Nera Dantels and Extra Munitions

By MacchuWA, in X-Wing

So, I was thinking earlier that Nera Dantels is a pilot who is going to synergise really well with EM. For those who don't remember, she's a 27 point PS 5 B Wing with a pilot ability that lets her for torpedoes outside of her arc. This isn't a great ability, normally, because it's one shot, unless you're willing to pay for two torps. EM makes that a little more palatable. For 10 extra points, you could kit her out with Deadeye, the B Wing crew title, Recon Specialist, EM and a Proton Torpedo.

That's two rounds of a 4 dice, 360 degree range 2-3 fire with a fairly reasonable chance of dealing at least a crit or two, and you eliminate the extra dice at range three. Deadeye eliminates the onerous need for a target lock, and Rec Spec means you can spend a focus to fire the missile and still have one left over to modify dice (though the Proton modified one eye for you) our for defence.

There are obvious downside, specifically that seven of those ten points become useless once you've fired your torpedoes. But its not like she becomes useless after that - she's still a Rec Spec B Wing, which is a pretty decent ship to have on the board.

Any thoughts? Would she be worth the points in that configuration? Would another torp work better? I thought about APTs, but worried about the range one limitation.

Edited by MacchuWA

Nera is only 26 points. I think I would rather pay 2 points for a FCS rather than the 4 for rec spec. 34 points for some serious damage on one target, guaranteed. 36 points if you want to be crazy and use APTs.

Edited by Gersun

What's about this one:

Nera Dantels (26)
Deadeye (1)
Extra Munitions (2)
Proton Torpedoes (4)
Munitions Failsafe (1)

Garven Dreis (26)

Total: 60

View in Yet Another Squad Builder

Edited by Thrawn on YouTube

When you go that far over 30 points your asking for trouble as b-wings don't last long when focused down.

EM is only good for decreasing the cost of double torpedo builds (except flechette torpedoes) by 2-4 points. Here was my build trying to make use of the 2nd most powerful torpedo weapon upgrades (proton torpedoes)

Neria Dantels

  • proton torpedoes (x2)

Hortan Salm

  • proton torpedoes (x2)

Jan Ors

  • Blaster Turret
  • Kyle Katan <crew>

Total (99 points)

That list gave me 1 point to play around with be it VI on Nera or Munitions failsafe, or an R2 astromech on horton. With EM this would be the new build:

Nera Dantiels

  • Extra Munitions
  • Proton Torpedoes

Hortan Salm

  • Extra Munitions
  • Proton Torpedoes

Jan Ors

  • Blaster Turret
  • Kyle Katan<crew>

This build now gives me 5 points to play with. The tactic behind this build is that it is to use Jan Ors to buff up Proton Torpedoes from a weak 4 dice attack (yes I called 4 dice weak) to a strong 5 dice attack. Still in using this I have found many problems. Things that point out that torpedoes are not as good as other secondary weapons or builds. One was the pilot skill was rather modest at an 8. I could use VI to boost Nera from 5 to 7 but in actuality her ability makes it so that it really isn't necessary to keep targets in arc. Proper distance is more important. Horton has that problem and with his ability he always is destroyed first with only 1 chance to fire off a torpedo (which rolls nothing but eyeballs because FMDR). Jan Ors has some troubles with pacing even though her ability pairs well with Kyle Katan<crew> so maybe Moldy Crow Title would be good. This one comes to mind.

Nera Dantels

  • EM
  • Proton Torpedoes
  • Munitions Failsafe

Horton Salm

  • EM
  • Proton Torpedoes
  • R2 Astromech

Jan Ors

  • Blaster Turret
  • Kyle Katan<crew>
  • Moldy Crow

100 points.

However I have not really been impressed with this build. It never performs well. The average agility is slightly higher than 1 and either Horton is taken down before a shot is fired or Jan is destroyed making the proton torpedoes weak again. It only has 3 ships making target priority rather easy. The two ship builds can weather the hail of red dice and the swarm builds can outnumber and focus down one by one. The plasma torpedoes won't be much help, without dice modification abilities their attacks can be easily canceled by the high defense meta. At least with protons I can promise 1 critical hit. It just can't do enough fast enough and loses strength to easily, and EM won't help it.

