Hello all; Just looking for input on how to use B-wings effectively, noting how slow it is. I really would like to incorparate them into my fleet, but I am not sure how to use them. Suggestions?
B-wing strategies
There's a few options for them really.
If you're happy playing them defensively then think of them as portable mines, put them where you expect the enemy to be (or where you want to prevent them from being) to hold territory. This can be combined with Yavaris to make the most out of the turns they are in range by double-tapping (or triple-tapping with Adar Tallon)
Aggressively you'll probably want to think about Independence and Boosted Comms. Launch them up at speed 4 one turn, then activated them to attack the next.
Fleet Ambush is a decent way to get them into range of your enemy, as is Hyperspace Assault (as second player). Or use missions that control enemy positioning (Contested Outpost, Intel Sweep, Fire Lanes come to mind) to let you anticipate where you'll be able to find their ships in a turn or two.
Jan Ors and/or a generic HWK gives you Intel to cut past enemy fighter screens, as you'll lack the speed to leap over the screen and hit enemy ships from the other side.
And with 3 blue dice anti-squad they're not awful if they get stuck in about enemy squads as well. Not your optimal choice for it, but far from helpless.
Dammit, now I might have to throw out my tournament practice I had planned tonight to run B-Wings instead...
Akhrin pretty much has it down. B-Wings require a lot of practice to get right, but they're deadly when they connect.
The old wave one Gladiator-buster configuration was Yavaris+Raymus Antilles commanding 3 B-Wings to double-tap some poor ship into oblivion. Works very well against black dice ships, even in wave two.
Yes I use 3 B-Wings with Yavaris+Raymus. In recent games they have done 10+ damage in a single turn to several ISDs who overrun them.
Imperials tend to have front focussed ships so it is easier to use slow B-Wings against them. Just plot where you think they will be and aim for that spot. Against Rebel broadside fleets things get a little more tricky. Using Independence to get a speed boost turn one can help and delaying deployment of your carrier and B-wings until you discover where a suitable enemy target is going also helps. Using Talon to get one B-wing a double move turn one then do it to the other on turn two can do a similar thing to Independence.
For fighter escorts I add Dutch and either Wedge, Han or both. With Yavaris close by if the enemy engage the B-Wings these 2-3 fighters can double tap, turning off 2 squadrons and shooting others while the B-wings help out. A large fighter dogfight close to Yavaris is easier to win especially with some 2 blue Flak form the carrier with its wide flank firing arcs. I haven't bothered with an intel ship, partly for points and also the slow speed of the B-wing isn't that great at getting away from TIE swarms.
I just built a fleet with 4 B squadrons, Dash, and a Fighter escort of 2 YT1300's and 2 x's. Mc80 command and an AF2 with gallant haven for ships. My plan was to keep the squads with the ships until med range then charge in. This just gives me a chance to ask about it before I try it.
Strategy worked and wiped out the tie ball. Bombers got got through and played a big part of taking out an Imperial and Victory.
Edited by Vogons
For 2 more points, why not just use the Scurrg H-6? . . . less effective vs squadrons, but grit requires opponent to increase squadron defense to tie them up. Throw an x-wing squad on it and you have quite the force. . . thoughts? (BTW, i'd like to run the B's just to try them out and 4 b's is actually cheaper on my wallet than 4 Scurrg's
lol)
I'm doing 600Pt. fleets now and its 4 b's and 2 Scurrg's. The B's come in right at them. The Scrurrg's work as flankers, going after wounded ships, or for superior position point's.
The argument for B's instead of Scrurrg's as a dogfight brawler is that B's can dogfight. Activate them with Gallant Haven and flight controllers you have bombers that can hold their own against any squadrons.
Yeah, B-Wings and Scurrgs behave very differently. Scurrgs are much more elite Y-Wings than they are variant B-Wings.
Gotcha . . . but considering your entire fleet in this build, wouldn't it be wise to run multiple types of squadrons allowing each one to cater to their strengths rather than merely looking for "well-rounded?" A's to tie up Ties?
Gotcha . . . but considering your entire fleet in this build, wouldn't it be wise to run multiple types of squadrons allowing each one to cater to their strengths rather than merely looking for "well-rounded?" A's to tie up Ties?
Because it runs the risk of everything ending up out of position to do the one thing it does well... Which drastically lowers your effectiveness vs. Well-Rounded.
I use YT-1300's and X's with my bombers. They stop the incoming tie ball (preferably in range of gallant haven). Gallant haven with flight controllers activates the fighters, The M80 right next to Gallant haven runs the bombers. I saw someone in a thread close to this one talk about thinking of B's as turrets. That 's kind of how I use them. They move with their activating ships until they're close enough to jump out and attack. When activated you can use them target the ship facing your ship will hit during it's fire phase. I've only run a dedicated carrier build like this twice once at 400 pts, and once at 600pts. I'm still working the kinks out, but I'm having fun running it
One thing to consider with Scrugg's vs B-Wings. With B-Wings you can use they to tie up an opponent. You can not do this with Scurgg. This means they have to send an intel ship to get out.
One thing to consider with Scrugg's vs B-Wings. With B-Wings you can use they to tie up an opponent. You can not do this with Scurgg. This means they have to send an intel ship to get out.
^This
You take H-6 if you need the extra mobility. If not, always that Bees.
Do you need that mobility? Depends on your list really. If you need to stay nimble, H-6 all the way. If not, if you want to brawl, Bees. Always Bees.
One thing to consider with Scrugg's vs B-Wings. With B-Wings you can use they to tie up an opponent. You can not do this with Scurgg. This means they have to send an intel ship to get out.
^This
You take H-6 if you need the extra mobility. If not, always that Bees.
Do you need that mobility? Depends on your list really. If you need to stay nimble, H-6 all the way. If not, if you want to brawl, Bees. Always Bees.
If you expect to deal with Imperial players, B-Wings are as fast as they will ever need to be. Otherwise you need to be smart in their use.
Bees are good if you can A) predict where they need to be or B) face an opponent that has to come close to you.
A) Ship movement is limited, so vs. anything except the fastest, nimblest ships, you know where your opponent will be in round 2-4 (a variety of objectives make this even easier). Place and move your Bees accordingly.
Vs. CR90 and Raiders is more tricky, and you'll find that you miss your Scurrgs
B) Actually the CR90B and the Raider isn't so much of a problem as they have to close. The same goes for a large range of ships - GSDs in particular, but also MC30s. If they get close - kill them. If they don't, then you've successfully neutered the greatest threat to your fleet.
So that leaves stuff like the TRC CR90. Not easy to deal with them. Sure, you can make them work for their positioning, but you can't really catch them. Not reliably anyway. So don't try, but use your Bees for other stuff.
Bees are very good if used correctly. But doing so takes a little practice. More than with other squadrons. Actually, it's best to think of your Bees as a kind of slow ship, that you really need to pre-plan deployment and movement for.