Missile Totting B-Wings

By krazyivan1942, in X-Wing Squad Lists

Love the B-Wing and have been playing around with some lists with the new upgrade cards from wave 8.

This is what I have come up with.

Dagger Squadron Pilot + Fire-Control System + Tractor beam + Proton Torpedoes + Extra Munitions + Guidance Chips (33) x3 = 99 points

Take long range primary weapons shots to get TL with FCS, move in to range 2 to fire missiles at target.

Attacking a small ship, one of the B-Wings uses TB to position that ship on to an obstacle and the other two attack or placing that ship into a better firing ark for the other two.

Looking to try this list out on Wed night or over the w/e.

Tried this list out on Wed night against a Poe, Wedge, Tycho list with a win destroying all the aces for a loss of one B-Wing, the other 2 were down to 1-2 hull each.

Attempted to use tractor beam early in the game but was evaded. This was the only time tractor beam was used.

Some people suggested in swapping 1 of the B-Wings for Nera Dantels which I did, but had to change the Proton torps for Plasma torps. I also added EPT of Adaptability increasing her PS to 5.

I had two games Sat night with the altered list with two wins.

First game was against an Imperial Punisher/Bomber list with Redline, Major Rhymer and Capt. Jonus. The ships were kitted out with torpedoes, missiles and seismic charges.

The out come of this games was 100-33. Lost a Dagger B-Wing with the other two ships down to 1-2 hull. There was no opportunity to use Tractor beams.

Second game was against a Palp Mobille, Omega Leader, The Inquistor and Wampa list.

The result was identical to the first game and again no opportunity to use tractor beam.

I was happy with the results and with the initial torpedo barrage and Nera's ability was nasty against the TIEs and bombers.

Discussions after the games, there was a suggestion of removing the tractor beams (I was already considering that), remove Adaptability from Nera and adding EPT Deadeye.

I can see how Deadeye works with Nera, but is there a better EPT for her?

Would VI be better? This would possibly give her the chance to shoot first at middle range PS pilots.

I'm not really sure of which way to go and I need to decide ASAP as the store championships are on next w/e.

Any feedback would be greatly appreciated.

Edited by krazyivan1942

Deadeye with E2 mod and recon spec on Nera. It's amazing. Gives you a focus to fire and a focus to modify.

"Rasputindarksyde"

That would be good, but I don't want to drop guidance chip with its ability when using torpedoes, especially when there's a chance of having 4 crits when firing a proton torpedo.

Yeah I forgot chips was a mod. Haven't used it yet. Not a big fan of ordinance.

With the release of the guidance chip, torps and missiles will be every where.

If you're running this, triple torp boats is gonna trump it every time. Higher PS, more consistent damage, more green dice, much better dial. The only thing they lose on is that their primary is 2 dice but its a turret which further adds to their versatility. Triple Scout is the new black man.

"Nalydyn"

Yes I would have to agree with you about the triple scouts, they would be my biggest concern, but they would be a lower PS (PS3) compared to what I'm running.

They are predictably on their green moves and if I could get behind them to limit torps, there's always an opportunity to cause damage and to take 1or 2 out, with the luck of the dice gods, of course!

I like where your going with your squad. B-wings didn't take down a Star Destroyer using Heavy Laser Cannon. They used proton torpedoes!

That said, my first concern is that it's not likely that you'll get be at range 3 for the opening volley, and range 2 for the next round of shooting. Since you're both advancing, and your opponent clearly sees the Torps and Guidance Chips, he'll probably zoom to range 1 to bypass the ordnance. Triple Scouts is particularly troublesome because a) large bases move faster, and they'll likely bump into you, and b) the 2 speed K-turn of the B-wing doesn't clear the large bases, so you'd be without a shot for a round while they shoot you with their turrets. But seeing that you've managed to win several games, maybe I don't know enough about B-wings. I must admit that they are one of my least favorite ships in the game.

Second thought, is about Nera and Advanced Proton Torpedoes. I've tried it a few times, and I've faced it a few times. It's not hard to predict a B-wing, and it's a relatively trivial matter to stay out of range 1. I think I got the torps off once, and my opponent informed me that he let me do it as a calculated risk to outflank my B-wing with another ship. Bottome line: it's maybe not a good idea to invest 8 points in a weapon that you are unlikely to fire, and only do 1 damage more than your primary attack at range 1. Might I suggest Flechette Torpedoes as the ordnance of choice for her?

Nera Dantels (26)

-Deadeye (1)

-B-wing/E2 (1)

-Recon Specialist (3)

-Fire-control System (2)

-Flechette Torpedoes (2)

-Extra Munitions (2)

TOTAL 37 points

Now, the Flechette Torpedoes will be great for hunting down aces that thrive on Push the Limit because you don't even need to hit to deal that stress. Against things without Autothrusters, it's still a decent choice because you're getting a shot that you would have otherwise given up. Sure, Contracted Scouts won't take the stress, but you're carrying a heavier weapon than they are with 3 attack dice at range 2-3.

You have 1 point left, which could be a Tractor Beam...or you could scrap B-wing/E2 + Recon Specialist for 4 points of Mangler Cannon, and 1 point for Munitions Failsafe (so you can keep shooting those blasted aces and stressing them again and again). Or you could even skip the Mangler and use B-wing/E2 + Tactician for 3 points so you can conceivably stress large ships, and perhaps even double stress those wily, hard-to-pin-down threats at range 2.

These are the thoughts of a player completely biased against B-wings, so take it all with a grain of salt. (but as an interceptor fanatic, the Flechette Torpedoes scare me more).

If you want to be a bad person, Flechettes with accuracy corrector and munitions failsafe are nice - you can choose to miss automatically and not discard the torpedo. Turns deadeye nera into a super stress turret.

If you want to be a bad person, Flechettes with accuracy corrector and munitions failsafe are nice - you can choose to miss automatically and not discard the torpedo. Turns deadeye nera into a super stress turret.

Neat trick - but what do you use to support her and capitalise on that stress? I'm thinking the Keyan-Biggs tag team might work here.

Nera as you have her, plus VI

Keyan Farlander, E2, Hera Syndulla, FCS, Crack Shot

Biggs, R2-D6, VI, IA

All three are PS7, so it works well as a trio in formation, maybe? Just speculating really, although I'm tempted to try it out myself.

Hi all,

thanks for the constructive debate, but the above mentioned list is what I'm looking to take with only what EPT to take with Nera.

I know it will struggle against triple scouts and possibly some other lists.

As the store championships is on next w/e, there isn't an option to changing the list and then getting game time in to work out the new list.

So, I'm trying to decide either Deadeye or VI or is there a better EPT option for Nera.

Nera is great. I use her a lot.