Edited by Marinealver

B-wings are great when cheap but when they get too bloated your handing the others guy a free gift because you won't make those points back before it pops.

Not that neras bad she's just not farlander.

The only B-wing I would take near 35 pounds points is Farlander with SoT and AdvSens.

I don't think ordnance is quite there yet,but she's definitely worth thinking about if you're going to try.

I keep coming back to the idea that ordnance needs decent control so it can create the game state to allow your ordnance carriers to be TL+Focus and pointing at the big fat Falcon, and that is not necessarily easy or cheap to set up.

Still, always eager to see new ideas and people challenging the generally accepted wisdom.

Nera Dantels (26)
Veteran Instincts (1)
Fire-Control System (2)
Flechette Torpedoes (2)
Flechette Torpedoes (2)
Munitions Failsafe (1)

Keyan Farlander (29)
Opportunist (4)
Fire-Control System (2)
"Mangler" Cannon (4)

Biggs Darklighter (25)
R3-A2 (2)

Total: 100

View in Yet Another Squad Builder

She is good support for Keyan. Keep stressing your opponent with Flechette. Just never let them hit so you can keep stressing your opponent. Then move Keyan in for the kill biggs can add more stress and protect the MVPs

even have a Video Batrep of its effectiveness against Fel and Jax

Nera is only 26 points. I think I would rather pay 2 points for a FCS rather than the 4 for rec spec. 34 points for some serious damage on one target, guaranteed. 36 points if you want to be crazy and use APTs.

FCS needs a turn of setup. Deadeye, B-wing/E2 and Recon Specialist allows you to APT anyone who comes into the Death Zone and have the focus token to hit. It turns Range 1 of Nera into a no-go zone.

I want to try Nera with Esege Tuketu (sp?). Can go with or without deadeye on Nera if you plop a rec spec on the K.

Nera 26

-Plasma torps 3

-Extra Munitions 2

-FCS 2

-MF 1

34 points. Pick an arcdodger, take a potshot in his direction. Procede to deny hm half the battlefield on pain of Rebel Deathstar.

Personally I like Predator (big shocker there someone liking Predator right?) on her because (A) It gives her an attack boost on her torpedoes, especially Protons, (B) it works on her Primary Weapon for after she shoots her Torpedoes and © if she has to do a red maneuver or is stressed, or needs the action to barrel roll, it still is active (D) it is cheaper than Expanded B-wing+Rec Spec+Deadeye

I use this Nera build a lot. It's nasty in a furball as she doesn't care about bumps.

Adv Sensors - 3

E2 Mod - 1

Rec Spec - 3

Adv PTorps - 6

Adv PTorps - 6 (swap this for EM when I own the card).

Total = 46 (42 with EM)

Advanced PTorps are difficult to use, but with Nera you have a range 1 turret which WANTS you to jam your B Wing down your enemies throat before pulling the trigger. She's got the toughness to weather higher PS fire and still deliver the goods. This reliably one shots all but the heaviest fighters and puts a big ding in large based ships. I haven't managed to get less than 4 hits yet and usually pull out 5.

Best used with a bit of action support for the worst case rolls (5 blanks), but more than capable of doing without. If I was hunting fat turrets I'd probably swap to the new Plasma Torps and Ions or stresspedoes for swarms.

Posted this over in the K-Wing thread but Nera is a cornerstone! She and Esege Tuketu seem like they'll make fantastic teammates.

Esege Tuketu (28)

─Twin Laser Turret (6)

─Recon Specialist (3)

─Advanced SLAM (2)

─> 39 points

Nera Dantels (26)

─Deadeye (1)

─Plasma Torp (3)

─Extra Munitions (2)

─Fire-Control System (2)

─B-Wing E/2 (1)

─Nien Nunb (1)

─> 36 points

Biggs Darklighter (25)

100 points on the dot. Biggs and Nera have always been a solid combo in my opinion but it was always so hard to make Nera really work without a) breaking the bank, and b) getting blown to bits on the approach. Esege, EM, and Nien help with that! Ever seen a B-Wing K-Turn, and the next turn take a 4-Straight and then fire a TL/F 4-dice torpedo backwards? BLAM.

