Playtest observations:
*snip*
I appreciate the insight from proxy play. Do you mind sharing what your build was, your opponent, and what the objectives you played?
Playtest observations:
*snip*
I appreciate the insight from proxy play. Do you mind sharing what your build was, your opponent, and what the objectives you played?
Your opponent places any squadrons overlapped by your ships, regardless of friendly or enemy squadrons.
While your opponent does get to do that, the Corvettes so small that no matter where your opponent places them on the model during the squadron phase you can get back in front of the corvette.
Sorry, but that is not the case. let me get out my spread sheet....
Obviously the B-wing with speed two would start in front of the corvette.
A corvette moving 2 would overlap the B-wing and your opponent would place it as far base as possible in the rear of the Corvette. The B-wing would move forward and only have a gap of 25 mm in front of the corvette.
on the next round the Corvette would pass the B-wing and now have a 9mm gap of space in front of the B-wing. The B-wing would move and over take the Corvette and only have a 13mm gap in front of the Corvette.
Next round the corvette overtakes the B-wing again, leaving a 21mm gap in front of the B-wing. making it impossible for the B-wing to get in front of the speed 2 corvette.. all for a paltry 16 inches of movement that is barely a third of the way into the battlefield.
So again, the B-wings need a Squadron command ship, to push them along and it would have to go speed 1, unless it was a small ship and would only herd them for 2 turns at speed 2
Edited by kinnisonWhile your opponent does get to do that, the Corvettes so small that no matter where your opponent places them on the model during the squadron phase you can get back in front of the corvette.Your opponent places any squadrons overlapped by your ships, regardless of friendly or enemy squadrons.
Sorry, but that is not the case. let me get out my spread sheet....
Obviously the B-wing with speed two would start in front of the corvette.
A corvette moving 2 would overlap the B-wing and your opponent would place it as far base as possible in the rear of the Corvette. The B-wing would move forward and only have a gap of 25 mm in front of the corvette.
on the next round the Corvette would pass the B-wing and now have a 9mm gap of space in front of the B-wing. The B-wing would move and over take the Corvette and only have a 13mm gap in front of the Corvette.
Next round the corvette overtakes the B-wing again, leaving a 21mm gap in front of the B-wing. making it impossible for the B-wing to get in front of the speed 2 corvette.. all for a paltry 16 inches of movement that is barely a third of the way into the battlefield.
So again, the B-wings need a Squadron command ship, to push them along.
Just to point out something, the b wings can start a foot from your board edge, so three rounds on fairly silly movement and they're already on the other half of the board. Not disagreeing that they don't need squadron ships, but they aren't so slow they can't ever work.
My Take on making them work is deploying an assault frigate at range 3, the b wings at range 5. Use iblis to get your tokens, so you can activate up to 5 with expanded hangers. Turn 1 move them up some, turn two use the squadron command to move all of them into their positions to get run over by star destroyers. Perfect scenario stuff but I do think they have uses for threatening a squadron command to move them and bomb a capital ship.
I think that they are more of a mental tool than a real firepower piece, to dissuade the enemy into certain range bands.
Headache62,
At first we questioned how much use they would be by their speed alone. The initial builds were core sets + 4 B-wings and some spoiled expansion cards at first. Nothing to stellar from these results. Without the banked squadron token the Nebulon-B was not the greatest at moving them forward.
We then included additional wave I ships in the form of the Assault Frigate MkII B. That was the difference maker. Proxy everywhere lol.
The Imperial fleet was: 2 Victory-Is, expanded hangers, Tarkin and 9 Ties with Howlrunner. This fleet remained consistent over 5 games.
The Rebel Fleet: 1 Assault Frigate MkIIB, Expanded Hangers, and Raymus Antilles. Nebulon-B Escort, Yavaris, Garm Bel Iblis (Flagship), CR-90B, 4 B-wings, 3 X-wings.
The Imperial Player elected to be the first player 3 of 5 games.
Objectives were 2 Intel Sweeps, Fleet Ambush, Hyperspace Assault, Opening Salvo
Given the price point and raw firepower of a B vs a Y or X, I think they are potentially a good buy. UB+bomber is an awful lot of potential, given that the blue's accuracy is actually useful for getting the black die's damage though. The low speed is an important issue, but I think that they should still be able to engage heavy targets reliably. If nothing else, they will make for strong area denial for opposing ships. The trick will be to get them on target without getting tied up with opposing fighters.
I think that we will see X+Y and A+B being major fighter combinations. Y's are basically sitting ducks and can be engaged at will by opposing fighters, so need X wing escorts. They also cannot perform defense duty due to being heavy. Bs, on the other hand, can perform defensively and aren't terrible in a dogfight, so don't require an escort. Their issue is that losing turns to being engaged is nearly as bad as being destroyed, and having a X escort doesn't really help here. A's are are the answer, since they can engage and screen much better than X's. However, A's don't have the X's damage output, so it may be necessary for the Bs to dive in and throw their better damage around. Not ideal, but an option.
