B-Wings too slow?

By broodwarjc, in Star Wars: Armada

Imp players at my LGS have learned to keep their speed up and they can blow right past my B-Wings. Even with squadron commands I am finding it hard to keep them up with enemy ships, I hope FF releases a captain or title for the Rebels like the Corrupter title to increase bomber speeds. I just find that for the most expensive non-named squadron in the game that 2 speed just kills them and to keep them from getting engaged I have to fly them way around the fighter dog-pile that usually forms and their speed is so bad it takes too long to get them in position.

I have gotten off a double attack on a ship with 2 B-Wings and Yarvis, but after that the Imp players realized their speed was so bad they can just keep their speed up and avoid them.

What are your thoughts and experiences with B-Wings?

Nope

You have to plan ahead with bwings. Keep them where the enemy is GOING not where they are.

They make great deterents To any imps trying to use black dice

Nope

You have to plan ahead with bwings. Keep them where the enemy is GOING not where they are.

They make great deterents To any imps trying to use black dice

So you use them as a black dice screen then? Instead of trying to engage the enemy ship I should just follow my ship with them?

hes saying if that victory star destroyer is moving speed 2 you position the B-wings just at the edge of that move so he will move into your range.

works amazingly with yavaris nebulon.

The B stands for bodyguard. Keep them with your ships.

Having a couple of B-Wings loiter with a key ship is a bit of deterrent to those Gladiator SDs that want to cozy up with you.

Edited by Edsel62

I like to juke. What I mean is that I like to slow down about a turn before or so an engagement. It messes up there plans to speed right by. You can also keep the B-Wings behind you a bit and premeasure where their ship will be if they go up to max speed (+1 speed for those with engine techs)

Lyraeus has a good point. You can pre-measure at any time as long as you are not attempting to delay the game. You can even pre-measure where those enemy ships are likely to end up in order to facilitate an intercept by your squadrons. Off course I'd still like to see the B-Wings get a little faster. ;)

Edited by Edsel62

Lyraeus has a good point. You can pre-measure at any time as long as you are not attempting to delay the game. You can even pre-measure where those enemy ships are likely to end up in order to facilitate an intercept by your squadrons. Off course I'd still like to see the B-Wings get a little faster. ;)

I guess the best build for B-Wings then is a AFII decked out, and a Yarvis Neb with the rest being fighter cover plus 2 B-Wings? Or do some people try 3 B-Wings?

The B stands for bodyguard. Keep them with your ships.

I agree with Madaghmire. B-Wings are very powerful in this role because they're dangerous to both enemy squadrons and enemy ships.

As someone who really likes Gladiators, I'll also agree with Edsel62 that those B-wings are going to present a problem, but I doubt that they'd be a deterrent for my Gladiators. What else am I going to do with Gladiators, rather than get up close and personal with your ships? I might choose a different target, though. I might also send in my interceptors (or TIE fighters to TIE up your B-wings while my Gladiator does its business.

Overall, in terms of positioning, ficklegreendice, TerrorScream and Lyraeus have it right that you need to plan ahead for where your target is going to be, and be there a turn earlier with your B-wings. Even if the enemy turns aside and avoids them, you've thrown a spanner into their works. You might be in trouble, however, if the ship that's avoiding you manages to get into medium-but-not-close range with a GSD2, which can then unleash anti-squadron fire onto you.

In all, I'd stick to keeping B-wings close to your ships, rather than have them operating independently. B-wings are not actually unique in this respect.

They may not deter, but they can punish you for using your Gladiator in its role. This allows for more effective piece trading.

The only thing I've found legitimately too fast for B-wings is the Corvette. The Neb-B doesn't utilize it's speed because of it's layout. The AF MK2 can, but only if it is gunning it. Gladiators have the speed but can't fight at range so they must close, and VSDs don't have the speed at all.

B wings with Yarvis work great on a hyperspace assault. Worked great. The imperial player I usually play with likes to move at speed one so dropping 3 Bwings and yarvis right beside his slow Vic worked wonderful.

They may not deter, but they can punish you for using your Gladiator in its role. This allows for more effective piece trading.

The only thing I've found legitimately too fast for B-wings is the Corvette. The Neb-B doesn't utilize it's speed because of it's layout. The AF MK2 can, but only if it is gunning it. Gladiators have the speed but can't fight at range so they must close, and VSDs don't have the speed at all.

Quite right.

I would think that a VSD can counter the B-wing somewhat by Tarkin parkin' for a turn or two (or go speed 1 to keep you in arc), and wait for your ships to come in close. If you want to engage, your B-wings are going to have to go the distance, and then tangle with the VSD's fighter screen.

At some point, we'll figure out the Rock<Paper<Scissors, or the Rock<Paper<Scissors>Lizard<Spock, of the emerging Armada meta. (and we'll figure it out just before it changes with a new wave). But I'd say that B-wings are better against GSDs than against slow-VSDs, but in many other circumstances GSDs are a more powerful choice for the Empire than VSDs are.

Edited by Mikael Hasselstein

B's are area denial tools. Park them on Objectives or escorting your ship, especially near Yavaris.

B's are area denial tools. Park them on Objectives or escorting your ship, especially near Yavaris.

Have escorts for them and try to move where you think their ships would be. Take advantage of the rules regarding overlapping and position your B-Wings on their weakest sides. This is a great way to consistently harass ships without using a move action.

Also, when up against slow ships like the VSD, once you get your Bs in front, the VSD will overlap them - place them back in front of the VSD, shoot it, rinse and repeat...

You can also use your carrier to block off enemy ship movement while your B-Wings go to town.

Less effective against VSD front arcs but quite effective against AFIIs in the mirror and other small ships.

Adar Tallon+Yavaris = four potential attacks from a single ship!

Edited by Darth Ruin

Four. From a ship.

Please eXplAin?

He means 3.

So my quick notes:

I feel like Adar Tallon on Ship 1 + Keyan Farlander + Ship 2 being a Nebulon B with Yavaris is probably the single best way to use B-wings right now. Keyan attacking twice (if he had to move) or three times (if he was already there) is six black dice that can be re-rolled if shields are down. It's really, really bad for your opponent. Adar also means you can potentially just move Keyan twice to make your B-Wing speed 4.

Obviously, this doesn't work with multiple B-Wings, but if we are talking about a single B-Wing, this is the best use I have seen.

In terms of multiples, the commentary that is dead on is that they are bodyguards. You keep them near ships that want to move slowly, so in this regard, they are a perfect escort for Nebulon B's. I have found I have stopped running Neb B's (other than Salvation in my 6 ship list) without Bs as they escort them so well. Things trying to get close to go for the sides have to contend with eating a bunch of bombers to the face, and unlike the AFII or the CR90, the Nebulon usually doesn't want to be moving at max speed most of the game.

I guess I just feel that them not doing anything into until round 4 seemed like a waste, especially since the points I spend on them keeps me from presenting a strong enough anti-Imp Hero fighter screen(and even then it is still a toss up due to better Imp squadron combos like Vader + Fel). Thanks for all the great replies.

Without checking the exact wordings wouldn't Adar on Yavaris allow 4 attacks of one squadron.....yavaris activates squadron for two attacks, adar flips its activation slider back, yavaris activates it again for two more attacks.

Basically if adar kicks in immediately after the squadrons activation it should work, if he takes effect at the end of the ships activation he wouldn't.

I agree with the four attacks, Since you are supposed to activate the squadrons one at a time