Thoughts on B-wings?

By Phenolphthalein, in Star Wars: Armada

I kinda like the look of the Y-wing at the moment. OK it isn't going to be able to go against TIE fighters (or Interceptors, or Advanced) but it's a straight up bomber so it shouldn't have to. The Y-wing needs those X-wings or A-wings for interceptions if there are enemy starfighters about. The B-wing, for me, is much more of a multirole heavy fighter. It can hold it's own against TIE fighters and be a real threat to enemy ships but this comes at the expense of mobility.

I can see myself experimenting with all of the Rebel snubfighters at some point or other but I'm leaning towards X-wings and Y-wings at the moment. I have a real soft spot for the A-wing as well so I'm going to try to get a few of them in my list as well.

B wings will be awesome for certain missions, like that space station one!

I'm going to be taking TIE interceptors/bombers and laughing as I outmaneuver the B-Wings all day. Can't engage what you can't catch!

You think the B-Wings care that you aren't engaging them? This whole topic is about avoiding that. So please, avoid them so they can wreck your Star Destroyer. No but really you're going to want to have your interceptors engage those B-Wings pretty quickly

If your max speed is two, I think that might make you less maneuverable than a star destroyer, or close to it.

2 bwing suadrons can spit 10 dice at ships per turn, 6 of those with rerolls if you have Keyan. If you handle it correctly you nuke a victory in an instant.

10 dice?

Man what?

2 bwing suadrons can spit 10 dice at ships per turn, 6 of those with rerolls if you have Keyan. If you handle it correctly you nuke a victory in an instant.

10 dice?

Man what?

maybe he confused them with Nebulon Bs :P

2 bwing suadrons can spit 10 dice at ships per turn, 6 of those with rerolls if you have Keyan. If you handle it correctly you nuke a victory in an instant.

10 dice?

Man what?

maybe he confused them with Nebulon Bs :P

Or blinded them with science?

I have proxied B-wings in a couple of games now, and while they do hit very hard its quite tricky to keep them on target long enough to make their presence really felt. If you can get them to a ship moving at speed one they have a fair chance of sticking to it, but if it accelerates they get left behind even with squadron commands.



In the two games involving them they have always ended up bogged by TIE’s to some degree. In one game the rebel fighters dice went cold in the second volley and this held the B’s there long enough that they never got to a capital ship, in the other they were stuck for a single turn, but this was long enough that the main rebel force had to disengage, and so they couldn’t combine with the firepower of the main fleet to actually inflict meaningful damage….they did impressive damage on their own (very impressive), but it didn’t score any points.



Another issue is that if the B’s want squadron commands the ship handing them out has to slow down…….and assault frigate cruising along at speed 3 will leave them out of squadron range in a couple of turns. Not a deal breaker by any means, but its another element that needs planning for.



Having said this, once people get the hang of them they should be a potent tool, and if an opponent doesn’t respect them they will seriously punish them for it.



Now to speculation – they might be great for forcing people into certain missions. I know I would be extremely hesitant about ever picking hyperspace assault or fleet ambush against a rebel fleet including these things. Even if I was the one doing the ambushing, an assault frigate + B-wings starting close to me doesn’t sound like I have gained too much of an advantage! Now imagine a rebel list with a paragon + enhanced armament assault frigate, some B’s, 1+ CR90 and running the objectives advanced gunnery, hyperspace assault, intel sweep (the one where you run around collecting tokens with a certain ship). What does a victory based list pick against that?


2 bwing suadrons can spit 10 dice at ships per turn, 6 of those with rerolls if you have Keyan. If you handle it correctly you nuke a victory in an instant.

10 dice?

Man what?

2 bwing suadrons can spit 10 dice at ships per turn, 6 of those with rerolls if you have Keyan. If you handle it correctly you nuke a victory in an instant.

10 dice?

Man what?

maybe he confused them with Nebulon Bs :P

2 bwing suadrons can spit 10 dice at ships per turn, 6 of those with rerolls if you have Keyan. If you handle it correctly you nuke a victory in an instant.

10 dice?

Man what?

maybe he confused them with Nebulon Bs :P

Or blinded them with science?

I laugh at your ignorance!

The answear is:

Yavaris and Adar Tallon (on another ship)!

I'm going to be taking TIE interceptors/bombers and laughing as I outmaneuver the B-Wings all day. Can't engage what you can't catch!

Granted, my actual play experience is extremely limited, but I find that most of the time I actually build a list the Imperials have few (especially if you count by points rather than squadrons) fighters because that VSD can get really really expensive, Imperial players just seem to invest more of their points into their ships and less into their squadrons.

I think the B-Wings are going to be the squadrons that require the most skill to use successfully. With a 2 speed and 6 rounds of play, it moves less than 2.5 feet during the length of the game (basically it can't make the other side of the board). You really need to map out their movements over the length of the entire game in advance and that plan needs to be flexible enough to account for enemy ship movements, which it reacts poorly to (due to slow speed).

I am starting to think Bs are mostly for setting up zones of control that the enemy wants to keep capital ships out of.

I laugh at your ignorance!

