Has any got any tips for flying BBBBZ? I'm hoping to take the list to store championships this weekend.
BBBBZ
If you can get any to joust you - you should be good...
Slow roll. You are in no hurry to engage.
If the enemy won't joust you, mosey toward the middle of the map. You can turn to face an attack from any direction.
Practice flying in formation and keeping all guns pointed at the enemy.
You don't want to split your squad.
Stick together like glue.
Ran this last night. It was brutal. For me. The red dice were laughably cold from the B-wings, even with target locks. I was constantly hitting like 1 hit after even after spending target locks. It took me like 5 rounds to kill a HWK-290. By then, it was too late. I managed to stay in formation well enough, but like others above said, I did commit a little too early, which put me in a bit of a bad position.
Edited by SPE825Ran this last night. It was brutal. For me. The red dice were laughably cold from the B-wings, even with target locks. I was constantly hitting like 1 hit after even after spending target locks. It took me like 5 rounds to kill a HWK-290. By then, it was too late. I managed to stay in formation well enough, but like others above said, I did commit a little too early, which put me in a bit of a bad position.
Ouch... That sounds brutal for you. But thanks for the advice, I already guessed that formation flying was necessary, what formations do people tend to take? Also, any advice on asteroid deployment? E.g, where to place after the first just about range 3 from my corner?
Slow roll. You are in no hurry to engage.
If the enemy won't joust you, mosey toward the middle of the map. You can turn to face an attack from any direction.
Ran this last night. It was brutal. For me. The red dice were laughably cold from the B-wings, even with target locks. I was constantly hitting like 1 hit after even after spending target locks. It took me like 5 rounds to kill a HWK-290. By then, it was too late. I managed to stay in formation well enough, but like others above said, I did commit a little too early, which put me in a bit of a bad position.
If the Bs aren't hitting, it can make for a frustrating game.
Over the last month or so I've had numerous three and even four dice attacks generating one or no hits.
Not much you can do about that. ![]()
Ran this last night. It was brutal. For me. The red dice were laughably cold from the B-wings, even with target locks. I was constantly hitting like 1 hit after even after spending target locks. It took me like 5 rounds to kill a HWK-290. By then, it was too late. I managed to stay in formation well enough, but like others above said, I did commit a little too early, which put me in a bit of a bad position.
Ouch... That sounds brutal for you. But thanks for the advice, I already guessed that formation flying was necessary, what formations do people tend to take? Also, any advice on asteroid deployment? E.g, where to place after the first just about range 3 from my corner?
I used to run the Z flying solo from the Bs, but lately I've been starting the Z with the Bs and on the front row.
I run them in a group of five, with the two back row Bs staggered in between.
I don't worry too much about asteroid placement, but I do try to have them placed in such a way that I can start in either corner, and once I get past the first asteroid, make a turn toward the center.
Another thing you can do is, whichever side you start on, place the Z on the outside of the front row.
That'll make the initial turn toward the center a little easier to navigate, since the Z's speed is going to be on the outside of the turn.
It might seem counter-intuitive to place the Z in with the Bs, but if they're shooting at the Z, they're *not* shooting at the Bs. ![]()
Just mentally expect that you could lose a B before it shoots.
That's the potential price of running five PS2 ships.
Kevin
Edited by underlingOn the competitive side, having just TO/judged a store championship this weekend: Palp Shuttle/Decimator + Wampa + Lt. Colzet/Saboteur will love you for flying 3 hull ships in a nice formation. If you can trap Wampa you can shut the build down immediately by eliminating him. If your opponent takes their time and gets Wampa to come in on your side or from behind they could take down a B-Wing in 2 turns or 3 turns-tops without having to worry about your shields. If, worse case scenario, you're having a really rotten day Lt. Colzet + Adv. Homing Missiles + Wampa + Palps + Colzet ability could 1 turn a B-Wing... And then there's the rebel/scum lists, TLTs will fall in love with your one agility. Four Y-Wings or HWK-290s with TLTs can down a B-Wing per turn.
From the lists I saw at the tournament BBBBZ stands a fairly decent chance of doing well, I just doubt it can do well enough to take top 8...the meta has made a distinctive push away from this type of list.
Ran this last night. It was brutal. For me. The red dice were laughably cold from the B-wings, even with target locks. I was constantly hitting like 1 hit after even after spending target locks. It took me like 5 rounds to kill a HWK-290. By then, it was too late. I managed to stay in formation well enough, but like others above said, I did commit a little too early, which put me in a bit of a bad position.
Ouch... That sounds brutal for you. But thanks for the advice, I already guessed that formation flying was necessary, what formations do people tend to take? Also, any advice on asteroid deployment? E.g, where to place after the first just about range 3 from my corner?
I used to run the Z flying solo from the Bs, but lately I've been starting the Z with the Bs and on the front row.
I run them in a group of five, with the two back row Bs staggered in between.
I don't worry too much about asteroid placement, but I do try to have them placed in such a way that I can start in either corner, and once I get past the first asteroid, make a turn toward the center.
Another thing you can do is, whichever side you start on, place the Z on the outside of the front row.
That'll make the initial turn toward the center a little easier to navigate, since the Z's speed is going to be on the outside of the turn.
It might seem counter-intuitive to place the Z in with the Bs, but if they're shooting at the Z, they're *not* shooting at the Bs.
Just mentally expect that you could lose a B before it shoots.
That's the potential price of running five PS2 ships.
Kevin
Yeah I run it the same with the staggered formation where the Z is in the middle between two Bs. Just unfortunate dice in my case. It'll make you appreciate pilot abilities and any small dice modifications you can get. Running this earlier this week made me appreciate Palpatine more than I already did. Now if only I could get an Imperial TLT with Palpatine...
Unless you expect to be in a Range 3 engagement, TL when you know you'll have a shot.
Focus is pretty much useless on defense with 1 agi, so try to set up TL/focus combos when you can.