B-Wing Aces. Both too fat and too small at the same time?

By burningbush, in X-Wing

In this TLT and regen meta are B-Wing aces like Keyan and Ten just not good enough.

The big issues is obviously cost. Eg.

B-Wing: · Keyan Farlander (29)

Stay on Target (2)

Heavy Laser Cannon (7)

Advanced Sensors (3)

B-Wing/E2 (1)

· C-3PO (3)

45pts

Or

B-Wing: · Ten Numb (31)

Veteran Instincts (1)

"Mangler" Cannon (4)

Fire Control System (2)

B-Wing/E2 (1)

· Hera Syndulla (1)

40 pts

Am I crazy to think that's just too many points on a non evadey ship. Sure 8 hp is nice but 1 Agi makes it hard. Thoughts?

Edited by burningbush

I think it's too much personally. I find B-Wing aces have to be fairly naked. 5 points of upgrades is probably the most you want to invest in a 1 Agility ship unless you can increase survivability. Something like:

Ten Numb

VI

Mangler

(FCS?)

36 (38) points

That said I rarely play Rebel so I may be way off!

I mean it seams like a lot i know but Daniel Topczewski took a 44pt ten to 25th place at worlds.

B-Wing: · Ten Numb (31)

Veteran Instincts (1)

"Mangler" Cannon (4)

Sensor Jammer (4)

B-Wing/E2 (1)

· C-3PO (3)

I can see that working. I guess it depends what you're fighting. I don't like loading ships up that much but it's personal preference. All I can suggest is playtest it against several different lists and see how it goes.

Yeah that's way too much in a ship that will die in one or two turns, you can spend that on Corran because he has regen from R2.

But farlander even with creepio will go down fast your just handing the other guy easy points.

Ten Numb+Calculation. Done.

Keyan Farlander+Push the Limit or Stay on Target. Done.

MAYBE Adv sensors with SoT only if you have the points left over.

Ten Numb+Calculation. Done.

Keyan Farlander+Push the Limit or Stay on Target. Done.

MAYBE Adv sensors with SoT only if you have the points left over.

Exactly you don't need to load them up to get good performance, though ten remains criminally overpriced.

If you fear TLT then why take an HLC on a B-wing? Get into that donut hole and pour 4 primary red dice into that thing! If you have problems closing then use an EU and PTL on Farlander. Forget about c-3po, he works better with the falcon since it can evade as well. And cheaper is definately better.

Ten Numb was never good enough to make up his points.

I'm curious if Nera will make a run with Guidance Chimps. Proton Torpedoes and Extra Munitions might not be terrible.

I'm curious if Nera will make a run with Guidance Chimps. Proton Torpedoes and Extra Munitions might not be terrible.

Same issue by the time she's loaded up with missiles she's become an easy kill worth alot of points.

I'm curious if Nera will make a run with Guidance Chimps. Proton Torpedoes and Extra Munitions might not be terrible.

Same issue by the time she's loaded up with missiles she's become an easy kill worth alot of points.

I tend to put 2 flechette torpedos on nera and give her deadeye.

Only 5 points in total (and you could drop the deadeye if you want), but means you have two shots out of arc in the game, wich could give a stress. Even cheaper (if you look at it per shot) than the scum variant 'hot shot blaster', that does the same thing, but without stress

Edited by petercooman123

Is nera with the above and guidance chip good? 31 pts with dead eye.

they weren't good enough before either, where everything was a fat PWT

they just cost too much for no defensive gain

Keyan is the most viable since he can "arc-dodge" by slamming into opponents for little loss due to his ability (and sensors), but that was worthless v PWTs and still really difficult to pull off v multiple ships

8 health, 1 agi is squishy and easy to lose in a round of concentrated fire

Edited by ficklegreendice

Farlander does not need the hlc.

I like farlander with VI, advanced sensors and crew of choice (3po). But if I was bringing him, Id probably include jake or someone who is a big threat to swarms/tlt.

I'm curious if Nera will make a run with Guidance Chimps. Proton Torpedoes and Extra Munitions might not be terrible.

Yeah I definitely think she can be good, and like burningbush mentions, Deadeye seems like a great choice for that setup as insurance against a high ps ace that you aren't able to get locked after your maneuver.

I think she will work well in a list that has some other threats that making targeting priority a challenge.

In the end she may still remain just a fun game option rather than anything seriously competitive but if that's the case she will certainly be a whole lot more fun.

B wings are fine if you only take one upgrade slot, maybe 2 if they're cheap upgrades. I used to love taking Keyan with Opportunist and HLC, but those 40 points can disappear quickly. E2, int agent and SoT is an amazing 33 points because he is useful and doesn't draw much attention. 36 for advanced sensors is also good, but a B Wing is not ace you want on the table at the end.

