So my local meta is mostly fat ships and B-wings. I've learned to deal with the fat ships but the 3-4 b-wing lists(especially panic attack) are giving me fits. Any tips/ships you find work well? Don't really have the mind yet to run a tie swarm, though I'm practicing.
B-wing
Personally I find TIE Defenders quite useful against B-wings. Those Bs turn like a combine harvester and the white K-turn on the Defender can allow you to get several rounds of shots at a B without return fire (if they are in formation).
Whatever you run, focus fire on a single ship at a time. Kill them 1 by 1 so each round there are less red dice coming at you.
Throw lots of red dice at them. Most likely they are using their actions for their attacks or maneuvers, so they have a 3/8 chance of rolling 1 evade per attack.
Find ways of putting stress on them. Any B-Wings except Ibtisam and Keyan Farlander do not like stress. Even those two have limited maneuvers when stressed, so you'll have an easier time predicting their maneuvers.
Ion weapons. You're likely going to get at least 1 damage through, so control where they move and just follow them with damage and ions until they die.
ties swarm should readily take care of both
just beware the green dice
also, B-wings ******* detest ion (small ship base with big ship agility = bad times for bs)
HLCs tear B-Wings up. Defenders, Firesprays and Lambdas will do work on them. Also, arc dodging can be quite effective against B's being that their 1 hard turns are red. Just watch out for their 2k, that'll really ruin your day if they 2k into range 1 of you...
Edited by SpikeSpiegelmultiple small ships, z-95, tie fighter, tie bombers with cluster missiles work quite well against b-wings.
HLCs tear B-Wings up.
I understand that it might seem that way after you strip half of a B's health with a single attack. However, cheap ships with low attack value (tie's/Z's) are much more efficient in killing low defense targets.
When attacking an unfocused B, a 40/37pt HLC firespray/defender will score about 2.625 damage on average at any range if they have focus on attack. 3 AP's with focus do 3.375 damage at R2 and a whopping 5.625 damage at R1. They do lag behind a bit at R3 but not much (2.25 dmg) and this can be compensated fairly easy by smart play vs the slow B's.
Edit;
Furthermore, it only takes one B to stress a firespray/defender, but it takes 3 to do the same to 3 Tie Fighters.
Edited by JoostuhBs with advanced sensors maneuver quite well... and actually they have a pretty decent dial.. yeah force the "Bs" to divide up their fire. attack from all sides and focus on ONE at a time as was mentioned. with many small ships.. "B"s work best when they can concentrate fire so don't let them if you can...
When Scum arrives next week, 4 of the PS4 Y-wings with BTL-A4 and an ion cannon turret (Rebel or Scum) should give B-wings fits.
If you are willing to risk shooting second 4 PS2 Scum Y's with Agromech and Ion Cannon Turret will push more damage through.
I thought the phantom was tailor made for killing groups of generics? Echo would be good here, as you can free up the EPT slot for something better than veteran instincts. Predator, sensor jammer, flight instructor, and ACD would make short work of all the lists discussed above.
One of the most effective ways I have found to shut down any b wing is to run a big ship into them. They like to stay in formation so it's not to hard to run into a couple of them( I'm not realy including the 2400 in this). ATM most b wings aren't running advanced sensors with makes it even easier. Once in base contact they can't k turn and then you can have Liberty with the rest of your fleet to put the hurt on them.
I find a lambda (especially with mara jade ) the ideal scrafical lamb, people I have played either don't see it coming cos they are setting up to get that range 2 shot or if they do it's usually to late. I try to set up and fly so they have to come through the roids too and plan my ATTACK run accordingly.
To maximise the effectiveness of the tactian b set up in a line or In a box this makes it easy to run into 2 of them and then the back 2 either run into there front guys or if in a line the other 2 over shoot. You also have the option to go for a initiative bid or put enhanced scopes on and go first. I prefer an initiative bid as these type of list are using every point and just 1 point wins the bid and that means you can put FCS on and in this set up it gold as the back b wings get stuck can't kill you off in 1 or even 2 rounds (most of the time ) and you get to lay that ba age down as you just stay there.
This ship in this set up is only 26 points and it leaves your othe 74 points free to flank them, it also works well against any swarmy/formation list for at least a round or 2 because of that lovely stress causing mara. But you can get the same sort of effect with a decimator and if you have isard and ei and expose you can realy go to town on one of the other bs. You could add dauntless but just be careful about stressing yourself.
And now to the big cheese, always remember the rule of 11 and so forth, basicly try to move with counting how far thy have moved, how far they are going to move at minimum to get there tactian to work and how far you have moved and how far you will need to move to ram them. Ie if they are just out of range 3 and are facing them with a big ship you move 3/4 straight at them.