Prior to the phantom nerf I was running her with flechette torpedo and munitions failsafe/second flechette depending on the points and partnering her with Roark. Not as much of a winner with extra munitions but still probably my favorite build for her.

Personally I like Predator (big shocker there someone liking Predator right?) on her because (A) It gives her an attack boost on her torpedoes, especially Protons, (B) it works on her Primary Weapon for after she shoots her Torpedoes and © if she has to do a red maneuver or is stressed, or needs the action to barrel roll, it still is active (D) it is cheaper than Expanded B-wing+Rec Spec+Deadeye

Sounds nice because once Nera blows her torpedoes she has nothing else. But torpedoes as I said before are not enough. That is why I put Jan in because she can make 4 firepower to 5 firepower and with the focus to a crit it is awsome. (yet somehow I manage to miss with horton)

I use this Nera build a lot. It's nasty in a furball as she doesn't care about bumps.

Adv Sensors - 3

E2 Mod - 1

Rec Spec - 3

Adv PTorps - 6

Adv PTorps - 6 (swap this for EM when I own the card).

Total = 46 (42 with EM)

Advanced PTorps are difficult to use, but with Nera you have a range 1 turret which WANTS you to jam your B Wing down your enemies throat before pulling the trigger. She's got the toughness to weather higher PS fire and still deliver the goods. This reliably one shots all but the heaviest fighters and puts a big ding in large based ships. I haven't managed to get less than 4 hits yet and usually pull out 5.

Best used with a bit of action support for the worst case rolls (5 blanks), but more than capable of doing without. If I was hunting fat turrets I'd probably swap to the new Plasma Torps and Ions or stresspedoes for swarms.

Yeah but the meta really isn't that furball heavy with the 2 ship build. If swarms ore mini swarms make a comeback (I don't think it will after Wave 7) then maybe this would work. Plasma torpedoes will never be that good but Ion torpedoes and flechete cannons would be an interesting control build with a Y-wing that has flechett torps and Ion cannon turret.

Personally I like Predator (big shocker there someone liking Predator right?) on her because (A) It gives her an attack boost on her torpedoes, especially Protons, (B) it works on her Primary Weapon for after she shoots her Torpedoes and © if she has to do a red maneuver or is stressed, or needs the action to barrel roll, it still is active (D) it is cheaper than Expanded B-wing+Rec Spec+Deadeye

Sounds nice because once Nera blows her torpedoes she has nothing else. But torpedoes as I said before are not enough. That is why I put Jan in because she can make 4 firepower to 5 firepower and with the focus to a crit it is awsome. (yet somehow I manage to miss with horton)

I use this Nera build a lot. It's nasty in a furball as she doesn't care about bumps.

Adv Sensors - 3

E2 Mod - 1

Rec Spec - 3

Adv PTorps - 6

Adv PTorps - 6 (swap this for EM when I own the card).

Total = 46 (42 with EM)

Advanced PTorps are difficult to use, but with Nera you have a range 1 turret which WANTS you to jam your B Wing down your enemies throat before pulling the trigger. She's got the toughness to weather higher PS fire and still deliver the goods. This reliably one shots all but the heaviest fighters and puts a big ding in large based ships. I haven't managed to get less than 4 hits yet and usually pull out 5.

Best used with a bit of action support for the worst case rolls (5 blanks), but more than capable of doing without. If I was hunting fat turrets I'd probably swap to the new Plasma Torps and Ions or stresspedoes for swarms.

Yeah but the meta really isn't that furball heavy with the 2 ship build. If swarms ore mini swarms make a comeback (I don't think it will after Wave 7) then maybe this would work. Plasma torpedoes will never be that good but Ion torpedoes and flechete cannons would be an interesting control build with a Y-wing that has flechett torps and Ion cannon turret.

