Use an AXE*
Proto, Refit
Poe, VI,R5-P9, AT
Corran, PTL, FCS, EU, R2-D2
*World's Runner up List
Use an AXE*
Proto, Refit
Poe, VI,R5-P9, AT
Corran, PTL, FCS, EU, R2-D2
*World's Runner up List
Well you have to consider the fact that BBBBZ is supposed to crush Han BB. BBBBZ is the closest thing to Swarm that Rebels have other than mass Z95s or Prototypes.
If you joust each other, you will lose every time.
How to stop him? Place a very tight cluster of asteroids in the centre of the map. Either make him fly through it or make run around it while he chases you. With a large base and Engine Upgrade, you should be able to stay out of his arc until he breaks formation. Once he does that, try and pick apart a B-wing one at a time.
Remember - it's an uphill battle because of the matchup, so you have to use the terrain and your kiting ability to balance things out.
Hope that helps.
Edited by zerotc
BB-8 + PTL Poe is absolute troll for poor generics to face
Miranda, however, would be far more effective with bombs (dat high PS) and c3po to piss your opponent off. Otherwise, she just carries hard against generics
AS+Engine+PTL Horn whacks out such shenanigans that Poe just seems a pretty nice guy
not really, they're about the same only Poe is far cheaper
Corran pulls through in sheer firepower and token tanking
BB-8 + PTL Poe is absolute troll for poor generics to face
Miranda, however, would be far more effective with bombs (dat high PS) and c3po to piss your opponent off. Otherwise, she just carries hard against generics
AS+Engine+PTL Horn whacks out such shenanigans that Poe just seems a pretty nice guy
not really, they're about the same only Poe is far cheaper
Corran pulls through in sheer firepower and token tanking
Not to mention Poe's ability. Yes, Corran can attack twice in a round, at the cost of no attack the next. Poe's dice manipulation on offense and defense makes him very consistent.
Assault missiles.
Soontir Fel & Friends (99)
Soontir Fel (35)
Push The Limit (3), Royal Guard TIE (0), Autothrusters (2), Stealth Device (3)
"Redline" (41)
Fire Control System (2), Extra Munitions (2), Assault Missiles (5), Assault Missiles (5)
Scimitar Squadron Pilot (23)
Assault Missiles (5), Extra Munitions (2)
Assault missiles.
maybe like 8 of them
otherwise, it's very much of a "mining with a toothpick" scenario
even with seismic charges (really great against those slow ships) barely chip the paint, and they need to either to stacked or serve a different purpose (giving Deathrain pre-move barrel-rolls, for example)
Edited by ficklegreendiceOr this... Assault (96)
Prototype Pilot (24)
Assault Missiles (5), Autothrusters (2)
Prototype Pilot (24)
Assault Missiles (5), Autothrusters (2)
Prototype Pilot (24)
Assault Missiles (5), Autothrusters (2)
Prototype Pilot (24)
Assault Missiles (5), Autothrusters (2)
???
Unmodified shots and overcosted missiles and A-Wings. I don't see it happening.
I mean, just by switching to Prockets you'd be able to fit in a Headhunter as well.
I'm also pretty sure just spamming Proto Pilots would wreck 4BZ if you had that many A-Wing expansions.
4x Y Wing+TLT or 3 TLTs and Jake.
Jake on his own is pretty effective honestly. I prefer PtL and Vet Instincts plus or minus a Procket if you have room. Although PtL/Juke is going to be delicious.
I would think massed Plasma Torpedoes would be better than Assault Missiles.
high agility ships like phantoms or interceptors
Arc dodgers beat them.
Fat Turrets are the best arc dodgers in the game, especially Super Dash. Since they always have a shot no matter where they move, they can fly purely defensively and dodge arcs without sacrificing shots.
TIE Swarms and (inexpensive) PS bids. I imagine 6 Crack Squadrons have the advantage over usually PS 2 B Wings.
You must beat Four B-Wings on the table! Not the clipboard (list building).
By this I mean A) smart asteroid placement, B) smart initial ship placement, C) a 5-turn plan/course to dictate the TOE (terms of engagement (many call this slowroll)), D) a 5-turn contingency plan in the event you were outflown trying to dictate TOE, E) the experience of knowing where four 2-KTURNS puts them in relation to your flight path and how to avoid that flash-killzone.
If this is too hard... A) Make them turn, often. B) Dont die.
If anyone has flown or seen a BBBBZ vs XXXXZ with Integrated astros battle I would like to know how it played out.
I haven't had the chance to proxy it yet but it seems like a very interesting match up. 36hp behind mostly 1 agility vs 28 behind 2 agility.
Against BBBBZ or 4X you need to take life advice from dogs and shepherd the enemy into a bad position, from which you can focus down a straggler and cut it off from the rest of the swarm. Miranda, Poe, Corran and (to an extent) Super Dash all do wonders against these builds if flown properly.