I would also agree that the A-wing is a better pair in 300 pt builds as it also works out in the math. 4 A-wings, 4 B-wings 100pts.
If engaged, Ties (interceptors, advanced and fighters) can ignore the A's. They can't ignore the Xwings.
If you engage with the Ties soon, you get repelled by squadron orders which you can hand, or you will be outside of your AA fire, while you will eat the AA in return.
Xwings are better escorts if you plan to deliver Bwings, they stop ties from shooting at your B-wings, while they have bigger hull pool, and you don't need to throw them at your opponent to do their work to protect the B's. Also, you can still be in range for a Gallant, a Yavaris making your Xwings utterly destroy ties or your very own AA to rely to deal with whoever tries to intercept your B's.
That's kind of how i use Luke, behind the escort frigates, while the Xwings are always in range of both Nebulon escorts, so if fighters try to stop them, they will eat fire from both Escorts, and Luke is still safe.
Edited by DreadStarReducing the B-wings to 3 making one Kyan Farlander allows 4 A-wings to upgraded to X-wings. Depends more on your take of the fighter combat then anything. Imperial builds will most certainly include Interceptors.
In theory stuff is pretty fun. Currently testing Gunboats.
Dread Star: The Imperial player doesn't need to destroy B-wings: she needs to engage them forcing them to spend turns fighting TIEs instead of ships. Escort ability doesn't help if both your fighter-bombers are engaged by enemy fighters. A-wings are faster and can engage TIE swarms in preemptive strike. At least that's the theory.
Reducing the B-wings to 3 making one Kyan Farlander allows 4 A-wings to upgraded to X-wings. Depends more on your take of the fighter combat then anything. Imperial builds will most certainly include Interceptors.
In theory stuff is pretty fun. Currently testing Gunboats.
You aint just whistlin' Dixie.
Interceptors are pretty much a must have for the plans I'm making. 5 movement, 4 fighter dice, swarm and counter. Yub yub!
I am using them to give some teeth to my basic tie attacks. I used 2 Interceptors, 3 Ties, Mauler Mithel, and 4 bomber groups. They also make a good reserve when the Rebel player breaks up his fighters into smaller groups.
I am using them to give some teeth to my basic tie attacks. I used 2 Interceptors, 3 Ties, Mauler Mithel, and 4 bomber groups. They also make a good reserve when the Rebel player breaks up his fighters into smaller groups.
Not just that, but they extend the life of your basic ties, and thus their potential hitting power. They hit too hard to ignore, but hit back for being hit. So your opponent has to deal with having to deal with them, all the while your standard ties keep doing what they do while he tries to grind out the interceptors. Or he doesn't and the interceptors extract a bloody toll.
Granted, that logic only truly comes into its own if you field enough of them to force the hard choice.
Their problem is that if you attack an squadron an plan to have advantadge of the swarm rule, your opponent can lead you into Anti Squadron firing arcs, where the 3 hull can suffer a lot.
Edit - Same for A-wings, except they have 4 hull points, but their firepower is quite lacking.
Edited by DreadStarReducing the B-wings to 3 making one Kyan Farlander allows 4 A-wings to upgraded to X-wings. Depends more on your take of the fighter combat then anything. Imperial builds will most certainly include Interceptors.
In theory stuff is pretty fun. Currently testing Gunboats.
You aint just whistlin' Dixie.
Interceptors are pretty much a must have for the plans I'm making. 5 movement, 4 fighter dice, swarm and counter. Yub yub!
The B-Wing is not going to be an early game piece for sure and will be following the capitals more becuase of their speed but if the enemy Squadrons can be eliminated they will be a great end game piece. I am thinking of it like a Rook, your more mobile squadrons can hit the enemy quick but they most likely will not finish the job, that's when the B-Wing can step in to deliver that final blow.
As for pairing the A/B Wing combo might be a good match. The A-Wing can be held back to protect the B's or fly out to engage the enemy early. And if they get freed up and the B's get swarmed they have the speed to get back in a position to help the B's. That is of course everything isn't spread out too far.
I think the missions with point objectives and the Hyperspace mission is where the B's will shine.
All theory right now of course but I can't wait till I have them to tryout my ideas.
I am thinking of it like a Rook, your more mobile squadrons can hit the enemy quick but they most likely will not finish the job, that's when the B-Wing can step in to deliver that final blow.
The Interceptors are fantastic anti-squadron ships for sure, but I think their 3 hull and no Bomber rule balances them out just fine. They will be one the most popular squadrons but they won't be breaking any metas.
Reducing the B-wings to 3 making one Kyan Farlander allows 4 A-wings to upgraded to X-wings. Depends more on your take of the fighter combat then anything. Imperial builds will most certainly include Interceptors.
