merl Cobben (RZ-2 A-wing)
- Heroic
- Advanced Optics
This one is simple and efficient. All the A-wings have good accuracy though they are all I1’s.
If you want some more initiative and more upgrades, dump Advanced Optics for Automated Targeting Priority. This gives you lots of options for attack as you can fly through ships to deal strain, launch ion missiles to control movement or just have a front and rear arc options simultaneously.
- 5x Green Squadron Expert (Rz-2 A-Wing)
- Automated Targeting Priority
- Heroic
- Starbird Slash
- Ion Missile
If you want to go all out Heroic + Crackshot you can still get mostly named pilots into the mix.
- Suralinda Javos (RZ-2 A-wing)
- Heroic
- Crackshot
- Zari Bangel (RZ-2 A-wing)
- Heroic
- Crackshot
- Greer Sonnel (RZ-2 A-wing)
- Heroic
- Crackshot
- Wrobie Tyce (RZ-2 A-wing)
- Heroic
- Crackshot
- Green Squadron Expert (RZ-2 A-wing)
- Heroic
- Crackshot
Resistance Heroes (Hyperspace)
- Zizi Tio (RZ-2 A-wing)
- Heroic
- Starbird Slash
- Advanced Optics
- Tallissan Lintra (RZ-2 A-wing)
- Heroic
- Starbird Slash
- Advanced Optics
- Poe Dameron (T-70 X-wing)
- Heroic
- R4 Astromech
- S-foils
- Kazuda Xion (Fireball)
- Heroic
This pairs two A-wings up with two other ace fighters. Kaz is only I4 but he can cause some trouble with his ability. Poe does Poe things, mainly being the primary target, while the A-wings act up. You can tweak this depending on who you want to be the big damn hero. If you drop Advanced Optics and Starbird Slash you can give Poe Overdrive Thrusters and Black One.
Wayne Basta
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