If you fear TLT then why take an HLC on a B-wing? Get into that donut hole and pour 4 primary red dice into that thing! If you have problems closing then use an EU and PTL on Farlander. Forget about c-3po, he works better with the falcon since it can evade as well. And cheaper is definately better.

Y wings can actually outrun b-wings to keep them out of the hole. You'd need blockers to keep y-wings in R1 of b-wings.

Part of the strength of b-wings is their flexibility in upgrades as well as having barrel roll. Filling up all their upgrade slots has always been a trap.

Keyan Farlander, Proton Torps, Extra Muintions, PTL, Guidance Chips. (38 points). Arc dodges/moves into position and target locks with PTL - Gets stressed .. Fires Torpedo, uses ability to turn Eyes into hits end unstress, Guidance Chips turns a blank into a Crit, Torp hopefully gives another Crit from a Eye...

Some others have already alluded to this, but the problem as I see it is that a fully loaded B-Wing ace is just as easy to kill as a naked Blue Squadron B-Wing, so by throwing in a bunch of upgrades you're just handing your opponent more points at the end of the game. Yeah you might be able to do some fun tricks, but it won't last very long.

Take for example, the Ten Numb build mentioned above:

B-Wing: · Ten Numb (31)

Veteran Instincts (1)
"Mangler" Cannon (4)
Sensor Jammer (4)
B-Wing/E2 (1)
· C-3PO (3)

vs the following:

B-Wing: Blue Squadron Pilot (22)

B-Wing: Blue Squadron Pilot (22)

Both lists come out to 44 points, but the second one is more survivable due to twice as many hit points spread across 2 ships and probably (I haven't done the math) hits just as hard as Ten thanks to having 2 attacks vs 1.

And a naked Ten Numb will simply not make good on his points. You need some kind of help to make that crit happen.

Ten with calc: 32

Ten with mango:35

3x z-95: 36

Ps 2 (vulnerable to predator, attacks after almost everyone)

6 hull 6 shield behind 2 Agi

6 red dice in 3 seperate attacks

'Better' dial(s)

Can block and still get two shots, probably at range 1

Poor Ten. Can't wait to see what Nein Nunb gets to do in the T-70 when Resistence Aces comes out.

Some others have already alluded to this, but the problem as I see it is that a fully loaded B-Wing ace is just as easy to kill as a naked Blue Squadron B-Wing, so by throwing in a bunch of upgrades you're just handing your opponent more points at the end of the game. Yeah you might be able to do some fun tricks, but it won't last very long.

Take for example, the Ten Numb build mentioned above:

B-Wing: · Ten Numb (31)

Veteran Instincts (1)

"Mangler" Cannon (4)

Sensor Jammer (4)

B-Wing/E2 (1)

· C-3PO (3)

vs the following:

B-Wing: Blue Squadron Pilot (22)

B-Wing: Blue Squadron Pilot (22)

Both lists come out to 44 points, but the second one is more survivable due to twice as many hit points spread across 2 ships and probably (I haven't done the math) hits just as hard as Ten thanks to having 2 attacks vs 1.

Sure, in terms of raw health or damage output, twice as many B-Wings is better. But you also have to look at the role the ship is playing. 2 Blues are going to have a hell of a time hunting down Soontir Fel, but that's what Ten is built for. Ten will also fair well against a couple TLT Y-Wings, while the generics aren't bad, but couldn't really be said to have any kind of advantage.

Some others have already alluded to this, but the problem as I see it is that a fully loaded B-Wing ace is just as easy to kill as a naked Blue Squadron B-Wing, so by throwing in a bunch of upgrades you're just handing your opponent more points at the end of the game. Yeah you might be able to do some fun tricks, but it won't last very long.

Take for example, the Ten Numb build mentioned above:

B-Wing: · Ten Numb (31)

Veteran Instincts (1)"Mangler" Cannon (4)Sensor Jammer (4)B-Wing/E2 (1)· C-3PO (3)

vs the following:

B-Wing: Blue Squadron Pilot (22)

B-Wing: Blue Squadron Pilot (22)

Both lists come out to 44 points, but the second one is more survivable due to twice as many hit points spread across 2 ships and probably (I haven't done the math) hits just as hard as Ten thanks to having 2 attacks vs 1.

Sure, in terms of raw health or damage output, twice as many B-Wings is better. But you also have to look at the role the ship is playing. 2 Blues are going to have a hell of a time hunting down Soontir Fel, but that's what Ten is built for. Ten will also fair well against a couple TLT Y-Wings, while the generics aren't bad, but couldn't really be said to have any kind of advantage.

But if I don't bring fel and instead face you with four AC advanced loaded with cluster missiles I can kill ten 100% guaranteed in a single turn and still have plenty of firepower remaining.

You can't build him and hope fel turns up he has to take on all comers and he can't.