The answear is:

Yavaris and Adar Tallon (on another ship)!

That does give you 10. However, you can't move them at all. It will be kind of hard to pull that off if your opponent is savy and sees it coming.

I'm going to be taking TIE interceptors/bombers and laughing as I outmaneuver the B-Wings all day. Can't engage what you can't catch!

Granted, my actual play experience is extremely limited, but I find that most of the time I actually build a list the Imperials have few (especially if you count by points rather than squadrons) fighters because that VSD can get really really expensive, Imperial players just seem to invest more of their points into their ships and less into their squadrons.

Same experience here, but that should change once wave 1 arrives. At the moment there is simply no need for imperials to aim for air superiority, as your fighters are purely anti-squadron oriented and dont help too much with enemy capitals. Hence, you only bring enough TIEs to tie (pun intended) up the rebell fighters, and arm up your VSD to the max to gun down that persky little rebellion capital-wannabes.. This should change a bit once the AF arrives, which while not fully en par with the VSD can pack more punch and sustain more damage than a Nebulon can. With the additional fighters, there will also be more tools to bring to use for imperial commanders, so I for myself am planning to try a fighter-heavy 300 pts list with maxed out fighter allowance, at least for a couple of games.

I have proxied B-wings in a couple of games now, and while they do hit very hard its quite tricky to keep them on target long enough to make their presence really felt. If you can get them to a ship moving at speed one they have a fair chance of sticking to it, but if it accelerates they get left behind even with squadron commands.

This is why it's a really good idea to get your bombers in front of their target. Squadrons don't care about the 6 dice a Victory can shoot out its front hull zone. And when/if they end up overlapping you at the end of their next maneuver, you get to choose where to put your squadrons adjacent to it (hint: in the front again). Something as big and slow as a Victory will have more trouble than other ships at avoiding overlapping your squadrons. If you can get this to work, B-Wings, Y-Wings, and Luke can all really punish a Victory.

I agree with Leve

the mechanics involving overlapping squadrons sticking to a ship like a swarm of honyied wasps should give Bs license to be used as an area denial mine-field. If a ship passes through them, it's going to go through hell.


I laugh at your ignorance!

The answear is:

Yavaris and Adar Tallon (on another ship)!

That does give you 10. However, you can't move them at all. It will be kind of hard to pull that off if your opponent is savy and sees it coming.

aye, the chances of that ever triggering are slimmer than the Nebulon's model :P

The Yavaris by itself is plenty due to how cheap it is for the sheer threat it provides, imo, no need to throw another 10 points on such a long shot

Edited by ficklegreendice

2 bwing suadrons can spit 10 dice at ships per turn, 6 of those with rerolls if you have Keyan. If you handle it correctly you nuke a victory in an instant.

10 dice?

Man what?

2 bwing suadrons can spit 10 dice at ships per turn, 6 of those with rerolls if you have Keyan. If you handle it correctly you nuke a victory in an instant.

10 dice?

Man what?

maybe he confused them with Nebulon Bs :P

2 bwing suadrons can spit 10 dice at ships per turn, 6 of those with rerolls if you have Keyan. If you handle it correctly you nuke a victory in an instant.

10 dice?

Man what?

maybe he confused them with Nebulon Bs :P

Or blinded them with science?

I laugh at your ignorance!

The answear is:

Yavaris and Adar Tallon (on another ship)!

Ahem. (clears throat) Laugh it up fuzzball!

I agree with Leve

the mechanics involving overlapping squadrons sticking to a ship like a swarm of honyied wasps should give Bs license to be used as an area denial mine-field. If a ship passes through them, it's going to go through hell.

....

you can't move them at all. It will be kind of hard to pull that off if your opponent is savy and sees it coming.

aye, the chances of that ever triggering are slimmer than the Nebulon's model :P

The Yavaris by itself is plenty due to how cheap it is for the sheer threat it provides, imo, no need to throw another 10 points on such a long shot

The overlapping mechanic you described doesn't require movement.

So you just explained how triggering Yavaris+Tallon may not be so hard after all ;)

2 turns of B-wings and the Yavaris combo results in 20 attack dice from just the Bs. What odds do VSDs have against that?

Edited by Deltab

The overlapping mechanic you described doesn't require movement.

So you just explained how triggering Yavaris+Tallon may not be so hard after all ;)

2 turns of B-wings and the Yavaris combo results in 20 attack dice from just the Bs. What odds do VSDs have against that?

no it is hard (or should be, anyway)

you're relying on your opponent flying through a mine-field of anti-capital ship dice

Now I'm not above paying 5 points for the threat of Yavaris. It's very unlikely that you will get to trigger it, but it is very possible to keep a few Bs in the vicinity of the area where you absolutely do not want your opponent's capital ships to go.

Stacking that with Tallon is getting a bit too pricey for me until we get to the significantly faster ships (Xs and Ys) which you can send out to cling to the enemy and then later fire off Yavaris. The loss in dice is imo a more than acceptable sacrifice for vastly improved reliability.

With the B-wings, it seems too optimistic. With other bombers, it should be fine.

Edited by ficklegreendice