If anyone has flown or seen a BBBBZ vs XXXXZ with Integrated astros battle I would like to know how it played out.
I haven't had the chance to proxy it yet but it seems like a very interesting match up. 36hp behind mostly 1 agility vs 28 behind 2 agility.
Haven't tried it out yet, but the X-wing's dial alone (the 3-turn in particular) makes it better in my mind. The extra agi helps a lot against TLTs too.
Overall, 6 hp 2 agi seems better than 8 hp 1 agi.
Having played against proxied IA several times, these are real life savers for the X-wings.
Wouldn't Assault Missiles, Plasma Torpedoes, or Cluster Missiles just wreck 4BZ? They fly in formation so the splash damage from the Assault Missiles would do a lot of damage and it's not like they can dodge anything.
I do agree that arc-dodging would probably be the best long-term solution.
Jonus with Thread Tracers x2 and Determination
Scimitar Squad with Extra Munitions, Assault Missiles, and Seismic Charges x3
If the Tracers hit, you get 3 Assault Missile launches with Focus and Jonus re-rolls. That should vaporize a B-Wing and do 3 splash damage to any nearby ship. Hopefully this is at Range 3 so Jonus has a chance of living, but he is probably toast. Then you poop out bombs on the jousting pass so that it either breaks up the formation or puts more hurt on the Bs. Then you get some distance and do it again. If you have not killed 3 ships after pass #2, you are probably toast. If you have, the remaining ships should be badly damaged. Either way, this match is over in about 15 minutes.
If anyone has flown or seen a BBBBZ vs XXXXZ with Integrated astros battle I would like to know how it played out.
I haven't had the chance to proxy it yet but it seems like a very interesting match up. 36hp behind mostly 1 agility vs 28 behind 2 agility.
Haven't tried it out yet, but the X-wing's dial alone (the 3-turn in particular) makes it better in my mind. The extra agi helps a lot against TLTs too.
Overall, 6 hp 2 agi seems better than 8 hp 1 agi.
it's really not
I ran Wedge + 3 rookies for a while, and it's plenty punchy as any 4 ship with 3-red lists would be, but there was nothing the rookies accomplished that made them stand out from B-wings
except for one instance:

X-WING BLOCCCCCCKKK!
more seriously, they're basically slightly faster B-wings that can't barrel-roll. The extra agility does somewhere between jack and **** to their overall survivability, and they have routinely taken more damage from B-wings at range 3 than vice-versa.
they still die with embarrassing swiftness, but with integrated proxied, they aren't too shameful anymore. Honestly, Integrated's flexibility and life-saving prowess are so...integral to the X-wing's viability; they're absolutely worthless without it and it is defiantly a much needed and well appreciated buff
basically, Integrated makes them solid generics, but they're still not really doing that much to distinguish themselves from Bs apart from looking awesome

If you're counting on generics carrying the day, the Blue Squadron is still your go to guy. Barrel-roll and high health over some crap agility buff makes them more flexible and dependable overall
Bb-8 + PTL Wedge, on the other hand, is just pure awesome sauce if you can handle his squishiness through good play
Edited by ficklegreendice
If anyone has flown or seen a BBBBZ vs XXXXZ with Integrated astros battle I would like to know how it played out.
Haven't tried it out yet, but the X-wing's dial alone (the 3-turn in particular) makes it better in my mind. The extra agi helps a lot against TLTs too.
Overall, 6 hp 2 agi seems better than 8 hp 1 agi.
...
basically, Integrated makes them solid generics, but they're still not really doing that much to distinguish themselves from Bs apart from looking awesome
If you're counting on generics carrying the day, the Blue Squadron is still your go to guy. Barrel-roll and high health over some crap agility buff makes them more flexible and dependable overall
Bb-8 + PTL Wedge, on the other hand, is just pure awesome sauce if you can handle his squishiness through good play
They certainly are pretty. Ahh, if only the Red Squadrons had an EPT slot, to go with that IA...
I've only faced BBBBZ once and it wrecked me. I need to face it some more so I can learn the match-up. I was using dual Aggressors. How well do you think IG-88 does against BBBBZ?
I've only faced BBBBZ once and it wrecked me. I need to face it some more so I can learn the match-up. I was using dual Aggressors. How well do you think IG-88 does against BBBBZ?
The funny thing about Dual IG is that the large base punishes the B-Wings hard. When you bump them/park in front of them they won't be able to K-Turn while you will. Obviously you don't want to park in front of all 4 B Wings, haha, but you should be able to do work by making sure your initial engagement is at range 3, and coming from two different directions with the IG's so the B Wings have to commit maneuver wise to one or the other.
I haven't played dual IG's often, but that seems like it would work. Especially with the Crackshot+Glitterstim+FCS variant. Glitterstim should help you if you're in a bad spot also. What are your chances of simply deleting a B-Wing in one volley with Glittercrack?