Yavaris vs more b-wings

By DUR, in Star Wars: Armada

Another table-top theory-crafting extravaganza!

When is Yav better than 4 more b-wings? I find that I generally want to make Yavvy run away more often than not and getting that double-tap is kind of annoying to catch any player who gives the b's their respect. Or, in attempting to Yav twice, it gets blown to bits...

So rather than trying to broadcast my intention with 3 b-wings and getting my activations all crapped up, it seems easier to just take 4 more b-wings! I suppose there's activation efficiency at play as well, but at least pushing pixels around Vassal I have an easier time activating some subset of those b's more often with random ships.

Am I doing something wrong?

do you have the ability to command four more B-wings?

are they strictly necessary?

remember, Yavaris isn't just Yavaris the title. In fact, the title makes up less than 10% of the cost of what you're actually buying: a Neb-B escort frigate

so, is an escort frigate better than four B-wings? Refer to the above.

funny thing is the Neb-B is the answer to both questions

do you have the ability to command Bs --> got me some escort frigates! (pull double duty by providing long range fire and anti-squadron support)

are they strictly necessary --> B-wings cover the Nebs' pathetic close range offense (and benefit immensely from Yavaris)

in my experience, skewing towards too many B-wings just sets you up for some bad times with rebel mirrors. Can't imagine running more than 4 (1 is keyan) ever, until Independence perhaps changes my mind?

as for running away V squadron commands, there's a simple solution:

Speed 2 + nav token

they will save your life

in the choice between Yavaris dying and another squadron command, always remember that Yavaris is ultimately expendable. She costs ONE LESS as an ACM GSD, and the B-wings don't spontaneously combust when she does. If you can get in tons more value from kicking her under the bus, then by all means double-tap that VSD. Otherwise, as long as she's made her points back, she can leave the Bs to rot.

Edited by ficklegreendice

Yavaris would be worst so much if the neb b could take comm boost and command those b wing at long

Yavaris is perfectly fine as is

she's 63 points, you shouldn't expect her to carry games for you (though she tends to end up doing so regardless)

Another table-top theory-crafting extravaganza!

When is Yav better than 4 more b-wings? I find that I generally want to make Yavvy run away more often than not and getting that double-tap is kind of annoying to catch any player who gives the b's their respect. Or, in attempting to Yav twice, it gets blown to bits...

So rather than trying to broadcast my intention with 3 b-wings and getting my activations all crapped up, it seems easier to just take 4 more b-wings! I suppose there's activation efficiency at play as well, but at least pushing pixels around Vassal I have an easier time activating some subset of those b's more often with random ships.

Am I doing something wrong?

I will say that Yavaris is great for Demolisher removal (or at least making it very cautious). That double tap from the B-wings couples with its own firepower makes me think twice before trying to move my demolisher in.

do you have the ability to command four more B-wings?

are they strictly necessary?

remember, Yavaris isn't just Yavaris the title. In fact, the title makes up less than 10% of the cost of what you're actually buying: a Neb-B escort frigate

so, is an escort frigate better than four B-wings? Refer to the above.

funny thing is the Neb-B is the answer to both questions

do you have the ability to command Bs --> got me some escort frigates! (pull double duty by providing long range fire and anti-squadron support)

are they strictly necessary --> B-wings cover the Nebs' pathetic close range offense (and benefit immensely from Yavaris)

in my experience, skewing towards too many B-wings just sets you up for some bad times with rebel mirrors. Can't imagine running more than 4 (1 is keyan) ever, until Independence perhaps changes my mind?

as for running away V squadron commands, there's a simple solution:

Speed 2 + nav token

they will save your life

in the choice between Yavaris dying and another squadron command, always remember that Yavaris is ultimately expendable. She costs ONE LESS as an ACM GSD, and the B-wings don't spontaneously combust when she does. If you can get in tons more value from kicking her under the bus, then by all means double-tap that VSD. Otherwise, as long as she's made her points back, she can leave the Bs to rot.

The thing for me is this: if you can double-tap the b's, that means you've already predicted where your prey is going to land. In that case, why bother with offering up a free yavvy escort that needs to stay in command range? The exception is where you have 1st player or your opponent chooses to activate some other ship first so that your b's can spend the previous turn's fighter phase getting into position and you nail him before he runs away. Is that how you typically find yourself pulling off the double? Maybe it's the trouble of maneuvering both the b's and the frigate at the same time, but I just have a hard time getting Yav to happen.

It is precisely moving the B-Wings up and then activating Yavaris before they can move away.

that and predicting where close range ships are going to land really isn't that difficult :P (they don't have much choice)

the "magic trick" is that the Neb's speed 3 chart gets you up to a 90-degree turn (without the extra nav click). Basically, once you obliterate something with the Neb, you can do a hard nope! and gtfo of there

nav tokens, man, they save lives

Edited by ficklegreendice

Speed 1 is your enemy when your doing nebs, slow rolling them makes it to easy to predict there movements,

You really need to predict where the enemy is going to go and either deny them that space via the BBloB, or face roll them when they go there.