Interesting uses for BB-8?

By Kepora, in X-Wing

So everyone seems to love our new astromech friend outside of X-Wing, but I don't see much talk about him in our favorite game! I for one think his low cost of 2 points and his excellent ability (performer a free barrel roll when you reveal a green maneuver) make him a great choice for craft that either need to get up-close and personal, or ones who want to keep their distance. There's really nothing too complicated about it - though you could potentially pull off some seriously dirty tricks with it! Here's a few examples I've brainstormed.

Horton Salm (37)
Y-Wing (25), BB-8 (2), Twin Laser Turret (6), Engine Upgrade (4)

Here, we can see BB-8 boosting a Y-Wing's maneuverability, and making it easier to keep the Y-Wing in that sweet 2-3 range band for Horton's ability and the TLT. It could reveal a green maneuver (a simple 1 or 2 straight), perform his barrel roll as soon as the dial's turned over, move, then boost - keeping him where he needs to be range-wise, and allowing him to enter turns without having to use a non-green maneuver if need be. The obvious weaknesses are the lack of natural maneuverability, which means tight spots can break it's movement "chain", and the high cost of 37 points. One could do this configuration for cheaper with lower pilot skill Y-Wings, of course but then you lose Horton's ability to really make the TLT shine.

Gray Squadron Pilot (32)
Y-Wing (20), BB-8 (2), Twin Laser Turret (6), Engine Upgrade (4)

For ten points more, though, you could have this nasty piece of work:

Corran Horn (47)
E-Wing (35), BB-8 (2), Sensor Jammer (4), Push the Limit (3), Stealth Device (3)

With a boosted 4 agility, the ability to barrel roll before moving, Push the Limit off that Barrel Roll, perform the green maneuver to clear stress, then perform your regular action could turn everyone's favorite E-Wing pilot into an arc-dodging jouster from hell. One could shave off two points to get Fire Control System (though this affects his overall survivability a little) for a touch more offensive capability. Evade's a no-brainer for the PTL off the Barrel Roll, followed by a Focus (or, if necessary, Target Lock) after the move. This also gives you the ability to keep an Evade ready in case you happen to bump into another ship, meaning you won't get utterly screwed by a bad move.

Now, for further maneuvering shenanigans, we have one that's a personal fave of mine:

“Blue Ace” (35)
T-70 X-Wing (27), BB-8 (2), Advanced Proton Torpedoes (6)

While I hate that he can't take an Elite upgrade, this fella brings a sort of "Budget Ace" to the table. The free barrel roll followed by a green straight or one bank, followed by a boost that can be any maneuver at Speed 1 means he can find a target and hug them, letting him get into prime position to fire off the Advanced Proton Torpedos' devastating 5 attack dice. One could alternately do it with a Red Squadron Veteran, as such:

Red Squadron Veteran (37)
T-70 X-Wing (26), BB-8 (2), Advanced Proton Torpedoes (6), Push the Limit (3)

Same cost, 1 less Pilot Skill, but he has that oh-so-good Push the Limit. While he can't do epic looping shenanigans like Blue Ace with his ability to use the Turn temples for boosting, this guy can buff himself far more reliably thanks to PTL. One could go even cheaper, as such these:

Red Squadron Veteran (31)
T-70 X-Wing (26), BB-8 (2), Veteran Instincts (1), Autothrusters (2)

Red Squadron Veteran (32)
T-70 X-Wing (26), BB-8 (2), Veteran Instincts (1), Stealth Device (3)

Red Squadron Veteran (33)
T-70 X-Wing (26), BB-8 (2), Veteran Instincts (1), Shield Upgrade (4)

With the T-70's Boost, BB-8's ability really helps the lucky fighter that gets him pull off some serious maneuvering shenanigans, making it an even harder craft to pin down. What of the old X-Wings, though? Who could benefit from our lovable little ball the most?

Biggs Darklighter (31)
X-Wing (25), BB-8 (2), Engine Upgrade (4)

While no one can replace R2D2 in Biggs' heart, BB-8's a good friend too, especially with an Engine Upgrade or Shield Upgrade. The ability to Barrel Roll before moving helps him with lateral shifts, which means it'll be all that easier to stay at your enemy's Range 3 - where you want him to be. But then there's everyone's favorite X-Wing jockey...

Wedge Antilles (38)
X-Wing (29), BB-8 (2), Push the Limit (3), Engine Upgrade (4)

Now this is a setup that should be a lot of fun. If he can close in on a target (aided by BB-8's Barrel Roll-ing and the Engine Upgrade's Boost), he can perform a similar tactic as to Corran above, trading off the sheer firepower from Corran's double-tap ability for Wedge's agility-reducing one, making his just a little more efficient overall.

Sadly, that's all I have for now. I've looked at every other Astromech-using ship (aside from Poe - but Poe & BB-8 is as obvious as Luke with R2-D2!), but I can't think of anyone else who'd really benefit from the ball. Feel free to give your input - this is my first time writing any sort of "tactical"/theory-crafting article for X-Wing, so any comments, critique, and the likes would be greatly appreciated!

you don't need EU with Wedge

BB-8 opens up the ultimate arc dodging maneuver: slamming right the **** into your opponent while still getting a focus thanks to PTL

12144746_10156115417120142_5758418316795

NOT TODAY, KEYAN! NOT TODAY!

also, you kind of need Integrated Astromech. It makes such a world of difference that it's just silly to run anything else.

Well, that isn't out yet. :P Though by slamming into your enemy like that, you're not taking advantage of Wede's ability - leave the ramming to the A-Wings. ;) On Biggs, though, Integrated Astromech would be stellar.

you are perfectly capable of using Wedge's ability

shoot the bloke behind whoever you ran into

and don't ram A-wings. You'll leave them without actions and incredibly vulnerable to fire.

