B-Wings too slow?

By broodwarjc, in Star Wars: Armada

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

Nope, you re-activate the squadron after the squadron command has finished resolving.

True the card does say after resolving a Squadron Command. Would you be than able to use a Squadron token to reactivate a Squadron?

True the card does say after resolving a Squadron Command. Would you be than able to use a Squadron token to reactivate a Squadron?

Technically the token and the dial resolve at the same time. So no.

yeah dial and same token activate same time as one order. game forbids the same type of command used more than once a turn for each ship

Ok good to know, Thanks

I think keeping your B-wings close to your ship helps against gladiator attacks. Once they wreck a gladiator and the fighter screen has thinned out, use them as a late game killer, or use escorts. I like to keep them back early to hammer the gladiator, then let slip the dogs of war.

I may have to try the B Wing. I have been reticent to use it, as I love my A Wings. However, my lack of luck in killing Gladiators may make me rethink this fact.

I may have to try the B Wing. I have been reticent to use it, as I love my A Wings. However, my lack of luck in killing Gladiators may make me rethink this fact.

why not both? :P

Cause I reeeeeeaaaaaalllllly like A Wings. I bought like 4 fighter packs to get as many as I could. I still want to ebay more.

Speed saves lives! - Jeremy Clarckson

4 As and 4 Bs is a perfect 100

6 As and 2 Bs is a still respectable 94, 99 w/Tycho!

sucks to keep the Bs safe from interceptors, though, unless you get the jump on the enemy

I haven't actually tried to utilize anti ship starfighter actions. The 4A 4B sounds particularly deadly. I'd have to alter my ship strategy to use it though.

Has anyone tried running nothing but B's as their squadrons?

They seem to be a very competent all round fighter bomber.....okay mediocre fighter, but at least it can put up a reasonable fight with its attack dice, take a hit with its hull, and lock enemies down if necessary.

The success I have had with B's have been when they don't get bogged down at all (kind of hard to manage, not impossible, but certainly up hill unless (maybe) we go full fighters?).....a possible solution would be take nothing but B's and hope the enemy cant bog them all down for long enough. As long as they don't get into a situation where they are trailing their targets they should still get where they need to go then.......don't know, might be a stupid idea, would love to hear about how it went from anyone who has tried.

To me I don't see B-Wings as a waste in points at all. If if makes your opponent give pause to where he wants to move his ship and he starts acting nervous then hell yea points well spent. B-Wings give Imperial players fits and I recommend if you can fit as much as you can into a list.

Personally I go 4x A-Wings and 4x B-Wings.

So much fun!

Edited by Grave13

Has anyone tried running nothing but B's as their squadrons?

They seem to be a very competent all round fighter bomber.....okay mediocre fighter, but at least it can put up a reasonable fight with its attack dice, take a hit with its hull, and lock enemies down if necessary.

The success I have had with B's have been when they don't get bogged down at all (kind of hard to manage, not impossible, but certainly up hill unless (maybe) we go full fighters?).....a possible solution would be take nothing but B's and hope the enemy cant bog them all down for long enough. As long as they don't get into a situation where they are trailing their targets they should still get where they need to go then.......don't know, might be a stupid idea, would love to hear about how it went from anyone who has tried.

you'd need some hefty anti-squadron ships, because 14 points for 3 dice (no swarm) is god awful

it's better in support of your other squadrons than Y-wings, but it's horribly inefficient as your only squadron defense

God awful seems a bit much.....its one less than an x-wing.....so is an x-wing merely awful rather than god awful? If that one dice is that important then we can pump the offensive power up with flight controllers.

That 1 point a B costs over an X gets -1 speed, -25% squadron attack, and about +100% offence against ships. The B doesn't strike me as an inept fighter and we know its an excellent bomber. I just want to know if people have tried this. Obviously they are not going to be early game alpha strikes, but maybe they would be good in the mid/late game even without support.

the difference of one die is almost inexpressibly huge because a squadron at one health will slap you around just as surely as a squadron at full health. X-wings are great anti-squadron squadrons, and B-wings lacking a die and at one more point are not.

