So I'm thinking of trying a 3 B-Wing list for a couple of tournaments this weekend. Anyone have any advice? I'm currently looking at 3 blue squadron with FCS and either HCL or autoblaster. Any input would be appreciated.
B-Wing Blitz
First off, NO on the Autoblaster. It's a terrible card.
Secondly, at a Tournament, I'd figure out a way to get 4 ships.
BBBB and BBXX are doing very well in the virtual metagame, and there are hundreds of correct ways of building them....okay, maybe dozens.
Failing that, have you ever tried a Hypermobile B-Wing? You get Advanced Sensors and an Engine Upgrade, and can essentially be anywhere you wish.
Adv. Sensors let you take your action during its normal time, OR before you move. This means:
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You don't lose your action to a collision with a ship or obstacle, as you did it before you moved.
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You don't lose your action to a red maneuver, as you did it before you moved.
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You can do a Barrel-Roll or Boost (with EU) before you move, allowing you to completely avoid collisions that would otherwise have been inevitable.
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You can do a Barrel-Roll or Boost (with EU) before you move, giving you significantly more mobility options, up to and including the following. Note that these options, paired with no. 3 mean that you're unmached in a dense asteroid field.
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The 4 Koiogran
Boost Forward, then K. -
The 1.5 Koiogran
Barrel-Roll back, then K. You'll be two ships'-widths to a side, but you'll only be 1.5 forward from where you started. -
The 3-point-Turn
Barrel-roll back, then red 1-turn in that same direction. This gives you the tightest turn in the game, as you've only traveled .5 forward. Depending on whether you turned into or away from the Barrel-Roll, you'll either be overlapping the back corner of your starting position, or will have shot forward in your new direction by 2 ships'-widths. -
The J-Turn
Boost at an Angle, then K, for an angle change of 225*! -
The Tokyo Drift
Barrel-roll forward before any bank/turn, to get horizontal motion out of your maneuver. Doing this in the other way around would net you sagittal/vertical motion instead. Note that you can also use this as a long-range 3-point turn by going back instead of forward. -
The Long Slide
Boost at an angle before any bank/turn, to alter your direction by 45* in either direction. This turns your Red 3 bank into something approximating a 5 turn, or a 4 forward with a few barrel-rolls, at your leisure. -
The 6 and 6.5 Forwards
Boost and/or Barrel-Roll forward before doing your (red) 4 Forward -
Et Cetera, &c. &c...
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The 4 Koiogran
- Do this all that the speed of choice: You don't have to make these decisions until it is actively your turn to move. As such, you're almost always going to be incredibly unpredictable for your opponents, and will usually find very advantageous places to land.
Think of it this way : With Advanced Sensors, Barrel Roll, and Boost, you have the ability to start your maneuver from 10 different positions, two of which aren't even facing the same direction as the others. You don't have a location ; you've got a probability field.
Anyway, the Adv S. + EU combo costs as much as a HLC, but gives you significantly more tricks, which translate to survivability and damage in clever hands.
Those clever hands tend to prefer a high PS, as the board will have developed into a more complete picture by the time you make your decisions. Daggers and Ibtisam both work marvelously well here, and Ibtisam and Ten Numb can pick up some extra goodies in the form of the EPT slot.
Now, with that EPT slot, you'll probably want to grab an Action-EPT. Of these, Push the Limit and Daredevil are my favorites for this build, and I actively prefer DD to PTL.
Note that Adv. S.ing these before a green maneuver removes the stress, but doing it before a Red means that your maneuver is canceled, and you hand your dial to your opponent for a legal maneuver...after you've already changed your facing, potentially getting you out of a terrible position-decision.
Edited by DraconPyrothayani was tinkering with this list
ibtisam + PTL + Advanced sensors + Shield Upgrade + Flechette Torpedoes (40)
Dagger Squadron Pilot + adv sensors + ion cannon (30)
Dagger Squadron Pilot + adv sensors + ion cannon (30)
have yet to test it but it looks interesting.
Really, you don't like the Autoblaster???, try to use with Ten, at range 1 the defender ship can't defend from the regular Hits and the first Critical Hit, and a final recomendation try to combine with Jan Ors of the HWK-290, it's brutal, you could destry one Imperial ship in one shoot, greettings.
