B-Wing Expanded

By PhantomFO, in X-Wing

I know this isn't making good use of her pilot ability, but her other abilities are almost a godsend for me. +2pts over a Dagger for +1 PS and an EPT?

I've been running 2x Dagger + HLC + FCS with 2x Prototype pilots as my tourney list for a while. It's served me pretty well, save for fights against Predators (though that was simply due to lack of experience with them, I've since gotten good at establishing a hard counter for them).

But with Rebel Aces, give those two A-wings Chardaan Refit, and upgrade one of the Daggers to Nera Dantels. She has the same equipment as before, but give her Swarm Tactics. If the A-wings are in range and I have no need for two PS5 HLCs, boom, A-wings get some shots in. If I need the PS5 HLCs, no problem, I've got two.

...I'm going to need to test this out...

Edited by caelenvasius

I agree. It seems like she could easily be worthwhile as a basic B-wing with EPT access. Throw on flechettes for 2 points for some utility and call it good.

Nera's not even close to Wedge's level.

I agree. It seems like she could easily be worthwhile as a basic B-wing with EPT access. Throw on flechettes for 2 points for some utility and call it good.

After I posted that, I thought about replacing Swarm tactics with a Flechette Torpedo...there are times when I'd want to avoid a k-turn but desperately don't want to lose a shooting ship one round...

Great! With 360 torps, if they're targeting her then she can target them, and with the b-wing's durability and 4 or 5 attack dice, the other ship is probably going to come out second best.

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.

Rebel aces certainly raises the bar. Not sure the bar needed much raising.

I also missed her PS somehow. 5 is interesting. As previously mentioned she fires after a lot of the things that would hate her ability. I guess the question will be how much you can invest in her and still protect her enough to get the combo off. With 8-9Hp, Biggs, ships trying to stay out of range 1, and action sharing she'll probably make that trick hit.

Rebel aces certainly raises the bar. Not sure the bar needed much raising.

I also missed her PS somehow. 5 is interesting. As previously mentioned she fires after a lot of the things that would hate her ability. I guess the question will be how much you can invest in her and still protect her enough to get the combo off. With 8-9Hp, Biggs, ships trying to stay out of range 1, and action sharing she'll probably make that trick hit.

It's the kind of Rebel ability I like to see: if you're thoughtful about putting your list together, and you make the investment you need, you can probably make it work.

The only crew I see as being good and worth the added cost are nien numb (2 points) to get a better/faster dial, and chewie (5 points) as it gives you a hull and shield upgrade for 2 less points.

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.

Do you need Cracken if Nera can double focus and rip with APTs on her own? He can buff PS but he isn't doing it by much 5 to 8. I would drop down to Blount and add IPM on him. That way he can Ion a victim for Nera to blast into space dust. Also, you added A-wing test pilot on Gemmer but didn't add a 2nd EPT. Just because?

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.

Do you need Cracken if Nera can double focus and rip with APTs on her own? He can buff PS but he isn't doing it by much 5 to 8. I would drop down to Blount and add IPM on him. That way he can Ion a victim for Nera to blast into space dust. Also, you added A-wing test pilot on Gemmer but didn't add a 2nd EPT. Just because?

Rebel aces certainly raises the bar. Not sure the bar needed much raising.I also missed her PS somehow. 5 is interesting. As previously mentioned she fires after a lot of the things that would hate her ability. I guess the question will be how much you can invest in her and still protect her enough to get the combo off. With 8-9Hp, Biggs, ships trying to stay out of range 1, and action sharing she'll probably make that trick hit.

It's the kind of Rebel ability I like to see: if you're thoughtful about putting your list together, and you make the investment you need, you can probably make it work.

Why I love Rebels. Great comment.

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.

Do you need Cracken if Nera can double focus and rip with APTs on her own? He can buff PS but he isn't doing it by much 5 to 8. I would drop down to Blount and add IPM on him. That way he can Ion a victim for Nera to blast into space dust. Also, you added A-wing test pilot on Gemmer but didn't add a 2nd EPT. Just because?

Cracken is also there to buff the Tala, but if Nera needs to barrel roll to get into range 1 of the preferred target, he can help her do that while she gets her own focus.

Gemmer does not come with an EPT slot on her his own.

Edited by Audio Weasel

The only thing I don't like about it is trying to visualize it. Every other pilot ability, you can picture how it's something that they're good at. Nera physically defies the direction that her ship is facing. I just can't picture how that works in space. Is she making her ship do a pirouette to get those torpedoes off or something?

Guided torpedoes.

This was what I thought of.

I think we will see a Y-wing piloy that allows you to attack with a primary and secondary weapon in the same round.

The pilot I submitted to The Metal Bikini for their recent contest was in this vein, but still done as a single attack roll.

I agree that some mechanic around firing multiple weapons at once is coming and a good fit for them.

APT and PT are still too expensive, and as much as I think Flechette are poor card, I can see them being useful on Nera. If nothing else, it prevents having a turn where you can't actually shoot at anything, and those are the turns that lose you games.

I suspect you'll see her a bit just because of the reasonably priced PS5 and EPT. She is not the metawrecker some are making her out to be, and pales in comparison to her partner in crime (whose new name shall be Powercreep).

I found it interesting that they all but issued a mea culpa as to the strength of Farlander, then proceeded to downplay how "awesome" he actually is.

