Suggestions for an EBE list

By PaulTiberius, in X-Wing Squad Lists

And now for something having nothing to do with Scum & Villainy...

Tonight's craving was for a pair of E-Wings, and I thought I would try to fit them around a stress-dealing Nera Dantels. I only recently came across the suggestion of putting Flechette Torpedoes and Munitions Failsafe on Nera, which sounded like a fun way to go, so I added a stressbot to the mix to keep with the theme.

This was my first pass at building an EBE list, and the first thing I noticed was that going with Nera made me run out of points fast.

[PS5] Nera Dantels (26)

Expose (4)

Fire-Control System (2)

Flechette Torpedoes (2)

Flechette Torpedoes (2)

Munitions Failsafe (1)

=(37)

[PS1] Knave Squadron Pilot (27)

R3-A2 (2)

Advanced Sensors (3)

=(32)

[PS1] Knave Squadron Pilot (27)

R7 Astromech (2)

Fire-Control System (2)

=(31)

TOTAL = 100

I playtested against a pet Imperial list I've been practicing with, based around a TIE Bomber and Firespray, which I've just been using to try to gain experience with the mechanics of bomb dropping.

First thing I realized was that Nera's stress munitions were wasted against this particular Imperial build (I only just learned in the last few days that "hull value" never changes, thus Flechette Torps deal no stress to either the TIE Bomber or Firespray, which each have a hull value of 6).

Next was that Expose seems like a great fit for a B-wing! I seem to have seen mostly negative sentiments for that card on this board, but I'm a believer now. Sitting in the flank blindspot of the Firespray, or taking that last shot before certain death, losing your single green die to get to throw 5 reds at Range 1 is an easy trade, especially when FCS gave you target lock the previous turn.

Finally, my Astromech and System Upgrade choices on the Knaves are all out of whack. R7 and FCS don't work effectively together on a PS1 ship, since their effects don't fall within the same combat round (unless you're jousting with a PS0 crit-wounded enemy). And AS doesn't get much use with Stressbot aboard.

So, I'm curious to play around some more with the EBE formula. Anyone have any builds they like with this trio of spaceframes?

I ran a loaded Nera and I prefer an advanced proton torp and proton torp on her with PtL. I ran Dutch in the squad to pass out target locks, but with her getting her own it works better. I'm not sold on the 2 ps1 e-wings if I'm honest. I had success with a blackmoon rolling r2-d2, hull upgrade and adv sensors though. Unfortunately I don't have any EBE experience as I only have 1 e-wing lol

my 2 cents.

I'm pretty much finding that if you go with a high PS unique pilot on the B-wing, the inherent expensiveness of the base E-Wing leaves little to beef up an EBE list.

I tried Nera, Etahn and a naked generic Knave.

Tried swapping in Keyan, with both 2 Knaves and Etahn+Knave.

But you're basically left with the points for 3 or 4 upgrade cards for the whole squad if you have two named pilots. I prefer to have more to work with in a 3 ship list so that I can pick a general strategy for synergizing the squad's actions.

I have not yet tried spinning the B-Wing slot back down to a cheap generic and going from there.

One thing I did find interesting is Advanced Proton Torpedoes on Keyan as a luxurious way to to drop 5 reds with a guaranteed 3 hit results.

Edited by PaulTiberius

Keyan Farlander

*Stay on Target

*Advanced Sensors

*B/e mod

**Intelligence Agent

[36]

Knave Squadron

*Fire Control System

*R7 Astromech

[31]

Knave Squadron

*Fire Control System

*R7 Astromech

[31]

Total: 98

word of advice: in order to fly this list effectively, don't draw attention to the fact that their names all start with K...

Edited by ficklegreendice

I'm messing around with this on Keyan:

Advanced Sensors

Push the Limit

Engine Upgrade

Autoblaster

Granted, I'm just gaming it out against myself (opposing force of the moment is Soontir, Jax, and a third Squint) but I'm finding it pretty reliable at putting Keyan at Range 1 of a target and stressing him to get solid Autoblaster results.

I don't really like Engine on Keyan (or auto-blaster in general) because Stay of Target fills that void for half the cost (and Stresses Keyan even if you don't use it for maneuverability, just set a silly or red maneuver and you're guaranteed to stress yourself)

and imo he needs advanced sensors

(since you're almost always stressing yourself and then de-stressing, you gain so much benefit from being able to take an action each turn and the utility only increases when you start barreling into enemies that would have otherwise shot you, or flinging yourself unexpectedly through obstructions

I've gone so far as to run Keyan with nothing but Advanced Sensors, and even then it makes a world of difference. If you ask me, it is the first card you should each for (even before you reach for Keyan :P)

Now Intelligence Agent is essential to facilitate Stay on Target, but it's also there to synergize with the Knaves specifically (as opposed to character Zs). They're pilot skill 1 ships with barrel-rolls and almost action-independent offense/defense, which can make them the most annoying things your opponent has faced in a long time (barrel-roll into guaranteed blocks or focus/target-lock if you're going to be bumped anyway, it'll infuriate them to no end :D)

I like that fickle. KK- oh, now I see what you mean :P I enjoyed running 3 generics of B's and an E. It was 2 daggers w/tactician, ion cannon (not the best combo, but double ioning and stressing something was fun). Just not enough hull imo. You've got a very slippery ship in the E-wing. I love it for it's action economy, dial and barrel roll, but it just doesn't make it's points back imo. Keep trying things though, there has to be something here.

It's the best I can personally come up with to take a ship with an overpriced base value (relative to the x-wing) but access to a very unique combination of upgrades

Intelligence Agent has been my way of making many low PS pilots viable (Phantoms too, and some crazy veteran at my area has managed to make HLC fringers an unholy terror with int agent crews) in the over-saturated and "thank god it's over" Wave 5 meta, and I still see it being incredibly useful going foward into Wave 6, where maneuvers matter again :D

The only problem with "squad unfortunate initials" is that Keyan is very obviously the primary target. You're going to have to abuse the knaves and the fact that the opponent probably won't want to target PS 1, 3 agility ships with focus and possible R7 astromechs to put them in the most painful places possible long enough for Keyan to get into the hairball (where he's generally a lot safer, because he can crash into enemy ships with very little cost and not get shot by them ^_^ )