The B's (Oh God Not the B's!)

By Corellian Corvette, in X-Wing

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My enemies all be all like:

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Anyways, silliness aside:

LIST:

The B's (Oh God not the B's!)

B-wing

-Dagger Pilot: 22

--FCS: 2

--Ion Cannon: 3

--Tactician: 2

--B-wing E2 Mod: 1

Total: 30 Points

B-wing

-Dagger Pilot: 22

--FCS: 2

--Ion Cannon: 3

--Tactician: 2

--B-wing E2 Mod: 1

Total: 30 Points

B-wing

-Nera Dantels: 26

--Deadeye: 1

--Advanced Proton Torpedo*/Proton Torpedo 4

--Ion Torpedo: 5

--Recon Specialist: 3

--B-wing E2 Mod: 1

Total: 40 Points

Grand Total: 100 points

*My group has "faq"ed the APT down to 4 points fyi


It inflicts some serious pain, ion-stress someone to close within range one to deliver a blast of 4 dice with a target lock and focus token! Also shutting down ships is a breeze and they dont dare try and group up to focus a ship down because of ion torpedoes!

Battle Progress:

I will commonly lose 1 b-wing about half way into the battle, wether it be an unlucky Dagger squadron pilot or focusing down Nera.

Both times they went to focus down Nera I noticed it and quickly swung both ordnance out to prevent her from dying with one still loaded. The second time I killed a Firespray with an APT after it stripped all of my shields (2 crits wasted on my shields :D). To be fair, it had already lost its shields to a Dagger, but still, 6 hull beaten by 5 dice? Nice! Ironically that caused Nera to live another turn, flinging out the Ion Torpedo to splash 2 of the 4 escorting ties. They killed Nera after that (closed into rage one and pew pewed her to death) but by then the Daggers were going to town and killed the last of them (60 points vs 48 points basically).

My friend got a Decimator, and despite carrying proton bombs (got both my dagger's with a blast) they stuck with him and ionized the beast off the board. The deci killed a dagger squadron pilot just before he was walked off, but then realized that any maneuver he could choose next turn would kill him, lol! The Escorting Phantom was ionized by Nera's Torp, and despite decloaking shenanigans, Nera finished it off with an APT to the face. (whisper did get 2 attacks on her, including at the end where his 5 dice only produced 3 hits (i had 1 shield and full hull left) and allowed me to APT him).

A TIE swarm of 7 ships was ionized on the first pass, and I took down 3 of them with just B-wing normal range one attacks. Then my opponent called it, and we restarted.

The next time everyone scattered and converged in the middle with k-turns and tight manuvers. Nera waited and then swung her Ion Torp at 4 TIEs that K-turned to nearly kill a dagger. Splashed all 4 of them (and the dagger, worth it oops!). They continued to kill the dagger dispite being ionized and stressed from the turn, but not after the dagger and nera pop'd 2 of them. The rest of the match was a slug fest, with Nera killing Howelrunner with a normal PT around turn 5. After that, the 3 remaining ties killed Nera (they already were focused on Nera and decided to kill her even though she already blew her load) and the dagger who was following them while they followed Nera zapped and killed them one by one. That 2 K-turn with the FCS is brutal.

The best part is that the cards paint job is all the same color! Makes me want a 3rd rebel aces just so i can run all three with the same paint job!

The best part is that the cards paint job is all the same color! Makes me want a 3rd rebel aces just so i can run all three with the same paint job!

Currently running Nera as the odd one out, right?

I kind of feel like Nera's ability is a bit wasted without Flechettes in there. She becomes this cloud of stress, and becomes the bane of all Phantoms, particularly if you trade the Deadeye/Recon combo for a Munitions Failsafe.

That being said, if you just need raw damage out of her, this works brilliantly :)

Edited by DraconPyrothayan

The best part is that the cards paint job is all the same color! Makes me want a 3rd rebel aces just so i can run all three with the same paint job!

Currently running Nera as the odd one out, right?

I kind of feel like Nera's ability is a bit wasted without Flechettes in there. She becomes this cloud of stress, and becomes the bane of all Phantoms, particularly if you trade the Deadeye/Recon combo for a Munitions Failsafe.

That being said, if you just need raw damage out of her, this works brilliantly :)

Lol, I feel like neras ability is wasted with flechettes! Tried that out, never won :/

I like this build better.

The best part is that the cards paint job is all the same color! Makes me want a 3rd rebel aces just so i can run all three with the same paint job!

Currently running Nera as the odd one out, right?

I kind of feel like Nera's ability is a bit wasted without Flechettes in there. She becomes this cloud of stress, and becomes the bane of all Phantoms, particularly if you trade the Deadeye/Recon combo for a Munitions Failsafe.

That being said, if you just need raw damage out of her, this works brilliantly :)

Lol, I feel like neras ability is wasted with flechettes! Tried that out, never won :/

I like this build better.

Fair enough, lol.

I'm assuming by Daggers you mean Blues? Seeing as Daggers are 24 points not 22. It's an interesting concept. However, I think it fails miserably to itself, which is typically not a good thing.

The best part is that the cards paint job is all the same color! Makes me want a 3rd rebel aces just so i can run all three with the same paint job!

Currently running Nera as the odd one out, right?

I kind of feel like Nera's ability is a bit wasted without Flechettes in there. She becomes this cloud of stress, and becomes the bane of all Phantoms, particularly if you trade the Deadeye/Recon combo for a Munitions Failsafe.

That being said, if you just need raw damage out of her, this works brilliantly :)

Lol, I feel like neras ability is wasted with flechettes! Tried that out, never won :/

I like this build better.

Yeah i remember the buzz around her and then post release you never heard anything.

I'm assuming by Daggers you mean Blues? Seeing as Daggers are 24 points not 22. It's an interesting concept. However, I think it fails miserably to itself, which is typically not a good thing.

I can probably drop the proton torpedo on Nera, but I have been using it to great effect... hmm.

I havenot been able to win against Dashes, Fire sprays, and rebel swarms of b's or x's because of their raw damage output.

Edit: I did lose to a squad of 5 a wing with ptl because they just tanked it up with a focus+evade each turn. Eventually their 2-3 attacks wore down the b's.

Edited by Corellian Corvette

I once ran 4 Blues with Ion Cannons. It is very fun, as once you start locking stuff down you have 4 ships with a lot of firepower.

Yeah, I took the example of control to an extreme, not only are you ioned, but you also are stressed, AND i have a target lock for the next turn. Range One, 4 dice with focus+TL pretty much instagibs ships that don't have focuses or evades.

So, what list would you make to counter this list? I want to know what to be wary of next weekend! :D

So yeah, how would you beat this list?

Biggest weakness is probably hit points.

You have 24 total. That would be pretty decent for agility 2, and great for agility 3, but for agility 1, it's a bit weak.

A 7 tie howl swarm is probably your biggest threat, as it could easily take down a B a round.

But all lists have strengths and weaknesses, so if you really like it, then go for it!

4 blue squadrons and a z95