Rebel aces soon, still looking for ideas how to use it

By Redblock, in X-Wing

Rebel aces will be here sooner or later, but I still don't know how to put B-wings into my list. No one plays them in my playgroup, so no experience playing vs them too. Also ordered B-wing expansion together with aces, and already have A-wing, so lots of ships, low on ideas.

First thing that comes to mind is this - Max ships possible using all A-wings and B-wings I will have:

99 points-
Prototype Pilot (15)
A-Wing (17), Chardaan Refit (-2)
Prototype Pilot (15)
A-Wing (17), Chardaan Refit (-2)
Blue Squadron Pilot (22)
Blue Squadron Pilot (22)
Roark Garnet (25)
HWK-290 (19), Ion Cannon Turret (5), Nien Nunb (1)
Lots of ships, no need for formation flying (A- wings and B-wings can use their movement tricks freely). Or you can change Roark for Biggs.
Ideas, sugestions, evaluation (I don't have HLC and only 1 AdvSen, warning in advance)

The primary target your opponent will be gunning for will be Roark as you have a rather low average of pilot skill.

Now I see allot of people excited for the coupons for the A-wings and start planning on how many prototypes they can fit in a squadron also that's why they give you 3 of them a pack. However I don't think the prototype swarm or even half of one is a good use of the refit. To be honest I say it is better used on situations where after adding Tycho you have 99 points spent on your squadron. Using the refit will allow you to squeeze in PTL and stay at the 100 point limit.

Now Nein Nunb might be good if you want a speed hawk however I find that extra focus with recon specialist is better especially with Ion Turrets and skill 5. You are guaranteed to be shot at before you fire and having a focus for both defense abd attack or to fend off two higher PS attackers might serve you better.

I saw the chaardan refit as basically making my a wings more viable.

I've never used missiles on an a wing before as they are so fragile, i usually use them to skirt around the back and sides and do hit and run attacks, i dont mind giving up the missile slot.

I absolutly love a wings in the looks and style dept but do badly whenever i play them, i think having two in a squdron with a points discount means they are just that little bit more effiecient. I can see me ever fielding six of them in a squadron.

I'd rather have two *cheaper* ones doing the role as interceptors and hit and run and spend those extra four points on beefing up the 'sluggers' which are by B wings or xwings.

Something I would recommend, if i understand you correctly and you have never flown B-wings, try one with advanced sensors and engine upgrade. It cost a bit of points but a while ago I had never used one and tried the load out and was just mind blown with how crazy its movement can become with those upgrades. Other than that try your above list you never know what you will discover when you try different ship ideas.

I'm still learning to use B wings well, so far i'm impressed.

I might try engine upgrade and advanced sensors.

So far in the three games i've used a variety of b wing pilots in, they have done far more damage then they've taken.

Oponnent will be gunning for Roark? Hmmmm, so you get Biggs effect, and Roark effect for same cost? Now explain to me why this is bad.

Oponnent will be gunning for Roark? Hmmmm, so you get Biggs effect, and Roark effect for same cost? Now explain to me why this is bad.

Now Roark is something you would want to protect as his job is to act like George Lucas and Special Edit pilot skills to where Han doesn't shoot first. Just having a valuable ship and calling it a Biggs effect isn't the same as Biggs. For Biggs you get 3 firepower and the cruel joke that your opponent must attack him even if it is disadvantageous. When you loose Biggs you lose 3 firepower. When you lose Roark, you lost your Ion Canon turret and the ability to shoot before your opponent.

You forget one small thing, Biggs ability is range 1, Roark is Range 3, so oponent has to go through all you formation just to get to him (if you you fly it right). Treat Roark not as Main ship in fleet, but as bait in a trap. Its all mindgames :D

My experience flying A-wings has lead me to believe that using chardaan refit to make the named pilots more viable or to free up more room for EPT upgrades is a far better plan than adding another prototype A-wing. This is because of the multiple actions upgraded A-wings end up with. You get your maneuverability option AND focus to ensure hits. Even as a flanker those 2 attack dice will betray you nearly every time you fire without a focus.

Edited by Ayleron

I've had some success running 3x Dagger + Fire-Control System alongside Roark + Ion Turret + Moldy Crow.

Roark really does draw fire (which is good and bad), but the great things about the Bs are that they don't suffer much from being stressed or bumping each other (which you sometimes want to do), and most of the time they have target locks so rerolls galore, that 2 K-turn is great, and with 5 shields they're very durable. I try to fly them in a 2x2 box with a little bit of room between them to allow for turning, which works pretty well since Bs and HWKs have similar dials, so it's pretty easy to keep them in formation and concentrate fire.

Of course, you don't need Rebel Aces to run this squad, but I'll be looking for ways to incorporate options from RA once I have it in hand.

Edited by DagobahDave