Is Nera Dantels a diamond in the rough?

By DraconPyrothayan, in X-Wing

Nera Dantels: A level 5 B-Wing with an EPT slot: You may fire your torpedoes outside of your arc. 26 points
Flechette Torpedoes: You can stress your opponents depending on their starting hull, irrespective of whether the attack hits. 2 points per equip, for up to two equips.
Munitions Failsafe: If the attack doesn't hit, you don't discard the torpedoes. 1 point to equip.

Combined? You have a night-inexhaustable shield of stress around your B-Wing, all at the cost of a target-lock.

Keeping a Phantom stressed is superb. They only have 4 green manuevers: the 2 and 3 forward, and the 2 banks.
If they ever want to cloak, they need to get rid of the stress the turn they get it.
Combined, these two factors reduce it's maneuverability to a manageable level. Moreover, as you have 360* fire, you don't really care.

Yes, there is a hole in the donut. Range 1, out of arc, is your only remaining vulnerability. However, B-Wings love fighting at Range 1 (what with the Barrel-Rolling and the 2 Koiogran and stuff),

Yes, she's got some bad match-ups. The Millennium Falcon springs to mind, as it shares the arc, negates the stress from the torpedoes, and likely negates the Munitions Failsafe as well. However, she might be strong enough as a control-figure for you to build the rest of your fleet as anti-Han, and let her turn the tides in your favor for the remainder.

I tried Nera out the other day. She was pretty fun — until I drew Munitions Failure for a crit. That was upsetting. The target lock requirement is still a bit of a hamper, though. I think she'd do well with Deadeye. Munitions Failsafe isn't a bad idea, either.

The issue with this plan is that you have an expensive ship with 8 HP, one evade die, and no defensive abilities. You get to put out some stress for a turn or two, but then your b-wing is destroyed and you haven't done any real damage.

The issue with this plan is that you have an expensive ship with 8 HP, one evade die, and no defensive abilities. You get to put out some stress for a turn or two, but then your b-wing is destroyed and you haven't done any real damage.

29-31 points is expensive?

29-31 points is expensive?

You're paying more than that if you want to support her properly (advanced sensors/FCS, EPT, etc), and even 30ish points is a lot to pay for a ship that will never do any damage before it inevitably dies. You're effectively spending a third of your points on putting a stress token or two on a target and soaking up 8 HP worth of fire.

29-31 points is expensive?

You're paying more than that if you want to support her properly (advanced sensors/FCS, EPT, etc), and even 30ish points is a lot to pay for a ship that will never do any damage before it inevitably dies. You're effectively spending a third of your points on putting a stress token or two on a target and soaking up 8 HP worth of fire.

Honestly, I'd take it at 31, and leave it there.

Why add sensors or epts if you don't need them?

Yes, if there are points left over after fleetbuilding the rest, they're great to have, but a superb control-option with damage potential is great at 30 points.

Edited by DraconPyrothayan

I haven't had the opportunity to play her yet but I think her ability is awesome. I think your use of her is cheesy, but clever. However, I'm even more interested in future torpedo releases and how well they will work with her.

Sorry to threadjack, but I have an honest question for iPeregrine: what do you fly? I have seen nothing but negative responses from you about everyone's ideas. So what do you fly that's so great that everyone else is wrong? I'm all for constructive criticism, but your constant negativity is getting positively annoying.

Sorry to threadjack, but I have an honest question for iPeregrine: what do you fly? I have seen nothing but negative responses from you about everyone's ideas. So what do you fly that's so great that everyone else is wrong? I'm all for constructive criticism, but your constant negativity is getting positively annoying.

I fly a single rookie pilot in the core set missions against two academy pilots.

And yes, I post negative feedback, because that's when it's actually interesting enough to post something. I rarely post "wow, nice list" because that does nothing but increase my post count.

Why add sensors or epts if you don't need them?

Because then you have a conventional AS/FCS b-wing when you aren't inflicting stress. By treating her as nothing more than a stress turret you aren't really getting much out of your 30ish points.

Yes, if there are points left over after fleetbuilding the rest, they're great to have, but a superb control-option with damage potential is great at 30 points.

I disagree with being a superb control option. You're putting a stress token on someone every turn, but you aren't doing much (if any) damage and you can only do it to one ship at a time. That's just way too little result for 30 points, even cheaper control options like the 23-point ion turret y-wing are questionable investments in a 100 point game. For 30 points you need game-changing elites like Wedge/Fel/etc, because the other 70 points of your list won't be enough to win the game otherwise.

Sorry to threadjack, but I have an honest question for iPeregrine: what do you fly? I have seen nothing but negative responses from you about everyone's ideas. So what do you fly that's so great that everyone else is wrong? I'm all for constructive criticism, but your constant negativity is getting positively annoying.

I fly a single rookie pilot in the core set missions against two academy pilots.

And yes, I post negative feedback, because that's when it's actually interesting enough to post something. I rarely post "wow, nice list" because that does nothing but increase my post count.

So you either don't have the experience with the things you're commenting on to lend your opinion any serious weight, or you're trolling. Either way, not worth my time for any more responses. Good day, sir.