3 dice for 14 points is god awful. When the tie fighter is outperforming your ship, you know it's not a reliable anti-squadron tool. Mind you, they'll help and sometimes they have to because having only a portion of your squadrons devoted to anti-squadron means dedicated interceptors will overwhelm you, otherwise.

I have flown B-wings extensively (so far with A-wings) and they did have to contribute to the anti-squadron scrums because 4 a-wings don't cut it against swarms of ties, but they are not the reason the fleet comes out on top of a squadron engagement

the reasons are:

a.) A-wing counter contributes heavily, as do X-wings if you have them escorting Bs

b.) Yavaris doubling anti-squadron output is very powerful, even if you're only throwing 3 blues and even if you're eating double counters

c.) Neb escort frigates tossing out covering anti-squadron fire absolutely shred ties

having used them (and loving every game with them, since they definitely pull the most weight), I have to say they're pretty awful straight fighters (even if they win, which they won't against the same points of anti-squadrons, they could be stuck with enemy ships outside their small effective range) and need to be supported in order to be used effectively. They are, for lack of a better comparison, the rebel VSD (slow, kinda crap against squadrons, and hit like a crapton of bricks when properly used) only far more cost effective.

the only time B-wings don't need hand-holding is when they're unengaged and stuck to the front of a VSD, dragging themselves along with it thanks to overlapping and unloading on the front.

not that hand-holding is a bad thing, because if you Yavaris a mere 2 B-wing squadrons you've already heavily outperformed a 85+ point VSD-2 i.t.o damage.

Edited by ficklegreendice

A concentrated fire Escort Frigate will only shred 1 tie though. . .

So on the topic of using B-Wings:

Taking all B-Wings is basically a gamble that your meta has gone squadron light/no squadron. Some areas are seeing this, so it's actually not the craziest thing you could do in those cases, and it will more force people to quickly re-adjust their lists to bring at least enough squadrons to screen the Bs.

Taking all B-Wings works a lot better if you have credible anti-squadron firepower off your ships. Normally ships should fire at ships and squadrons should fire at squadrons in my opinion, but this can become inverted if you are running 2 blue die anti-squadron ships and also running a heavy contingent of B-Wings. In that case, you use the ships to shred anything in front of the B-Wings so they can roll in and wreck the ships.

With that said, I can't advise taking all B's other than in corner situations, purely because you really do want a handful of anti-squadron elements in your squadrons. If you are really tempted to do this, I would advise at least a handful of X-Wings (hell, just take Luke and Wedge, they still throw black dice at ships) or A-Wings to tie up squadrons so your B's can get through.

A concentrated fire Escort Frigate will only shred 1 tie though. . .

escort frigates, plural

no need to CF unless you're hitting something that has to die

Edited by ficklegreendice

Fly your B-Wings to where you anticipate the enemy ship would be, not directly to where they are unless you can attack off an activate squadron command.

I find that B-Wings are as slow as molasses but can't be @#$% slow enough once they start tagging my ships.

Fickle - Could you at least try and describe why one anti squadron die is so indescribably important?......seems pretty linear to me, its one extra dice with a 50% chance of doing a damage. It might help negate defence tokens against aces, or it may be negated by defence token more effectively depending on what is rolled with what.

Now don’t get me wrong, I’m not trying to say that six B’s are as good in a dogfight as six X’s…..obviously they are not, but just as obviously they are a much more potent bomber force.

Equally though the B’s probably aren’t as good as Y’s for bombing. 2 B’s gets you 3 Y’s. The Y’s roll one less bomber dice, but roll in more individual instances making defence tokens less effective. They both have the same number of anti-squadron dice, and the Y’s have eight hull points more, and are faster! Really the only thing the B has going for it is the ability to lock down other squadrons. Thus if you want fighters or bombers avoiding B’s seems like a good idea, but if you want flexibility favouring bombing the B’s fill that niche. Taking the setup of 4 A’s and 4 B’s that has been talked about, wouldn’t 4 A’s and 6 Y’s generally be better if B’s really are the utter trash in a dogfight that has been suggested? Yavaris might be the exception since you get more bang for your buck activating B’s with it.