Personally I like Predator (big shocker there someone liking Predator right?) on her because (A) It gives her an attack boost on her torpedoes, especially Protons, (B) it works on her Primary Weapon for after she shoots her Torpedoes and © if she has to do a red maneuver or is stressed, or needs the action to barrel roll, it still is active (D) it is cheaper than Expanded B-wing+Rec Spec+Deadeye

Sounds nice because once Nera blows her torpedoes she has nothing else. But torpedoes as I said before are not enough. That is why I put Jan in because she can make 4 firepower to 5 firepower and with the focus to a crit it is awsome. (yet somehow I manage to miss with horton)

I use this Nera build a lot. It's nasty in a furball as she doesn't care about bumps.

Adv Sensors - 3

E2 Mod - 1

Rec Spec - 3

Adv PTorps - 6

Adv PTorps - 6 (swap this for EM when I own the card).

Total = 46 (42 with EM)

Advanced PTorps are difficult to use, but with Nera you have a range 1 turret which WANTS you to jam your B Wing down your enemies throat before pulling the trigger. She's got the toughness to weather higher PS fire and still deliver the goods. This reliably one shots all but the heaviest fighters and puts a big ding in large based ships. I haven't managed to get less than 4 hits yet and usually pull out 5.

Best used with a bit of action support for the worst case rolls (5 blanks), but more than capable of doing without. If I was hunting fat turrets I'd probably swap to the new Plasma Torps and Ions or stresspedoes for swarms.

Yeah but the meta really isn't that furball heavy with the 2 ship build. If swarms ore mini swarms make a comeback (I don't think it will after Wave 7) then maybe this would work. Plasma torpedoes will never be that good but Ion torpedoes and flechete cannons would be an interesting control build with a Y-wing that has flechett torps and Ion cannon turret.

Plasma torpedos are strictly better than proton torpedos. Proton torpedo's sole advantage is when you fire them off withot a hard lock they turn a focus into a crit- plasma torpedos are a point cheaper and if you dont wipe out their shields in a single hit (like, if you shot without a focus) they take an extra shield without needing to roll a cerian face.

I'd say that Proton Torpedoes are better if you aren't going to use any other modification to the die roll. In other words, if you want to just throw the dice without adjusting, the Proton is better. If you want to do some sort of Focus pass or bonus TL then Plasma is better.

Still, you want cheap and some sort of insurance vs. bad rolls?

Nera - 26

-Plasma torps 3

-Extra Munitions 2

-MF 1

32 pts total

If you roll bad one round, you get it back. Simple and cheap(est) option. If you REALLY want to have a better chance to hit, turn the Plasma to Proton Torps. You really really want to make sure you get to shoot them you throw on Deadeye and go for the Focus.

Yes, no reason to take proton torpedoes anymore with plasma torpedoes around, but that is ok. if ordnance is gonna get fixed, it means some of those older cards are gonna have to be made obsolete. I have always like Nera, in part because she is unexpected, and in part because a range 3 bubble is huge. She can wreck phantoms, soontir, and others. I need to go look at the wording on autothrusters to see if that would factor in with secondaries, but I really like the potential of her with EM and plasma torpedoes. She can pull a green to shed stress much easier since she does not care so much about arc, at least until her tubes are empty.

The idea of making Nera a poor man's turret is appealing, but the poor man cannot afford it.

If you can't let go of ordnance, there 's the 360° autostressor:

Nera Danteels 26 points

Flechette Torpedo 2 points

Munitions Failsafe 1 point

Accuracy Corrector 3 points

32 points

I would equip her with advanced torpedoes, title and Rec-Spec, then using Adv Sensors to focus before revealing dial, make a 4 straight to make some ships collide you... And then in two consecutive turns deploy 5 dices/5 impacts of pure love.

Also if another ship can give you skill 9 or more, the happiness is complete

...

...

...

...

Best used with a bit of action support for the worst case rolls (5 blanks), but more than capable of doing without. If I was hunting fat turrets I'd probably swap to the new Plasma Torps and Ions or stresspedoes for swarms.

Yeah but the meta really isn't that furball heavy with the 2 ship build. If swarms ore mini swarms make a comeback (I don't think it will after Wave 7) then maybe this would work. Plasma torpedoes will never be that good but Ion torpedoes and flechete cannons would be an interesting control build with a Y-wing that has flechett torps and Ion cannon turret.