The issue with this plan is that you have an expensive ship with 8 HP, one evade die, and no defensive abilities. You get to put out some stress for a turn or two, but then your b-wing is destroyed and you haven't done any real damage.

The torpedo is still 3 dice, just like the cannons from X-Wings, B-Wings, Interceptors, BHunter, Shuttle... I never hear anybody say that you will do no damage with 3 dice...

@OP: Nera is nice. Pair her with something else that also causes stress and you will shut down any phantom list. I run her alongside some tactician carrier, or the stress droid in a X-Wing, does real nice stuff.

Edited by Shaadea

Nera's good but don't think of her torpedo ability as her bread and butter, shooting with 3/4 dice is her bread and butter. Purposely missing to generate stress is a fool's game (if you are trying to do it all the time). As a sometimes thing, at an opportune time, the ability to add stress is nice, I prefer proton torp's myself.

The real benefit of Nera's ability is that if you have to bail out or turn the wrong way you don't miss a turn of shooting becuase everyone is out of arc (this is what loses games).

This is a good example of why I believe Munitions failsafe is a bad card because it promotes bad play. If you are not likely to do damage with your missile/torpedo, then either don't shoot it, or don't take it in the first place. Ordnance in the right lists can be brutal, but it needs to be supported. If you aren't shooting it with the equivalent of focus/target lock then shooting it is largely a waste.

I was working on a three b wing list with nera as the 'missile boat' with MF and regualr and adavanced protons, supported by a stock B wing and Keyan with a HLC and push the limit.

Not sure how it will work out yet but going to try it tonight.

B wing Heavy squadron

100 points

39 points
Keyan Farlander
Unique
When attacking, you may remove 1 stress token to change all of your eye.png results to hit.png results.
Keyan Farlander/B-Wing (29)
Heavy Laser Cannon (7)
Push the Limit (3)
37 points
Nera Dantels
Unique,
You can perform torpedo.png secondary weapon attacks at ships outside your firing arc.
Nera Dantels/B-Wing (26)
Advanced Proton Torpedoes (6)
Proton Torpedoes (4)
Munitions Failsafe (1)
24 points
Dagger Squadron Pilot
Dagger Squadron Pilot/B-Wing (24)

Myself and others on the forum have all stumbled upon the Nera+Eaden+Hobbie Rebel control list. Flew one twice tonight as tests/trials against two different average skill players. Won both but not great expectations for it at higher play just yet.

>Nera Dantels

-->Flechette Torp

-->Adv Protons

-->Failsafe

-->FCS

-->Deadeye

>Hobbie Klivian

-->R3-A2

>Eaden Vrill

-->Tactician

Nera and Hobbie try to set up at range to live just long enough to get some stress out for Vrill to party with. Hobbie is the sacrificial lead threat. Once the fight is full closed in and your opponent is wanting to K-turn Eaden is either denying them the chance or punishing them for it. At first it looks like Nera is overloaded but the whole squad is still only taking 16pts iirc total upgrades, just so many of them are 1 or 2 points. So while Hobbie and Eaden are struggling to do much of anything Nera stress locks a guy one turn for the lock, focuses the next for the advanced and nukes them hard if she can, or just throws a flechette if it's still loaded thanks to failsafe. Then mid to late game she's still a threat and once close Eaden is a turreted double x-wing body that rolls and beats on anyone freaking out which he often finds plenty of.

Problems are you're down to a lynchpin ship that can up and die and Hobbie is kinda subpar-ish. The list does have a point left and maybe there's an alternate to him. I'll have to fiddle with it but I do like where Nera is taking me with it.

Let us know how it goes Gadge, I'm curious about this build.

The torpedo is still 3 dice, just like the cannons from X-Wings, B-Wings, Interceptors, BHunter, Shuttle... I never hear anybody say that you will do no damage with 3 dice...

It's three dice, but it's three unmodified dice. Since you have to spend a target lock to fire you won't have focus/TL to improve your dice results. A 3-dice torpedo shot is doing the same damage as an ORS with focus, which is pretty bad for an expensive b-wing.

And of course if you're using the "deliberately miss so failsafe keeps your stress torps and you get to stress them next turn" strategy then you're not doing any damage at all.

Edited by iPeregrine

In my experience, Nera just has a big target painted on her which doesn't allow her to do much. She has the ability to shoot out of arc, but B-wings withouth advanced sensors don't have the luxury or speed to not get bumped and chain focused down if neccessary. Same reason i find Keyan overhyped.

Maybe on a build with more important targets she could work, but focusing her down is just so juicy against every list i had played against.

Sorry to threadjack, but I have an honest question for iPeregrine: what do you fly? I have seen nothing but negative responses from you about everyone's ideas. So what do you fly that's so great that everyone else is wrong? I'm all for constructive criticism, but your constant negativity is getting positively annoying.

I fly a single rookie pilot in the core set missions against two academy pilots.

And yes, I post negative feedback, because that's when it's actually interesting enough to post something. I rarely post "wow, nice list" because that does nothing but increase my post count.

