B-Wing Expanded

By PhantomFO, in X-Wing

I like her. A very fun ability. I'm thinking of normal Torpedoes. While the Flechettes are the cheaper option, I like the idea of 2 attacks at 4 dice outside my arc.

And let the silly overpowered complaints continue.

I don't think Nera is OP, even with regards to other missiles, because she doesn't actually fix any of the problems with missiles/torpedoes. She makes them somewhat more usable, but all the weaknesses are still there.

The obvious parallel is to Proton Rockets, which fix pretty much every weakness missiles have - high cost, timing for target locks, burning target locks causing inefficient attacks, etc.

It does make poor Rhymer seem even more like he got the short end of the panic stick on his ability, though. Rhymer pays about 4 points for an extra range band, Nera pays 1 for a turret.

I'm pretty sure the Y-Wings will get some love in the near future. :)

In case no one saw the combo of Keyan with Kyle. :)

Keyan + PTL + Bwing/E2 + Kyle = Use 2 actions, say barrel roll and TL, gain a stress. Use Keyan to eat the stress, and Kyle to generate focus.

Ten Numb + Marksmanship + Bwing/E2 + Merc Co-Op in a squad with Etabn.

Very interesting

The Keyan + Kyle concept has been discussed before and IIRC the consensus was the focus for defense was meh rolling one defense dice

Unless Jan is flying nearby and can change it to a focus. :)

Torpedo Turrets? Really?

On the bwing of all things?

Fun ability that makes arc dodging ships and play style less fun...why does this keep happening?

7 dice APT out of arc isn't something we needed.

I'll just "me, too!" this post:

You realise APT is Range 1 only, and to get seven dice you'd need Opportunist and a nearby Jan Ors? The Range 1 ring around Nera I'd say's easier to dodge than a firing arc in any decent arc dodging ship.

Is your Interceptor or Phantom afraid of vanilla Proton Torpedoes? Close to Range 1, which you can do fairly easily. Afraid of an APT? Well, Nera probably invested a fair amount to reliably get a focus token to modify the APT attack, and it only works at Range 1--which you can stay out of fairly easily.

But maybe your opponent is running Nera Dantels + Advanced Sensors + Deadeye + B-wing/E2 + Recon Specialist + Adv Proton Torpedoes + Proton Torpedoes. Now she has an option for every range!... and spent 44 points to get there, on a ship with 1 Agility and 8 total hp.

Are you really all that worried? It's a nice trick, but it's not gamebreaking.

You realise APT is Range 1 only, and to get seven dice you'd need Opportunist and a nearby Jan Ors? The Range 1 ring around Nera I'd say's easier to dodge than a firing arc in any decent arc dodging ship.

That being said, Nera's totally brought normal Proton Torpedoes back into the game.

Range 1 is where you want to be, especially vs. a bwing. The damage is boosted at range 1 and the arc that you're trying to dodge gets smaller. Dodging her regular arc and staying out of range 1 and being able to shoot her is going to be rough. I also imagine we haven't seen the last of better torpedoes.

Just my continued frustration with flying ships with razor thin margins of error already and seeing that get even tougher. The fact that it happened on a bwing is just a very sour cherry on top.

So, you give up the damage at range 1 to avoid her Advance Proton Torpedoes. I'm sorry, but adding an extra attack die vs 1 agility is not THAT necessary. I mean, let's not even talk about the set up needed for Advance Proton Torpedoes to be worth it. Your frustration is so out of place on Nera. Just say your true intentions. You don't want Rebels to get anything that could be potentially useful.

shots fired!

@ vorpal (I'm nodding to you SithBorg too!)

It's just the sum of it all. Every rebel ship (sans awing) and soon one imperial ship will have some normal to bizarre version of a turret. That just feels weird. It's not doomsday by any means and I'm not truly worried about a single ship and ship combo but the sum of it all.

I guess it was "needed" to help counter the Phantom. But if one ship (well 2 pilots on one ship and 2 upgrades) is that big a threat to the game doesn't it need the fix?