Plasma torpedos are strictly better than proton torpedos. Proton torpedo's sole advantage is when you fire them off withot a hard lock they turn a focus into a crit- plasma torpedos are a point cheaper and if you dont wipe out their shields in a single hit (like, if you shot without a focus) they take an extra shield without needing to roll a cerian face.

You couldn't be more wrong. If plasma torpedoes hit then their effect would possibly be better than proton torpedoes assuming that the ship has any shields remaining. That is quite a few asterisks to make it better than proton torpedoes. The plasma torpedoes has a higher probability of taking of 4 shields than the proton torpedoes but how many ships have 4 shields again? If you do 3 hits and it has well 2 shields then congratulations you have done equivalent of 3 face down damage but paid for 4 damage in squadron points.

The thing that really kills plasma torpedoes is the same thing that kills ion torpedoes. It has to hit and has no dice modification abilities. In a matter of fact it takes away dice modifications abilities which is one of the many reasons why missiles and torpedo upgrades are so underwhelming to begin with. Turning 1 focus result into a crit is not a significantly substitute to re-rolling any or all of your dice but it is better than what plasma torpedoes have. Getting that one extra hit over the evades, even if it just takes off a shield token is far better than watching a good green roll canceling your attack all together, and with the new defensive abilities a decent green roll can cancel an attack that has been rolled even a 3 hit attack.

Face it plasma torpedoes are too situational to be of any good. The best torpedo secondary weapon is well flechette torpedo because of its point value and its effect goes off even if it does not hit.

Edited by Marinealver

Totaly not competitive, tottaly fun if you smohow manage a hit wit APT

99 points

PILOTS

Nera Dantels (39)
B-Wing (26), Extra Munitions (2), Advanced Proton Torpedoes (6), Deadeye (1), Engine Upgrade (4)

Kyle Katarn (31)
HWK-290 (21), Blaster Turret (4), Recon Specialist (3), Moldy Crow (3)

Garven Dreis (29)
X-Wing (26), R5-P9 (3)

Personally I like Predator (big shocker there someone liking Predator right?) on her because (A) It gives her an attack boost on her torpedoes, especially Protons, (B) it works on her Primary Weapon for after she shoots her Torpedoes and © if she has to do a red maneuver or is stressed, or needs the action to barrel roll, it still is active (D) it is cheaper than Expanded B-wing+Rec Spec+Deadeye

Sounds nice because once Nera blows her torpedoes she has nothing else. But torpedoes as I said before are not enough. That is why I put Jan in because she can make 4 firepower to 5 firepower and with the focus to a crit it is awsome. (yet somehow I manage to miss with horton)

I use this Nera build a lot. It's nasty in a furball as she doesn't care about bumps.

Adv Sensors - 3

E2 Mod - 1

Rec Spec - 3

Adv PTorps - 6

Adv PTorps - 6 (swap this for EM when I own the card).

Total = 46 (42 with EM)

Advanced PTorps are difficult to use, but with Nera you have a range 1 turret which WANTS you to jam your B Wing down your enemies throat before pulling the trigger. She's got the toughness to weather higher PS fire and still deliver the goods. This reliably one shots all but the heaviest fighters and puts a big ding in large based ships. I haven't managed to get less than 4 hits yet and usually pull out 5.

Best used with a bit of action support for the worst case rolls (5 blanks), but more than capable of doing without. If I was hunting fat turrets I'd probably swap to the new Plasma Torps and Ions or stresspedoes for swarms.

Yeah but the meta really isn't that furball heavy with the 2 ship build. If swarms ore mini swarms make a comeback (I don't think it will after Wave 7) then maybe this would work. Plasma torpedoes will never be that good but Ion torpedoes and flechete cannons would be an interesting control build with a Y-wing that has flechett torps and Ion cannon turret.

Right, if I was going up against 2 ship builds, I'd drop adv sensors and probably try to stay out of range 1 of fat turrets. Plasma torpedoes are a good opener against something with lots of shields. Vanilla PTs might be a good follow up or could be used against the second ship. Stresspedoes too if the second ship was vulnerable to them.