B-Wing Jank

By chemnitz, in Star Wars: Armada

Here's an interesting combo, but it may be too janky to be worth your time: Keyan Farlander + a capital ship with Adar Tallon. Tallon's ship always takes the squadron command and uses it to activate Farlander to move (plus other fighters, if applicable). Tallon then toggles Farlander's activation slider, so that he can move a second time--giving you effectively a speed-4 B-Wing. On the turn that you engage an enemy ship, Tallon allows Farlander to move and attack twice in one turn--allowing you to chuck 4 black dice at the target (with rerolls if their shields are down).

Now, this is not a cheap combo--30 points. For the same cost, you could have 3 Y-Wings. Here is the comparison:

Farlander+Tallon | 3 Y-Wings

-----------------------------------------------

ideally 4 range | 3 range

ideally 4 black dice | 3 black dice

5 hull + two brace | 18 hull

1 squadron cmd | 3 squadron cmds

Also, you have to consider that the combo can be ruined if Tallon's ship is destroyed. So, what do you think? Is this a way to get around the terrible speed of the B-Wing (well, for exactly one squadron of B-Wings)? Is the combo worth it, or would 3 Y-Wings do the job just as well?

Edited by chemnitz

More squadrons need more command orders, also the commanding ship must be within range. Aside from that you need escorts for your bombers. That makes less but more expensive squadrons easier to use.

Also keyan has more damage potential vs ships 4 dice with rerolls instead of 3.

For what its worth that would put Keyan closer to speed 4.5 or something, maybe even closer to 5. The diameter of his base should be included in his distance traveled.

Unfortunately this doesn't help with him outdistancing tallon's ship...

But it does help stop him from being out distanced by a star destroyer

For what its worth that would put Keyan closer to speed 4.5 or something, maybe even closer to 5. The diameter of his base should be included in his distance traveled.

Unfortunately this doesn't help with him outdistancing tallon's ship...

In this type of games you allways measure start and ending point of movement from the same position on the base. you do not gain range by bigger bases

i dont see what Farlander does in this example apart from beeing a more expansive target for your Tallon effect, soi dont see any combo here. You basically just describe the Tallon card. Everything that effects a single target should idealy effect an expansive(if worth its points) single target. you could even argue that tallon would better accellerate someone who is fast as you gain more overall range from that. twice bad compared to twice good is still bad in this sense. also a point why this is not a combo that gains any synergy effect of more then just the sum of its parts.

Edited by madtulip

For what its worth that would put Keyan closer to speed 4.5 or something, maybe even closer to 5. The diameter of his base should be included in his distance traveled.

Unfortunately this doesn't help with him outdistancing tallon's ship...

In this type of games you allways measure start and ending point of movement from the same position on the base. you do not gain range by bigger bases

Fair enough. Upon further consideration that's just like how 40k works...

I was thinking of x-wing miniatures where when a ship boosts its total distance traveled is the sum of the templates + the length of the base.

Here's a variant on the same idea: two B-Wing squadrons (one can be Farlander if you like) and Adar Tallon. On turn 1, Tallon lets one B-Wing move twice, and the other one moves once. On turn 2, the second one moves twice with Tallon, and the first one moves once. Effectively, you are moving two B-Wings 6 movement in 2 turns. One disadvantage (compared to the original post) is that it is more difficult to maintain a formation (the B-Wings are only together on alternate turns). However, one advantage is that your B-Wings are less likely to outrun their escort ship. So, is it better to move one B-Wing for 4 per turn or two B-Wings for 3 per turn?

You are also using Squadron commands exclusively on one ship, you aren't necessarily going to be able to do that turn after turn. Engineering looks like it'll be a big requirement for mid-late game, plus rebels love Focus Firepower, as it works best on lower point cost ships.

I'm not sure how I feel about B-Wings yet... I'm really hesitant to use them due to their low speed, and I'm not 100% on whether having the extra blue attack die is really worthwhile to hit capital ships with yet.

On the other hand it isn't a terrible anti-fighter screen, which I feel is the weakness of the Y-Wing because of the 2 attack dice and the Y-Wings' Heavy keyword. Yeah, I'm wishy washy about the choice between the two... I will say that I think "Dutch" is pretty much always worth the choice over a standard B-Wing squad though.