I do like that more efforts are being made to move ordnance along...I do think its good design...I'm sad it's on a bwing.

And of course I don't want the terrorists to get anything useful! Who wants the terrorists to win?

Edited by Rakky Wistol

While I understand the comments that this ability should be on a Ywing but the thing is, I really like it here because after the torps are gone, you still have a good dogfighter - unlike the Ywing.

Playing off the idea of running Nera with flankers, here's a squadron idea:

Nera + Engine Up. + Flechette + Flechette + Deadeye (35)
Blue Sq. Pilot + Adv.Sen. (25)
Green Sq. Pilot + Chardaan + PTL (20)
Green Sq. Pilot + Chardaan + PTL (20)
TOTAL: 100

The Engine Upgrade helps keep Nera in an advantageous position. Her Flechettes will help the flankers do their thing even more. The Blue Squadron Pilot gives needed offense to the list while keeping the flexibility to flank with its Advanced Sensors.

All of that said, though, I don't think Nera will make a big splash competitively. It'll be tough to put her in a situation where her ability is useful, and it would cost a lot of points to maximize the ability's potential. There are more efficient ways to spend points than to load up a 26-point B-Wing with ordnance.

It would have been nice if the E2 mod didn't cost a point, but alas, it does. Now the crew you put on a B-Wing costs its base cost +1 in addition to your modification slot. Kind of high, especially considering how useful Engine Upgrade is on B-Wings.

Nera + APT + APT + Deadeye + E2 + Recon

Cracken + Swarm Tactics

Tala

Gemmer + A-Wing Test + PTL + Chardraan

Like I said, not competitive, expensive, but darned if I won't fly it at least once.

Nera + Dead-Eye + Flechettex2

Ibitsam + Pred + ADS

Keya + Pred + ADS

Now thats an elite B-Wing squadron.

Just another great reason to buy rebel aces (I was going to do it the second they announced chardan, but still).

The new heroes are going to make for some excellent squad leaders in Epic... Oh my yes indeedie-do!

Crabbie was just talking about how much trouble TIE Defenders are going to be with their high everything stats, and that wonderful (terrible) white 4K... they can eat B's shields up pretty good. Now with my Super TEN and/or either of these new EP's at the lead it will be a very fun encounter.

:lol:

Look out the BIG Tanks are going at it!

:wub:

I don't understand why they keep adding more and more turrets to the game. I find them really boring to play on a dogfighting game, but to each their own i guess.

Torpedo Turrets? Really?

On the bwing of all things?

Fun ability that makes arc dodging ships and play style less fun...why does this keep happening?

7 dice APT out of arc isn't something we needed.

I'll just "me, too!" this post:

You realise APT is Range 1 only, and to get seven dice you'd need Opportunist and a nearby Jan Ors? The Range 1 ring around Nera I'd say's easier to dodge than a firing arc in any decent arc dodging ship.

Is your Interceptor or Phantom afraid of vanilla Proton Torpedoes? Close to Range 1, which you can do fairly easily. Afraid of an APT? Well, Nera probably invested a fair amount to reliably get a focus token to modify the APT attack, and it only works at Range 1--which you can stay out of fairly easily.

But maybe your opponent is running Nera Dantels + Advanced Sensors + Deadeye + B-wing/E2 + Recon Specialist + Adv Proton Torpedoes + Proton Torpedoes. Now she has an option for every range!... and spent 44 points to get there, on a ship with 1 Agility and 8 total hp.

Are you really all that worried? It's a nice trick, but it's not gamebreaking.

Pretty sure the phantom is more scared of the 360 flechette.

Also, to be honest, anything that can get 3 hits on it, will get damage through the phantom, or atleast, remove tokens most part of the time to allow someone else to damage him.

Edited by DreadStar

I don't understand why they keep adding more and more turrets to the game.

A single shot 360 deg Torp is not exactly the same thing as a turret.

I don't understand why they keep adding more and more turrets to the game.

A single shot 360 deg Torp is not exactly the same thing as a turret.

The ability itself is a "turret". I am not saying it is broken, i am saying i find it boring gameplay wise. Don't start to get overdefensive please.