What makes BB-8 so awesome in this scenario is that it functions as a pseudo-sensors with PTL

The good thing about EU + BB-8 is the ability to turn a straight 2 into a green easy 3 (kind of)

So far being able to boost before your move has been much more helpful to me than the barrel roll itself

Both together is a ridunculous level of maneuverability

Edited by jokerkd

Personally I like it on Wes because he will act at PS10. Wes, VI, BB-8 (plus the obligatory IA) is only 32 points and extremely hard to avoid. Particularly useful for stripping TLs off Vader with ATC, evades off Soontir, or focus off Poe as examples.

Your 3 red squad veterans won't work. BB-8 is unique. One to a squad.

Your 3 red squad veterans won't work. BB-8 is unique. One to a squad.

I don't think he was suggesting you could run all three - was just showing different options.

you don't need EU with Wedge

BB-8 opens up the ultimate arc dodging maneuver: slamming right the **** into your opponent while still getting a focus thanks to PTL

12144746_10156115417120142_5758418316795

NOT TODAY, KEYAN! NOT TODAY!

also, you kind of need Integrated Astromech. It makes such a world of difference that it's just silly to run anything else.

Ugh....that playmat....

Your 3 red squad veterans won't work. BB-8 is unique. One to a squad.

I don't think he was suggesting you could run all three - was just showing different options.

Youre right. I read the list too quick. I shouldn't comment on things after midnight. My apologies to Kepora.

Don't Forget

Biggs + R2F2 + Experimental interface + BB8

Probably too many points on biggs - but in addition to a barrel roll and not ending stressed, you can increase agility off of the barrel roll with r2f2, then clear stress and focus.


redacted.

The author had a mental lapse

Edited by Ravncat

Don't Forget

Biggs + R2F2 + Experimental interface + BB8

Probably too many points on biggs - but in addition to a barrel roll and not ending stressed, you can increase agility off of the barrel roll with r2f2, then clear stress and focus.

Biggs can't take two astromechs?

Don't Forget

Biggs + R2F2 + Experimental interface + BB8

Probably too many points on biggs - but in addition to a barrel roll and not ending stressed, you can increase agility off of the barrel roll with r2f2, then clear stress and focus.

Biggs can't take two astromechs?

Why the question mark? You're right. Biggs can't take two astromechs.

Not sure that Biggs would really want to barrel roll anyway; arc dodge and his ability becomes pretty useless. Now, if he had a wingman with BB8 on the other hand...

Wedge (or basically any X) with EU is a waste of points. A T-70 of equal PS is 1 point cheaper and gets an extra shield and still had his modslot open (so basically has 2 free shields with IA).

Uuh...bb-88 X wing polo. Set some asteroids as goal posts and once the referee ejects him with Intergrated Astromech the game is on!

BB-8 Y-Wing bomber. Line up a target and drop a mine as desired. Limited to variants of 1-2 straight though, but covers a huge area and helps you avoid collisions preventing you dropping your mine.

I played Wedge with BB-8, PTL and Engine last week (along with Biggs and Jan) and it was both tremendously effective and also a lot of fun. Engine was essential on several occasions, letting me get into firing positions yet still being out of arc (once Biggs had died). Wedge dealt out 14 damage in 4 rounds all without ever taking a shot in return.

I played Wedge with BB-8, PTL and Engine last week (along with Biggs and Jan) and it was both tremendously effective and also a lot of fun. Engine was essential on several occasions, letting me get into firing positions yet still being out of arc (once Biggs had died). Wedge dealt out 14 damage in 4 rounds all without ever taking a shot in return.

I played a similar list last night:

100 pts:

Wedge + BB-8 + PTL

Jan + Wired + TLT + Nien Numb

Jake + VI + PTL + Autothrusters + Proton Rockets

I faced a 3 TLT scum list (Kavil, Mux, and Spice Runner). Wedge died from TLT fire in the second round of combat, but he did a incredible amount of damage in those two rounds. Jake and Jan cleaned up pretty easily.

My problem with PTL + BB-8 is that it seems best suited for hanging around at Range 3. You can adjust your shooting angle without moving forward much. Wedge normally likes Range 3, as he gets a bonus dice and his target does not. But with TLT seeing a lot of play, he just dies....

Getting into close range means that the pre-maneuver barrel roll will often be blocked, and without green hard maneuvers it's difficult to keep the enemy in arc.

Your Jan is identical to mine. I went with Biggs (with R4-D6) to soak up the long range fire and then once in close I turned Wedge loose. Several times I was able to boost into range 1, but out of arc, giving me a 5 dice attack (thanks to Jan), with focus and -1 agility to the target. I'd rather do that than try to hug range 3, especially against TLTs.

BB-8 Y-Wing bomber. Line up a target and drop a mine as desired. Limited to variants of 1-2 straight though, but covers a huge area and helps you avoid collisions preventing you dropping your mine.

R2 Astromech would seem much more useful in this instance, really.

Well, I hadn't thought of using BB-8 for bombing runs - but yeah, BB-8 should make it much safer for Y-Wings to use range-dependent bombs, like Proton Bombs - as well as getting them EXACTLY where you want them.

"exactly where you want them" is a bit of a stretch

with only a b-roll to orientate them (and only on 2 green maneuvers) , you're not exactly being offered a lot of choice especially on low PS pilots that can simply be reacted to.

the two green forwards on the Ys basically make BB-8 unusable/a waste of points

on Xs, T-70s, and Es it's all fair game; especially with PTL

really want to see it do some work on Eathn/Corran with FCS and PTL...hmmm, dat action efficiency

Edited by ficklegreendice