What I’m wondering is if something like six B’s might be a legit competitor with something such as four X’s and three Y’s. In this comparison the overall B blob has four less anti squadron attacks, eight less hits, five extra bomber dice (and better dice colours at that), and two extra ships that can defend against enemy bombers. Both setups would provide a mix of dogfighting power and bombing power, the B blob just slides the balance more towards bombing, but not nearly as far as a Y blob would.

The idea of running a few ships with good AA firepower alongside pure B’s sounds interesting! Such a list would be sharing the burden of anti-ship and anti-squadron duties more evenly between the capitals and squadrons. I’d quite like to give it a go, but I’m still busy playing with the last list Fickle told me couldn’t possibly work (currently at three 10:0 wins out of three games and only failed to table one opponent).

A double AF2 or single AF2 and two Neb-B escorts seem like promising candidates for such a list. (Something like AF2a with Dodona, Salvation escort, Yavaris escort, 5 B’s maybe?)

The single biggest stumbling block is probably going to be the speed. Lots of B’s could help offset this with increased board coverage, but they can’t stop the enemy fighters engaging the B’s that are in the best position…….and their reduced anti-squadron capabilities compared to X’s and A’s might not un-bog them quickly enough.

You can look at it as one dice or the bwing having just 25% less firepower than the x. Both are correct, but I think the best way to look at it is the x has 1/3 more. 3 xs have the squadron busting firepower of 4 bs. Also, xs have a much better chance of one shotting TIEs and ints.

Edited by wundergoat

IMO B-wings are pure trash.

They can't move (speed 2 is just plain lame), they get tied down by TIEs and murdered, and they can't fight back effectively (3 blue vs. TIE swarms is laughable).

Their worst flaw, is, however, their speed. Sure, you can always find a scenario where they MIGHT be useful, but in general they are always too late.

I've yet to find any use for them.

A-wings on the other hand...speed 5, decent hull, counter, CHEAP - and a black dice vs. ships. I'll take 8 of those any day.

I tend to take a mixed fighter force- typically 3 X, 2 A, 2 B and Dutch. The B wings seem to work well with my Nebulons- if my opponent wants to send a trio of ties after my Bs I'm happy for him to do so- they will be at close range of my nebulons in the side or rear arcs, giving them something else to shoot at while the forward guns focus on the capital ships. It's not like my other squadrons are terrible at bombing runs. If they're ignored they'll make range around turn 3, or earlier if there's a Gladiator incoming.

Hiding B wings in obstacles can be handy- the enemy has to be base to base to engage and anti-fighter guns are less worrying if they lose a dice.

Once Jan Ors turns up it will be much more difficult to pin down the B wings. Or anything for that matter.

Fickle - Could you at least try and describe why one anti squadron die is so indescribably important?......seems pretty linear to me, its one extra dice with a 50% chance of doing a damage. It might help negate defence tokens against aces, or it may be negated by defence token more effectively depending on what is rolled with what.

read the post again, it's literally the first sentence

similarly, the one die of bomber distance probably makes it so I'll never touch a Y-wing. the 2 die offense is absurd, and the returns get absolutely hilarious with yavaris. I run with 3, which could have been four Y-wings for 1 less total anti-squadron die and 2 less total anti-ship dice.

IMO B-wings are pure trash.

They can't move (speed 2 is just plain lame), they get tied down by TIEs and murdered, and they can't fight back effectively (3 blue vs. TIE swarms is laughable).

Their worst flaw, is, however, their speed. Sure, you can always find a scenario where they MIGHT be useful, but in general they are always too late.

I've yet to find any use for them.

A-wings on the other hand...speed 5, decent hull, counter, CHEAP - and a black dice vs. ships. I'll take 8 of those any day.

that sounds like pure player error

B-wings covered by anti-squadron armaments and capable squadrons are, at worst, a bundle of ties giving you free victory points. The key to applying them on ships is purely positioning.

speed 2 corresponds to close range on the range ruler, coupled with distance 1 range you should always have shots on black dice happy ships that threaten your fleet.

Edited by ficklegreendice