I don't understand why they keep adding more and more turrets to the game.

A single shot 360 deg Torp is not exactly the same thing as a turret.

The ability itself is a "turret". I am not saying it is broken, i am saying i find it boring gameplay wise. Don't start to get overdefensive please.

Honestly, I was intending on doing Dual APT's/Recon/Deadeye with whatever the cheapest B-Wing was with an EPT. This just actually makes it less farfetched lol

Here, the addition of the C-3PO crew upgrade guarantees Nera Dantels at least one evade result every combat phase

Can someone explain how 3PO guarantees an evade result?

Announce zero evades when rolling your 1 dice. Either you get the evade from the dice or you get the evade from 3PO.

...aaaaand I'm an idiot.

Thank you for this. LOL.

(wanders off to play with navel lint)

I've had my fair share of disgust over the distribution of new toys, but I don't think Nera's all that awesome.

I think she's a bit like Munitions Failsafe. She doesn't actually fix any of the core problems with torpedoes - they still cost a lot to generate inefficient attacks. So she can choose more target for her bad attack. Yay, I guess?

I think she'll be binder fodder, honestly. By the time you put a torp on her you're actually a point more expensive than Farlander. I don't know how that's even a comparison.

You realise APT is Range 1 only, and to get seven dice you'd need Opportunist and a nearby Jan Ors? The Range 1 ring around Nera I'd say's easier to dodge than a firing arc in any decent arc dodging ship.

That being said, Nera's totally brought normal Proton Torpedoes back into the game.

Range 1 is where you want to be, especially vs. a bwing. The damage is boosted at range 1 and the arc that you're trying to dodge gets smaller. Dodging her regular arc and staying out of range 1 and being able to shoot her is going to be rough. I also imagine we haven't seen the last of better torpedoes.

Just my continued frustration with flying ships with razor thin margins of error already and seeing that get even tougher. The fact that it happened on a bwing is just a very sour cherry on top.

The only arcdodgers that will potentially have trouble with Nera are low PS Interceptors and Sigma. The EPT interceptors (the PS 7s, 8s, Fel and the Royal Guard Interceptor) won't bat an eyelid arcdodging Nera and can Focus Evade to turtle down if they fail. Lorrir's safe too if he wins the initiative bid.

Nera (26) with FCS (2), double Flechettes (4) and Munitions Failsafe (1)

Biggs (25)

Etahn (32) with PTL (3), Advanced Sensors (3) and R2-D2 (4)

100 points on the nose for an all PS5 squad. Nera pumps out the stress, making enemies predicable, allowing Etahn and Biggs to get into position.

Could also replace PTL with DTF and maybe Sensors for FCS on Etahn, freeing up points to upgrade Biggs and help his durability.

Don't start to get overdefensive please.

I'm not. I'm just pointing out that this isn't really another turret in the normal sense. Sure it can shoot outside the arc, but it's still only a single shot weapon that costs 4 points.

@ vorpal (I'm nodding to you SithBorg too!)

It's just the sum of it all. Every rebel ship (sans awing) and soon one imperial ship will have some normal to bizarre version of a turret. That just feels weird. It's not doomsday by any means and I'm not truly worried about a single ship and ship combo but the sum of it all.

Rebel ships:

X-wing (no attacking out of arc)

Y-wing (turret upgrade)

YT-1300 (turret primary)

A-wing (no attacking out of arc)

HWK (turret upgrade)

B-wing (one pilot who can use torpedoes out of arc)

Z-95 (no attacking out of arc)

E-wing (no attacking out of arc)

YT-2400 (turret primary)

So of the nine current or upcoming Rebel ships, I count four with no "turret" at all, one with a very limited "turret" on one pilot, and two with turrets only available as relatively expensive upgrades with sharp limitations.

She's just going to be the first to be targeted - she's Wedge 2.0. People will still take her, but good lord will she get fire in the opening turns - that 1 agility will make her even more of a tempting target. Like Wedge, Biggs and defensive upgrades are almost mandatory, limiting the flexibility of the rest of the squadron.