Heh, someone isn't interested in a Mr. Congeniality award. :P

Can you get the following image as your avatar?

ratatouille_concept_art_75.jpg

I think properly supporting Nera Dantels will be the most effective way to capitalize on the strategy you have proposed as using her ability as a stressor on enemy ships:

Nera Dantels (26)

Push the Limits (3)

Advanced Sensors (3)

Flechette Torpedoes x2 (4)

Munitions Failsafe (1)

(37)

Green Squadron Pilot (19)

Chardaan Refit (-2)

Push the Limits (3)

A-Wing Test Pilot (0)

Veteran Instincts (1)

(21) x3

(63)

Total: 100

Now you have 4 very dangerous Rebels that:

-Have Push the Limits. Nera can take her two actions, likely being Focus and TL, before making her move with Adv. Sensors so you can reveal a green maneuver and clear the stress the same turn.

-Pilot Skill 5 across the board shoots before all of the other relevant Rebels (Daggers, PS4 Z's, Tarn Mison, non-VI Greens, before Chewie and Biggs if you have initiative).

-Gives you access to 3 PtL A-Wings. Never underestimate an A-Wing with PtL. Hypermobile, can get into range 1 quickly, low enough PS to block named pilots, great survivability, what's not to love?

You can also ditch the Failsafe and Veteran Insincts on the A-Wings to throw on a C-3PO on Nera to guarantee an evade each turn. Alternatively, you can pass on PtL and Adv. Sensors for Predator or Outmaneuver on your A's. Is Nera a diamond? Maybe. But I really do believe that her success will be heavily reliant on the force you take with her. I am a huge advocate for Green Squadron Pilots ever since Aces dropped and if you have 20-23 points to kill, don't waste it on a Z + other upgrades, throw in a refitted GSP and wreck face with it.

Edited by SpikeSpiegel

PLEASE target locks arent even a problem. Get FCS. Do a R3 attack first turn, next turn blow them up with a TL F APT shot. =D

I ran this list on Wednesday of this week and I played off against a phantom and double turtle falcon list.

My list is:

Nera + Deadeye + Flechettes x2

Roark + ion

Bandit with Ion pulse missile x 3

Nera and Roark combine to prevent cloaking of phantoms

Pulse missiles and number of guns for dealing with falcons

Setup is Z's in one corner facing parallel to board edge and Roark and Nera on the other with both groups flying at each other. Asteroids clumped near my side of the board (to limit phantom decloak options force falcons nearer to the board edge)

1st game was against dual phantoms with mauler. Phantoms came straight in towards the Z's who 3 k'd, then 2 banked, then 2 turned to put TL's and arc on the phantoms coming in. Nera and Roark just 1 straight twice and a 2 bank took up the middle. Echo was stressed and my opponent made an error K turning whisper, leaving her stressed and going away from the action. Whisper got I.P.M and Echo was ioned by Roark. With known movement Whisper was focused down next round and Echo was focused down the following round. Game called. Nera had 1 hull left and a Z lost 2 shields.

2nd game playing against Chewie and Lando. Similar setup to before. Z's on left, Nera and Roark on right. Chewie and Lando came straight down the left flank. Z's went 4 straight and 4 straight while Nera and Roark did 1 and 1. The falcons went straight and straight for the most part.

I had a triangle formation with the Z's adn the leader would not fit in his 3K so I had him go straight 3 and the pair of Z's behind did a 3K in front of Nera and Roark. The flacon's banked to try and get between the rocks (but my opponent doesn't have much experience flying them) and landed both falcons on rocks. With 4 ships arc on Chewie I lit him up and took him down 8 points and an ion token. Then I chased him across the board and ioned him twice more to force him to fly off the board. Then it was 2 Z's and Nera and Roark chasing down Lando. Lost another Z in the chase but Lando was really taking a beating and was down to 2 hull when the game was easy to conclude. Nera , Roark and a Z with no damage. The flechettes were hard to get off when I closed to get main guns on Lando but I liked my options of closing or keeping away and having a shot when I maneuvered away.

2-0 but it still is in the early stages. Will need more games to see how the whole squad works out. 3 z's with I.P.M.'s were a nice threat against Falcons. Sure, shoot the 2 dice attack ships, ignore the 3 dice B-wing closing in to range 1.

I'm thinking of going Roark with Tactician and dropping a flechette from Nera, but then that makes Roark a really tempting target. Or drop a torpedo and add munition failsafe then Nien on Roark

It's the same as with keyan it's not worth making nera expensive like that she's in a b-wing with one dodge die she's pretty vulnerable.

She does seem steep for what she does in this setup. Has anyone tried out other torpedoes on her? If there was ever a Bwing that would use them, it's her.

Yes, there is a hole in the donut. Range 1, out of arc, is your only remaining vulnerability. However, B-Wings love fighting at Range 1 (what with the Barrel-Rolling and the 2 Koiogran and stuff),

Yes but any ship that moves after her loves range 1 as well. Even something as economical as a Royal Guard TIE, half the named TIE pilots, most Interceptors, and Jonus can easily play with that.

Now if you really want to be terrifying, spring for some APLs as well. Even if you never fire them, forcing your opponent to choose between the stress and the hurt every turn might just be worth it.