Except that the Neb B can outrun B-Wings, so you'd have to intentionally slow down the frigate. That being said, it's a good strategy ... a ship going up against your frigate would only be able to target the ship OR the squadrons, but not both.
B-Wing vs Y-Wing
Except that the Neb B can outrun B-Wings, so you'd have to intentionally slow down the frigate. That being said, it's a good strategy ... a ship going up against your frigate would only be able to target the ship OR the squadrons, but not both.
Of course that is theorycraft. But just because fighters will be relying on your squadron actions doesn't mean they have to hold hands all game.
Honestly, this is the only use I can think of for the Neb B, after wave 1 comes out : bomber escort. I mean. It is absolutely insane to expose your side arcs with a neb b since you do not have a redirect token, three hits or more are going straight to the hull.
So the only thing I can think of is to drive straight toward your enemy. Bust as we all know you don't throw enough dice as short range with the neb.
Solution : bombers.
Then add in that you re throwing two anti fighter dice, and you have a very expensive "escort" ship.
That is why you fly a Gladiator Straight in and keep the speed up. You run fighters in to tie up the B-s and then unload on the Neb. Just keep flying past so that the B's can't come get you. You can get almost 2 Ties per B-Wing.
Its almost like the Neb B is called an Escort Frigate on one of the cards or something!
Yeah but do Fighters escort it of does it escort the fighters?
A Neb-B escort with Tallon, Yavaris and 2 B-wings is 100 points. It can match damage at long range with a Vic and is deadly at close range with up to 4 red, 5 black, and 5 blue is pretty nasty. I am not sure it is worth the points as it lacks tank.
the definition of "tank" is going to swing wildly against imps
Against victories, literally any squadron is a tank
Against squadrons (Non-bomber), the neb will tank just fine
B-wings will make great area denial pieces. Plunk them near an objective, a weak flank you can't afford to protect with a capital ship, or crowd them into an area to "suggest" your opponent take another route. They're like a bluff without the bluff... That's great and all but my problem with it is that that's not really what B-wings functioned as. They were the assault teeth plowing head long into enemy capital ships. Now they're speed won't let them be true to that role.
B-wings will make great area denial pieces. Plunk them near an objective, a weak flank you can't afford to protect with a capital ship, or crowd them into an area to "suggest" your opponent take another route. They're like a bluff without the bluff... That's great and all but my problem with it is that that's not really what B-wings functioned as. They were the assault teeth plowing head long into enemy capital ships. Now they're speed won't let them be true to that role.
I do agree with their suitability as area denial, they function quite nicely as mobile space mines. But I think I disagree with them not functioning as a main assault force. While Speed 2 is a big detriment, they still function very well pushing straight into an opposing fleet, provided they're deployed well towards an objective or other focal point on the map.
I feel kind of wary about letting B-Wings fly off without a capital ship nearby to activate them. They are good fighters, but Imperial fighters as an axiom are better at killing enemy fighters. Also because of their speed it's better to have the B-Wings moving and shooting if they can, preferably earlier in the turn.
Y-Wings at least have the benefit of being cheaper and more resilient, so you could send them off on long flanking missions to ankle-bite someone in place when they come to you. With B-Wings it's likely your target is going to scoot off and away before the B-Wings are going to have a chance to shoot it up (Unless there is an objective you're squatting on as R22 says).
Part of the solution to the B-wings speed will come in the deployment phase. Using a Neb or AFII deployed far forward as possible allowing the B-wings to be deployed at distance 2 in the set-up area. This will mitigate some of their lack of speed. You are just going to have to make sure they are pointed in the right direction from the get go.
The Y-wing on the other hand will be a great pair with the X-wing. The ratio of the pairing is up to the player. But once again, the Neb B will find a role in helping protect from the inevitable tie swarm. Y-wings will be great for throwing in front of the soon to be common Gladiator trying to flank your force. Chances are it will not have fighters keeping up with it in many cases.