Really, you don't like the Autoblaster???, try to use with Ten, at range 1 the defender ship can't defend from the regular Hits and the first Critical Hit, and a final recomendation try to combine with Jan Ors of the HWK-290
To do all that requires spending 31 points on Ten, 5 points on the Blaster, and 25 points (at minimum) on the HWK. That's 61 points. Realistically, you're going to want to arm the HWK, too, so let's say 65 or 66 points. That's two thirds of your squad spent on 2 ships, one of which is a fairly weak combatant. That's an awful lot for a combo you'll get to use, what, once or twice in the course of the game? If at all? Better to spend the points elsewhere and just use the natural 4 attack dice for those point-blank shots.
Im quite fond of the classic 'Heavy Lazer Daggers':
3 × Dagger Squadron Pilot +HLC + FCS
they fire before most if not all generics if you have initiative, being all PS4 you can move them in whatever order you like and they put massive holes in any list running low agility ships and finally you slow roll into range 3 negating your opponents range bonus while keeping your own.
particularly good at taking down chewbacca as the crits dont matter
3 blue with FCS and a smuggler with intel agent. Fly behind/to the side of the smuggler, let him be extremely disruptive while your b-wings mow everything down
i was tinkering with this list
ibtisam + PTL + Advanced sensors + Shield Upgrade + Flechette Torpedoes (40)
Dagger Squadron Pilot + adv sensors + ion cannon (30)
Dagger Squadron Pilot + adv sensors + ion cannon (30)
have yet to test it but it looks interesting.
If you already have PtL and Adv Sensor on Ibby taking engine upgrade outshines shield upgrade. Staying out of arcs is better to avoid damage with only one defensive dice.
i was tinkering with this list
ibtisam + PTL + Advanced sensors + Shield Upgrade + Flechette Torpedoes (40)
Dagger Squadron Pilot + adv sensors + ion cannon (30)
Dagger Squadron Pilot + adv sensors + ion cannon (30)
have yet to test it but it looks interesting.
With Ibtisam and PtL, you won't get a lot of use from Advanced Sensor since you'll start almost every turn stressed. I would personaly switch Advanced Sensor and Shield Upgrade for Sensor Jammer and Hull Upgrade.
i was tinkering with this list
ibtisam + PTL + Advanced sensors + Shield Upgrade + Flechette Torpedoes (40)
Dagger Squadron Pilot + adv sensors + ion cannon (30)
Dagger Squadron Pilot + adv sensors + ion cannon (30)
have yet to test it but it looks interesting.
With Ibtisam and PtL, you won't get a lot of use from Advanced Sensor since you'll start almost every turn stressed. I would personaly switch Advanced Sensor and Shield Upgrade for Sensor Jammer and Hull Upgrade.
Ibtisam's pilot ability is best used as a Bonus, rather than as a must-have. It's a great ability, but B-Wings just don't have enough Green to keep the girl with an exclamatory hexagon at all times.
Remember: If you Push the Limit (or Daredevil) and follow that with a GREEN maneuver, then you have no stress at all, but still got your double action (or 1 Turn).
I won a tournament with the following list:
Ibitisam with Adv Sensor, HLC, PTL, Engine Upgrade - 45 points
Blues with Ion Cannon and FCS x 2 - 27 points each
Total: 99 points with initiative bid
The whole point with ibitisam is to use Advanced Sensors with PTL, and then do a green move, effectively cancelling out the ill effects of PTL. If you PTL after you move, then you can use her ability. Either way, you can control when you have stress, whilst maintaining enough actions to make HLC nasty. Engine upgrade with advanced sensors gives you more than enough leeway to move.
The blues with ion cannons will deter falcons/firesprays, and once the target is ionized, they can move in with TL+F for the kill. Highly effective against most targets.
Either way, you will always be able to engage your targets at range three.
The trick is to have the blues and ibitisam splilt up during depolyment, you want your opponent to choose between the blues or ibitisam. Most opponents would make a bee line for ibitisam, making it possible for the blues to flank and ionize. Ibitisam with her HLC will definitely give someone a bloody nose.
The main issue here is that this list favors fighting rebels- you will have an uphill battle against imperials. If it comes down to a match between a interceptor and a B-wing, I would favor the interceptor to win. Also, if you opponent brings ions, then you can safety say good bye to one b-wing immediately.
I would favor a single B-wing, namely ibitisam with Sensor Jammer and Elusiveness, if you really want to play the B-wing.