On the other hand it isn't a terrible anti-fighter screen, which I feel is the weakness of the Y-Wing because of the 2 attack dice and the Y-Wings' Heavy keyword. Yeah, I'm wishy washy about the choice between the two... I will say that I think "Dutch" is pretty much always worth the choice over a standard B-Wing squad though.

The problem with B-Wings as a fighter screen is if fighters are allowed to "hop" over enemy squadrons, which is a plausable possiblity - only checking for engagement (range 1) at the beginning and end of a move. If so, then ships with a high movement (which most TIE's are) will be able to bypass the B-Wings with them unable to catch up to them.

Agreed... the B-Wing really is quite an oddball of a ship in this game. I'm happy they feel balanced for the most part, but I'm still not sure if I'm sold on them over Y-Wings.

I think B-Wings can work more like R22 suggested in thsi thread:

https://community.fantasyflightgames.com/index.php?/topic/136113-b-wing-bluff/

Just put them where your opponent is going, let them come to you and use them as a defense against all those Imperial ships that are dependent on range 1 with all their black dice.

Or make the slow approach against slow and less maneuverable Imperial ships. You should be able to estimate roughly where they will be. The meet up might be in the final two rounds, but most likely your target has lost most of it's shields by that tim an d one or two volleys from B-Wings really count.

Regarding the mirror match against Rebels: Because their Capital ships are faster they will be the ones closing the distance. And because they have fewer shileds and hull points overall B-Wings are a threat here as well.

However, at this moment I don't think I will field more than two B-Wing Squadrons at any time soon. But everything might change once we actually get to play the game and see how it all works out.

I think B-wings require a lot of support to be useful. However, I think people are underestimating their synergistic effects.

Adar Tallon + Yavaris + Farlander + B-wing = Possibility to throw 8 Black and 2 Blue Dice. Note 6 of those black dice can be re-roled if against a hull. Thats more firepower per turn than a 85 point VSD II yet only costs 49 points.

In fact with some help its possible for these B-wings to bring down 3 VSD IIs in 3 turns. Add in escorting fighters and capital ships and that is a ton of firepower.

Sure, but that requires the slowest Squadron in the game to be in range of an enemy ship before they activate, plus you need a Cap ship within Medium Range. And that is an expensive combo.

Not saying it wouldn't work, just that it requires a lot to pull it off. As compared to a Horde of X-Wings. They can annihilate the enemy fighters then use their Bomber to throw a respectable number of hits against enemy Caps. Combine that with any Cap with 2 Anti-Squadron Dice and you are golden.

Sure, but that requires the slowest Squadron in the game to be in range of an enemy ship before they activate, plus you need a Cap ship within Medium Range. And that is an expensive combo.

Not saying it wouldn't work, just that it requires a lot to pull it off. As compared to a Horde of X-Wings. They can annihilate the enemy fighters then use their Bomber to throw a respectable number of hits against enemy Caps. Combine that with any Cap with 2 Anti-Squadron Dice and you are golden.

I agree the combo will be tough to pull off, but X-Wings have their own limitations if you run them as described. They won't perform well against Imperial TIEs or Interceptors at equal cost, so running a horde of them will result in a lot of points being at risk if the enemy brought many fighters. Covering them with a capital ship should help, but they will still have to be handled very carefully!

Really the B-wings are only 1 slower than X-wings and 1 point more expensive. Also Imp ships are very slow and reb vs reb you’d just keep your B-wings near your own ships.

I think you would need X-wing escorts in the first place regardless to keep the B-wings safe, then when the fighters are clear they would all unload on enemy caps.

Remember though for 35 points you get Farlander + Yavaris + Tallon which in turn gives 6 Black Dice with rerolls vs hull, every turn. That’s less than half the cost of the equivalent 6 X-wings for their 6 blue dice and no rerolls.

For 100 points you could get:

5 X-wings 2 B-wings(one Farlander)

Or

7 X-wings

The B-wings mean 2 less anti-fighter dice but a lot more anti-cap firepower. If you do use the Yavaris + Tallon combo the X-wings would get 8 shots(32 dice) and B-wings add 6 for a total of 38 anti-fighter dice a turn.

Swapping two X-wings for the B-wings would only increase the total anti-fighter dice by 2(38 vs 40). I’m not sure a 2 dice anti-fighter increase is worth the loss of the anti-cap capabilities of B-wings.

