B-Wings too slow?

By broodwarjc, in Star Wars: Armada

Fickle – I did read everything you posted, but the first sentence struck me as being more about the importance of durability rather than about how incredible one extra dice on squadrons of the same durability is.

I also agree that the Yavaris synergises more with B’s than Y’s (I said as much in my last post).

I would like to say again that I’m not trying to argue that the B is a great fighter, it’s not. I just wonder if the overall points invested in a load of B’s would be competitive compared to the points of a mixed fighter and bomber force. In either case it would need to be in a fleet that wants serious anti-ship work done by squadrons. Some examples would be 6 B’s for 18 anti-squadron dice and 12 bomber dice. 3 X’s and 3 B’s for 21 anti-squadron dice, and 9 anti-ship dice. 6 X’s for 24 anti-squadron dice and 6 bomber dice…..a harder comparison would be something like 4 A’s and 4 Y’s.

My point is that all this seems viable depending on just how far along the sliding scale of anti-ship to anti-squadron work a player wants their squadrons to be doing.

Its interesting how equal points of various squadrons can change what looks like the best combination at different points totals. Your 3 B’s vs 4 Y’s is a great example, at that value I would rather have the B’s…..but I’d probably rather have 3 Y’s over 2 B’s.

I'm still not getting this "either or" argument about Rebel fighters. Each has their own strength and weakness, and need to be judged on what roles fighters will be playing in your fleet.

A-wings pros are speed and Counter, with cons of low hull and anti-squadron and lack of Bomber. They are one of the best to take if you're only taking one type of fighter, but the fragility keeps me from ever taking eight as some suggests.

Y-wings have decent speed superior hull and good Bomber power and are cheap as chips, but are the weakest fighters out there.

They're the fighter you can usually justify adding on, but are best in squadron heavy list.

X-wings do everything well, aren't better at any one thing except anti-fighter.

There's really no reason to not have X's, unless you're only taking four A's in a squadron light list.

B-wings are good or great at everything, except speed.

If you don't like B's, that's fine. But the only reason to think they're not worth taking is because you don't know how to fly them.

This list is chock full of good advice on how to use the killer B's, it's up to people to decide to take it or not, but it's your loss to just ignore it.

Another point that must be considered when selecting your fighters is what ships they're supporting, and how you plan on running those ships. Like it or not, this is a game that has a definite emphasis on ships. Having squadrons in your list means tying your ships to those squadrons to a greater or lesser degree, and you have to plan how your ships will interact with your squadrons throughout the game.

Will you charge around the board at speed 3? Then keep in mind your fighters may struggle to keep up, and unless they're A-wings may limit your maneuver options unless you're willing to leave them unsupported by squadron commands.

Which ships will be issuing squadron commands? Will you always need to issue commands from a certain ship first (e.g. Haven with Tallon)? Does this restrict your tactical options or make you too predictable to your enemy? Can your squadrons still contribute well if you're not going first?

What purpose do your squadrons serve - are they the primary anti-ship component of your fleet, or are they meant to simply delay enemy fighters? Do they shore up the weaknesses of your ships, or are they meant to focus on one particular strategy?

EDIT: In essence you must always ask as part of your squadron selection process:

1) Will operating my squadrons place my ships at undue risk?

2) How will my squadron operations help my ships win the game?

Edited by Maturin