Edited by Wes JansonRebels have a couple commanders that synergize well with b wings. Adar Tallon and Farlander I feel will be a very popular combo. 4 black dice in one round from a single b wing is pretty cost effective. However, like most the fighter tactics I can come up with in this game, it's a one trick pony. I'm starting to feel like the best use of rebel fighters is to kill off your opponents fighters and run away once up on pts. It's crappy, but it's extremely difficult in this game (so far) to use squadrons effectively against capital ships. It's mainly due to the way the game is designed, in that ships will always get to move before the squadrons (commands not withstanding.) That, coupled with the fact that squadrons cannot move and shoot, severely hampers their effective vs ships.
I kinda wish a squadron could move at half speed and still shoot by default.
But alas, the focus on armada is capital ships, and I accept (and embrace) that.
Swarms of fighters with star destroyers with extended hanger bays has worked well for me out of core, I can't see why they should not be even more devastating now there are bombers to be honest, because now I can send five bombers at turn two into my opponent with a command on the above with a tarkin token
I'm fairly sure that the sd will be able to close the gap enough if done right to order them again in the same way next turn to chase or finish off whatever it is they just hit
Edited by GrobbRebels have a couple commanders that synergize well with b wings. Adar Tallon and Farlander I feel will be a very popular combo. 4 black dice in one round from a single b wing is pretty cost effective. However, like most the fighter tactics I can come up with in this game, it's a one trick pony. I'm starting to feel like the best use of rebel fighters is to kill off your opponents fighters and run away once up on pts. It's crappy, but it's extremely difficult in this game (so far) to use squadrons effectively against capital ships. It's mainly due to the way the game is designed, in that ships will always get to move before the squadrons (commands not withstanding.) That, coupled with the fact that squadrons cannot move and shoot, severely hampers their effective vs ships.
I kinda wish a squadron could move at half speed and still shoot by default.
But alas, the focus on armada is capital ships, and I accept (and embrace) that.
I'd suggest move squadron commands. Relying on squadrons to do their work during the Squadron phase isn't the way to go about it. One ship with a decent squadron value can allow a large portion of your squadrons to move and attack each phase. This command should not be neglected.
Rebels have a couple commanders that synergize well with b wings. Adar Tallon and Farlander I feel will be a very popular combo. 4 black dice in one round from a single b wing is pretty cost effective. However, like most the fighter tactics I can come up with in this game, it's a one trick pony. I'm starting to feel like the best use of rebel fighters is to kill off your opponents fighters and run away once up on pts. It's crappy, but it's extremely difficult in this game (so far) to use squadrons effectively against capital ships. It's mainly due to the way the game is designed, in that ships will always get to move before the squadrons (commands not withstanding.) That, coupled with the fact that squadrons cannot move and shoot, severely hampers their effective vs ships.
I kinda wish a squadron could move at half speed and still shoot by default.
But alas, the focus on armada is capital ships, and I accept (and embrace) that.
I'd suggest move squadron commands. Relying on squadrons to do their work during the Squadron phase isn't the way to go about it. One ship with a decent squadron value can allow a large portion of your squadrons to move and attack each phase. This command should not be neglected.
Exactly. AFii B means sending 5 squadrons a turn with expanded hangars and raymus, or four on the AFii A with the bonus of additional anti-squadron firepower. Together with a Yavaris Escort (may be switching raymus to the escort and adar on the AF..) thats a lot of anti-squadron fire to support your fighters, and pretty much a no-go zone for TIEs with their 3 HPs.
Just place your squadrons in front of the capitals, if these are slow like VSDs or (probably) ISDs. They will overlap the squads after the movement and, as the one who hasn't mmoved the capital ship, you will be able to place them in base contact. And then place them again at the bow and not at the stern. You won't be able to shoot the weaker rear shields, but you will constantly be in range, even without squadron commands.
Thus far, all we have seen, is B-Wings going up against Victory Class Destroyers and Ties, things will change with smaller capital ships coming.
Also, there is going to be a nice boost with new synergies and strategies.
Pecking away with squadrons before finishing the opponent off with ships is built into game design. Getting squadron crits is a nice bonus.
B-Wings provide the most dice towards this purpose. I plan to pair one B-Wing with two X-Wing escorts in packs to clear out enemy squadrons and to break down some shields and hopefully land a few crits.
Edited by Daner0023