If you have Push the Limit, try that on Corran with R2-D2 and Fire-Control. He is now a 3-evade ship with a focus and evade token that picks up free target locks when attacking and regains up to 3 shields after executing any one of five stress-clearing green maneuvers on his dial. If you fly him well, he's one of the most durable ships in the game and puts out a massive amount of pain.
New player struggling with Rebels
Just a random bit of B-Wing flight advice.
Always think "will I be able to do a hard 2 turn next round?" when selecting a maneuver. The answer doesn't have to be "yes", but you should at least factor it in if you can. Being the ship's only hard maneuver that isn't red, always having it in the back of your mind will help you plan around asteroids and keep your options open.
Just a random bit of B-Wing flight advice.
Always think "will I be able to do a hard 2 turn next round?" when selecting a maneuver. The answer doesn't have to be "yes", but you should at least factor it in if you can. Being the ship's only hard maneuver that isn't red, always having it in the back of your mind will help you plan around asteroids and keep your options open.
Except with Keyan
Keyan loves that red hard turn ![]()
On that note, if anyone is not a fan of B-wing dials, I'd heartily recommend Keyan Farlander with advanced sensors. The man was made to dance through asteroids and to laugh in the face of stress (aka "Red focus").
Edited by ficklegreendiceJust a random bit of B-Wing flight advice.
Always think "will I be able to do a hard 2 turn next round?" when selecting a maneuver. The answer doesn't have to be "yes", but you should at least factor it in if you can. Being the ship's only hard maneuver that isn't red, always having it in the back of your mind will help you plan around asteroids and keep your options open.
Except with Keyan
Keyan loves that red hard turn
On that note, if anyone is not a fan of B-wing dials, I'd heartily recommend Keyan Farlander with advanced sensors. The man was made to dance through asteroids and to laugh in the face of stress (aka "Red focus").
Sometimes. I like to fly Keyan with something that gives me a choice to stress or not later in the round (PtL, Stay onTarget), and sometimes I don't want to stress him for fear of double stress, so the hard 2 is still one of the most essential moves on the B-Wing dial. I'll agree this makes Keyan easier to fly though.
Finally a decisive Rebel victory! This was a funny game. The Imperials had a Decimator, Mauler in a TIE Fighter and two TIE academy pilots. For the Rebels I chose a turreted (HLC) YT-2400, turreted (BT) HWK-290 and a turreted (ICT) Y-Wing.
The YT-2400 dodged past Mauler in turn 3 and obliterated him in one round. The HWK and Y-Wing teamed up and destroyed an academy TIE before it could shoot. The YT-2400 and Y-Wing quickly lost their shields due to fire from the Decimator and surviving TIE so I had them loop around asteroids, but the HWK (being the slow thing that it is) was dusted by the Decimator before it could line-of-sight it.
The most interesting part of this game was the Y-Wing plinking away with its ion cannon. The Decimator had lost shields and taken a bit of damage. After chasing and destroying the HWK near the fringes of the battlespace, the ion effect caused it to drift off the edge of the play area and it was lost! Then it was a simple matter of approaching the remaining TIE and finishing it off. Again, the Y-Wing ions the TIE and it drifts into an asteroid, taking 1 damage and exploding magnificently.
The YT-2400 was underutilised due to an early crit destroying its secondary weapon, however the Y-Wing shined in its debut outing.
Glad to see you win! Glad the Ion Turret made such a difference. The Y-wing is a boat and will go down to concentrated fire (such as from a Tie Fighter swarm), but it is great with turreted Ion Turrets. It can change the game. I love Dutch as he also gives out TL's to everyone else.
I will say that big, turreted ships are kind of like the easy button. People have complained lately that the X-wing is not competitive anymore, but I think it's just people being lazy and not learning to fly them well. If you want to get good, I suggest playing a bunch of games without big turret ships. I do understand that they are cool, though.
EDIT: Oh, I know someone else will point it out, so I might as well. You do realize thath the bigger ships require two ion tokens to become ionized, right? One hit just does one damage and you put a token on the ship. The second shot does another damage and then causes the ionization.