In some ways I am glad that Jan looks to work with Kyle and his own ship*, but it isn't the HWK that people are concerned about, and making Falcons even tougher is a hard pill to swallow. Though to have a defensive Falcon you are not really upping it's offensive potential so maybe it doesn't matter in the long run.

*I'm not actually convinced that Jan is a better crew option than the Recon yet, though it is fluffier at least. The HWK (and the Y, needs a better turret (in theory it could be a fixed turret with normal arc), maybe something that does 2 strength 2 attacks. Good against low agility, poor against high agility, but forces token usage.

The only thing I don't like about it is trying to visualize it. Every other pilot ability, you can picture how it's something that they're good at. Nera physically defies the direction that her ship is facing. I just can't picture how that works in space. Is she making her ship do a pirouette to get those torpedoes off or something?

Guided torpedoes.

This was what I thought of.

Basically like some of the newer Air to Air missiles we use today I think it is the AMRAAM missiles have an "over the shoulder" mode where you just launch it and it turns behind you and just looks for its own target behind you.

I'd be tempted by the 35 point control ship route:

Nera (26)

- Fire-Control System (2)

- Flechette Torpedoes x2 (4)

- Munitions Failsafe (1)

- Ion Cannon (3)

Maybe throw Deadeye in there to get the fun started.

Downside is that it's nigh-useless against Large ships.

Exactly what I have in mind.

I will add Tactician us well to over-throw stress tokens all around.

APT and PT are still too expensive, and as much as I think Flechette are poor card, I can see them being useful on Nera. If nothing else, it prevents having a turn where you can't actually shoot at anything, and those are the turns that lose you games.

I suspect you'll see her a bit just because of the reasonably priced PS5 and EPT. She is not the metawrecker some are making her out to be, and pales in comparison to her partner in crime (whose new name shall be Powercreep).

I found it interesting that they all but issued a mea culpa as to the strength of Farlander, then proceeded to downplay how "awesome" he actually is.

In some ways I am glad that Jan looks to work with Kyle and his own ship*, but it isn't the HWK that people are concerned about, and making Falcons even tougher is a hard pill to swallow. Though to have a defensive Falcon you are not really upping it's offensive potential so maybe it doesn't matter in the long run.

*I'm not actually convinced that Jan is a better crew option than the Recon yet, though it is fluffier at least. The HWK (and the Y, needs a better turret (in theory it could be a fixed turret with normal arc), maybe something that does 2 strength 2 attacks. Good against low agility, poor against high agility, but forces token usage.

More with the "Keyan is overpowered" nonsense? He's the same price as Wedge, for -2 PS and an ability that's not particularly useful without a 3-4 point upgrade. His actual cost on the table is going to be 35-40 points, for a ship with 1 Agility and 8 hit points.

Or, to put it another way, he'll be hitting about as hard as a named Phantom pilot, for about the same cost as a named Phantom pilot, with 1 Agility and very little ability to arc-dodge.

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.

Do you need Cracken if Nera can double focus and rip with APTs on her own? He can buff PS but he isn't doing it by much 5 to 8. I would drop down to Blount and add IPM on him. That way he can Ion a victim for Nera to blast into space dust. Also, you added A-wing test pilot on Gemmer but didn't add a 2nd EPT. Just because?

Cracken is also there to buff the Tala, but if Nera needs to barrel roll to get into range 1 of the preferred target, he can help her do that while she gets her own focus.

Gemmer does not come with an EPT slot on her own.

Gemmer's a dude: http://starwars.wikia.com/wiki/Gemmer_Sojan

Snip

More with the "Keyan is overpowered" nonsense? He's the same price as Wedge, for -2 PS and an ability that's not particularly useful without a 3-4 point upgrade. His actual cost on the table is going to be 35-40 points, for a ship with 1 Agility and 8 hit points.

Or, to put it another way, he'll be hitting about as hard as a named Phantom pilot, for about the same cost as a named Phantom pilot, with 1 Agility and very little ability to arc-dodge.

Bear in mind I never called him overpowered at all. Stress is supposed to be a cost, to instead make it a resource is a big deal; and he effectively gets a free focus on offense at less than no cost because of that. At least Fel still has to deal with the stress next turn.

You talk about 35-40 points, yet he is still awesome with nothing on him (due to decent selection of red maneuvers), or he is 32 points with push the limit and no downsides for effectively, focus, TL and barrel roll all in the same turn.

A better comparison than Wedge is that he is Vader in a much better ship, for the same points. Wedge has a great ability in the poor/average ship (without pumping significantly more points into him).

And frankly to compare him to a named Phantom at all clearly indicates he is over the power curve. He isn't any more powerful than Fel, for example, but pretty equivalent. Whisper, Echo, and Fel are pretty much the Tier 1 small base ships and I would put Farlander in that group easily.

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.

Do you need Cracken if Nera can double focus and rip with APTs on her own? He can buff PS but he isn't doing it by much 5 to 8. I would drop down to Blount and add IPM on him. That way he can Ion a victim for Nera to blast into space dust. Also, you added A-wing test pilot on Gemmer but didn't add a 2nd EPT. Just because?

Cracken is also there to buff the Tala, but if Nera needs to barrel roll to get into range 1 of the preferred target, he can help her do that while she gets her own focus.

Gemmer does not come with an EPT slot on her own.

Gemmer's a dude: http://starwars.wikia.com/wiki/Gemmer_Sojan

Ok, his own