In theory stuff is pretty fun. Currently testing Gunboats.
You aint just whistlin' Dixie.
Interceptors are pretty much a must have for the plans I'm making. 5 movement, 4 fighter dice, swarm and counter. Yub yub!
The B-Wing is not going to be an early game piece for sure and will be following the capitals more becuase of their speed but if the enemy Squadrons can be eliminated they will be a great end game piece. I am thinking of it like a Rook, your more mobile squadrons can hit the enemy quick but they most likely will not finish the job, that's when the B-Wing can step in to deliver that final blow.
As for pairing the A/B Wing combo might be a good match. The A-Wing can be held back to protect the B's or fly out to engage the enemy early. And if they get freed up and the B's get swarmed they have the speed to get back in a position to help the B's. That is of course everything isn't spread out too far.
I think the missions with point objectives and the Hyperspace mission is where the B's will shine.
All theory right now of course but I can't wait till I have them to tryout my ideas.
Yeah, their utility as the second in a one/two punch or as strong-point vessels will probably show in time.
And let's all remember that b-wings were invented to have a fighter sized vessel that was a credible threat to cap ships.
Edited by DeathseedNice comparision!Rook Squadron - standing by!I am thinking of it like a Rook, your more mobile squadrons can hit the enemy quick but they most likely will not finish the job, that's when the B-Wing can step in to deliver that final blow.
Mass of fighters- 3 Bwings, 1 Xwing, 4 Awing. The Bs and X advance with fleet, As lead.
Split groups: 2 Bs, 1 X advance... 1 X, 2 Ys flank... 2 As for lead or a QRF.
Couple of different ideas.
Well it looks like you just helped me name my B-Squadron.
Nice comparision!Rook Squadron - standing by!I am thinking of it like a Rook, your more mobile squadrons can hit the enemy quick but they most likely will not finish the job, that's when the B-Wing can step in to deliver that final blow.
OK, that's all the spots for Knight, Rook, and King squadrons filled. A couple spots open in Bishop and Queen squadrons. What we could really use is more guys for Pawn squadron... anybody? ![]()
X-Wings have escort, but A-Wings have Counter 2 (and Tie/Ints).
If the intention is to fly fighter squadrons out to engage and hold down opposing squadrons to keep a clear flight path, I would say A-Wings are a better choice. Specifically, a 25% better choice. Add counter attack of two die to their attack of 3 die - gives them one more blue than a single X-Wing. That A-Wing can counter every attack on it as well. A single A-Wing will probably roll triple, quadruple the blue die that an X-Wing will in a game. The A-Wing might have less hull, but it can still roll two blue die from the grave. And, the one less hull, will statistically only be important on less than half of the squadron killing attack pool rolls if I am thinking it correctly (not going to try the statistics of Swarm). If the A-Wings survive the dogfights, their black die (but without bomber) roll against ships alongside B-Wings (or Y-Wings). A-Wings are cheaper too. I would use A-Wings to screen ahead of X-Wings as well. Whatever movements you have planned for a B-Wing, as slow as it is, will by stymied by any opposing TIE/Ints. The A-Wing is your quick reaction squadron.
Edited by wjgoWell it looks like you just helped me name my B-Squadron.Nice comparision!Rook Squadron - standing by!I am thinking of it like a Rook, your more mobile squadrons can hit the enemy quick but they most likely will not finish the job, that's when the B-Wing can step in to deliver that final blow.
OK, that's all the spots for Knight, Rook, and King squadrons filled. A couple spots open in Bishop and Queen squadrons. What we could really use is more guys for Pawn squadron... anybody?
I have managed to play a couple of games with B-wings over the long weekend, and while they haven’t been great yet I think they will be once we have worked out how to manage them on the table.
So far I have been trying to get 'long range' attacks from pairs of them using squadron commands from from Neb-B escorts. While this feels like the holy grail of making them work (so much wonderful damage), its really hard to pull it off if the enemy is set on stopping (as an aside, I think these might be a great 'noob stomper' unit). What I want to try next is using squadron tokens on them, their attacks will probably still be bogged down, but anything that keeps them moving will help. Escorting x-wings have done well preventing the TIE's leaping in and killing them, while also providing a good punch on the TIE's before the B's try for a shoot + move squadron command.
Well it looks like you just helped me name my B-Squadron.
Nice comparision!Rook Squadron - standing by!I am thinking of it like a Rook, your more mobile squadrons can hit the enemy quick but they most likely will not finish the job, that's when the B-Wing can step in to deliver that final blow.
OK, that's all the spots for Knight, Rook, and King squadrons filled. A couple spots open in Bishop and Queen squadrons. What we could really use is more guys for Pawn squadron... anybody?
I'll volunteer for Pawn squadron. Shouldn't take me long to get promoted to Queen squadron once I punch through their starfighter screen. ![]()