Calling Yavaris an every turn thing is very misleading. At best you'll get it every other turn, as it requires your squads to be in position at the start of their movement. Even a VSD can move to outdistance a stock still squad at speed 2.

Well as you explained in another topic it is not all that misleading:

https://community.fantasyflightgames.com/index.php?/topic/133852-good-rebel-stuff/?hl=%2Badar+%2Btallon#entry1432192

Raymus. He essentially lets you boost all of your commands. (150% engineering, 1 extra squadron, whatever a concentrate fire token does).

His power scales with the ship he is on. That is a good card at 7 points.

Yarvis + Adar Tallon + Two Caps with the Squadron command = 3 attacks from a single fighter. Using a B wing, that is three 2 black dice attacks...


I'm a little confused about the Yarvis/Adar Tallon Combo. Lets Say I have Luke. He doesn't move so the Yarvis lets him attack twice. Then Adar resets his activation...wouldn't the Yavaris trigger again to give Luke a total of 4 attacks?

Adar's ability works on already activated ships. So the order would go:

1) Ship B (Not Yavaris) activates Luke, giving him first attack (and potentially movement)

2) Adar on Yavaris activates Luke, switching his slider to unactivated. Luke gets shot #2.

3) Luke's second attack from Yavaris kicks in because he didn't move. Shot #3

Alternately:

1)Yavaris activates Luke. He doesn't move and attacks.

2) second attack from Yavaris.

3) Adar on a different ship activates Luke. Luke then moves (cause he is so awesome he destroyed his last target), and fires his 3rd shot.

If you are correct then you can get Farlander(instead of Luke) to move then shoot 3 times.

As for Yavaris vs fighters, if they are engaged then it wouldn’t be hard “double tap” those engaged fighters every turn.

The question is the second B-wing's ability to taking advantage of Yavaris. You may be correct, I guess we would have to see. However, it gives the VSD in a problem. If you bring Yavaris and both B-wings in behind the VSD, does it run away and let said ships shoot at its weak spot, or does it try to take out the ship with Yavaris? If it turns to try to get a shot on Yavaris it risks both B-wings. If you don’t take out the Yavaris you risk the Tallon+Yavaris+Farlander combo that you explained which can move and shoot 3 times.

Well as you explained in another topic it is not all that misleading:

https://community.fantasyflightgames.com/index.php?/topic/133852-good-rebel-stuff/?hl=%2Badar+%2Btallon#entry1432192

Raymus. He essentially lets you boost all of your commands. (150% engineering, 1 extra squadron, whatever a concentrate fire token does).

His power scales with the ship he is on. That is a good card at 7 points.

Yarvis + Adar Tallon + Two Caps with the Squadron command = 3 attacks from a single fighter. Using a B wing, that is three 2 black dice attacks...

I'm a little confused about the Yarvis/Adar Tallon Combo. Lets Say I have Luke. He doesn't move so the Yarvis lets him attack twice. Then Adar resets his activation...wouldn't the Yavaris trigger again to give Luke a total of 4 attacks?

Adar's ability works on already activated ships. So the order would go:

1) Ship B (Not Yavaris) activates Luke, giving him first attack (and potentially movement)

2) Adar on Yavaris activates Luke, switching his slider to unactivated. Luke gets shot #2.

3) Luke's second attack from Yavaris kicks in because he didn't move. Shot #3

Alternately:

1)Yavaris activates Luke. He doesn't move and attacks.

2) second attack from Yavaris.

3) Adar on a different ship activates Luke. Luke then moves (cause he is so awesome he destroyed his last target), and fires his 3rd shot.

If you are correct then you can get Farlander(instead of Luke) to move then shoot 3 times.

As for Yavaris vs fighters, if they are engaged then it wouldn’t be hard “double tap” those engaged fighters every turn.

The question is the second B-wing's ability to taking advantage of Yavaris. You may be correct, I guess we would have to see. However, it gives the VSD in a problem. If you bring Yavaris and both B-wings in behind the VSD, does it run away and let said ships shoot at its weak spot, or does it try to take out the ship with Yavaris? If it turns to try to get a shot on Yavaris it risks both B-wings. If you don’t take out the Yavaris you risk the Tallon+Yavaris+Farlander combo that you explained which can move and shoot 3 times.

**** it, he used me vs me. I cannot compute... logic circuits failing....

....

I plead being tired for my trespass, please forgive me, me.