Edited by heychadwickThanks for the feedback thus far. I agree that our manipulation of the B-Wing leaves a lot to be desired. Usually it tries to stay at range 2, but the Imperial player will just fly TIEs into its face and focus it down. An example of a list we used is follows:
(X-wing) Luke Skywalker
(X-wing) Biggs Darklighter
(HWK-90) Roark Garnet
+Blaster Turrent
+Tactician
(B-wing) Blue Squadron Pilot
It was an asteroid heavy game, so the HWK did surprisingly well and the B-wing performed terribly. Luke was the all-star of the Rebel team, racking up the most damage. Biggs did well until he got focussed by 2 TIES at range 1. The Phantom parked up behind the HWK and killed it in one round.
That being said Roark is a good counter to Phantoms if you can get anybody aimed at the Phantom!
Regarding the B-Wing, try Keyan Farlander with Stay on Target and Advanced Sensors. You will never again say a B-Wing has problems moving around...
Finally a decisive Rebel victory! This was a funny game. The Imperials had a Decimator, Mauler in a TIE Fighter and two TIE academy pilots. For the Rebels I chose a turreted (HLC) YT-2400, turreted (BT) HWK-290 and a turreted (ICT) Y-Wing.
The YT-2400 dodged past Mauler in turn 3 and obliterated him in one round. The HWK and Y-Wing teamed up and destroyed an academy TIE before it could shoot. The YT-2400 and Y-Wing quickly lost their shields due to fire from the Decimator and surviving TIE so I had them loop around asteroids, but the HWK (being the slow thing that it is) was dusted by the Decimator before it could line-of-sight it.
The most interesting part of this game was the Y-Wing plinking away with its ion cannon. The Decimator had lost shields and taken a bit of damage. After chasing and destroying the HWK near the fringes of the battlespace, the ion effect caused it to drift off the edge of the play area and it was lost! Then it was a simple matter of approaching the remaining TIE and finishing it off. Again, the Y-Wing ions the TIE and it drifts into an asteroid, taking 1 damage and exploding magnificently.
The YT-2400 was underutilised due to an early crit destroying its secondary weapon, however the Y-Wing shined in its debut outing.
Edit: never mind, I see it.
Edited by LingulaThe Decimator did receive two ion tokens before it was forced to drift off the edge of our table. The Y-wing had been plinking away at it while turning tail. The Decimator pilot decided the HWK was the greater threat as it was yet to fire that round, and was within range 1 so it was easy pickings.
I understand what you mean regarding turreted ships. It's not something I will do often, I was just curious to see out it would play out with the Rebels flying evasively around asteroids while shooting behind them. The Y-wing forcing TIEs to fly into asteroids and the Decimator to fly off the map was particularly satisfying.
Just another thought, but you might also think about dropping down to 50 point builds if you feel like you're still getting used to how Rebels fly. Take a B-wing and another ship, this will let you focus on just flying two dials, spend more time focusing on what you're trying to do with the B-wing, and allow for shorter games to get more practice in. Then, move back to 100 points when you both feel more comfortable with the Rebs.
I had a game recently against a relative newbie, and he flew some squints against my donut-dash. It may be true that Large Ship turrets are easier to fight with than small ship single arcs, but _man_ did a guy on his 3rd game ruthlessly exploit the range 1 hole on my Dash.
Played a brawl last night with this setup (I was Imperials):
Rebels
(X-wing) Wedge Antilles
(X-wing) Luke Skywalker
(X-wing) Rookie Pilot
(B-wing) Blue Squadron Pilot
Imperials:
(TIE Defender) Colonel Vessery
(TIE Fighter) Mauler Mithel
(TIE Fighter) Dark Curse
(TIE Fighter) Night Beast
(TIE Bomber) Scimitar Squadron Pilot
It was a hair raising game. We're finally getting the hang of flying both sides in close formations through asteroids. Mauler died first, then Rookie Pilot, then Night Beast, Scimitar and Dark Curse. This left Vessery on his own against three shieldless (but otherwise intact) ships.
I've got to say, those white K-turns are amazing. I was able to jink and dodge continuously with my remaining Defender, using Vessery's ability to maintain target locks. I won with Vessery having 1 HP remaining after evading Wedge's final long-range attack (lucky 3x evades!).
The B-wing got a few shots off, but was clearly behind the others in terms of effectiveness once again. I know that Keyan would solve all my problems but I want to increase my skill with the generics so I can eventually use multiple blues in a squad. I can fly most of the other ships quite well but these blasted B-wings....!!