This is for imperials and it has worked every time for me. There is other ways to deal with as well but I think this has been a long enough post. It's not a hard and fast rule but I hopes it helps
stress them. B-wings hate stress. It's very hard to shed it. I don't recommend the HLC slugfest approach, as B-wings are built for that. high mobility ships really make it hard on Bwings. I Like B-wings, but I think an all B-wing list is quite vulnerable. Advanced sensors do make a big difference though. I think a flechette cannon will ruin their day.
Don't joust them, ever.
I thought the phantom was tailor made for killing groups of generics? Echo would be good here, as you can free up the EPT slot for something better than veteran instincts. Predator, sensor jammer, flight instructor, and ACD would make short work of all the lists discussed above.
Echo is great against B-Wings. I'd actually prefer VI though, now that Keyan (PS7 is in the mix). You definitely don't want to get caught with your cloak down against that freaking guy.
The strength on the 4 B-wing list is it's ability to stay closely formed, but still have most firing angles covered. It is one of the most difficult lists there is for my Int's to defeat, even more so than turrets.
The best approach, as mentioned is to make them split fire whilst you pick on one B at a time.
The strength on the 4 B-wing list is it's ability to stay closely formed, but still have most firing angles covered. It is one of the most difficult lists there is for my Int's to defeat, even more so than turrets.
The best approach, as mentioned is to make them split fire whilst you pick on one B at a time.
Personally I find TIE Defenders quite useful against B-wings. Those Bs turn like a combine harvester and the white K-turn on the Defender can allow you to get several rounds of shots at a B without return fire (if they are in formation).
And here is my frustration with Defenders... I CAN'T RUN 4 OF THEM!
Having 3 Defenders verse 4 Bs or 3 and Biggs is rough...
The main problem with Ints vs B's is having to survive return fire. 3 Ints, if lucky will kill one B before they fire back, leaving you facing 9-12 shots probably 12 - 16 in all honesty.
If I have split my force, but they can all still target one B, my opponent must either concentrate all fire on one Int, leaving the others well placed to be out of arc completely next turn or turn his B's and fire at 2 or 3 of my Int's. If he chooses the second option all my Int's are likely to survive for another round and get to that close in fighting they do best. Moving to target yet another B with all three ships.
B's are built for the war of attrition and my Ints most certainly are not, even boosted to 5HP's each.
Compared to 4B's a turret is easy for my Ints to take (still not simple, but a much better chance of success)
3 defenders vs 4 Daggers is a bad match up for the Defenders. You will move first and be very predictable in where you will be. Defenders are a jousting ship.
The B's will shoot first and 12 - 16 shots will almost certainly toast 1 Defender. Then you have 2 left, which are almost certainly not going to kill a B.
If the B player knows his ship, then you will not have the option of a White K the following turn which either means a bump or R1 joust, which again is bad for the Defender.
The main problem with Ints vs B's is having to survive return fire. 3 Ints, if lucky will kill one B before they fire back, leaving you facing 9-12 shots probably 12 - 16 in all honesty.
If I have split my force, but they can all still target one B, my opponent must either concentrate all fire on one Int, leaving the others well placed to be out of arc completely next turn or turn his B's and fire at 2 or 3 of my Int's. If he chooses the second option all my Int's are likely to survive for another round and get to that close in fighting they do best. Moving to target yet another B with all three ships.
B's are built for the war of attrition and my Ints most certainly are not, even boosted to 5HP's each.
Compared to 4B's a turret is easy for my Ints to take (still not simple, but a much better chance of success)
I've flown 3 souped up shuttles against B's and toasted them. I am a dedicated Int player though, so learning to beat all-comers is a must.
I am currently not using PtL, I find with all the stress causing in my area, it is death for my Ints. I am using Predator to up damage output and save my focus token for defense when needed.
Hull and Shield upgrades are also on all 3 of my Ints and I am using Carnor Jax as his ability is money against B's for reducing their damage output.
Now so far, I've lost to the B's more than I've won, but I am approaching that point where my tactics and understanding of the weaknesses of a B's will start and tip that balance in my favor.
Any Defenders looking to stand a chance need to be packing Ions
Ion is nearly guaranteed on the B, and the white 4k basically means that whoever who peg is not shooting at you next turn
You're going to want one ship dedicated to doing damage, though, or **** will never end
Compared to 4B's a turret is easy for my Ints to take (still not simple, but a much better chance of success)
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does not compute
you can dodge B-wings
You can't dodge them all on the first pass and a smart B-wing player will go after 1 ship, ignoring the other 2. With Int's, the first pass is everything.
With a turret, I can bring 9 dice at R2 or 3 to bare vs there 3 in return (YT-2400 excluded where you dive into R1). That won't kill a single Int and I can probably avoid the support ships well enough.
Even fat Falcons do not like 9 Predator'd red dice incoming.
You wouldn't joust B-wings head-on. Zoom the Defenders straight past them and then pull constant K-turns while they attempt to slowly turn about to get a shot off. At the very least you'll force the enemy player to split up his Bs.
Obsidian TIEs love anything PS1 and PS2.