Who Has the Better Dial? B-Wing or R2 Astro Y-Wing (munitions build)?

By Scopes, in X-Wing

Here's my current Spring Tournament List:

Wes Janson

VI

Plasma Torp

BB-8

GC

Horton Salm

Proton Torp

EM

TLT

GC

Grey Squaddie

R3-A2

ICT

BTL-A4 Title

Am thinking of trying this out

Wes Jason (as above)

Dagger Squadron B Wing

Proton Torp

EM

FCS

GC

Dagger Squadron B Wing

Ion Torp

EM

FCS

GC

Aside from the following which dial is ultimately better in your opinion?

List 1: I take Horton because I almost always roll blanks, especially when it's at a critical point in the game. Stresshog speaks for itself both in terms of area denial and danger potential for the opponent. R2 astromech opens up the dial for Horton and allows me to take a K-Turn or a 3 sharp and more easily shed stress the next round.

List 2: FCS is an almost must-have in ordinance builds that can take it. B Wings have more shields then Y Wings. GC gives an extra critical hit for the munitions.

I prefer to slow roll the ships in the first list until I have an idea of where my opponent is going. Doing so also allows me to set up the alpha strike with more ease. I suspect I'd do the same with the second one.

I find the B Wing's dial a little restrictive. If a B Wing is an ordinance platform, why is its dial set up the way it is? Not having access to white 3 banks and only a 2 K-Turn seems to limit the dial, IMHO, especially in ordinance builds like mine. Am I looking at the dials in the wrong way when I compare them? Am I missing something?

EDIT: The B Wing list was originally listed incorrectly. The correct one I'm looking at has Ion Torps for one of the B-Wings.

Edited by Scopes

Honestly the access to FCS+Chips using Protons would have me lean slightly towards the B-Wings anyway, and I was ready to recommend them anyway simply because they can Barrel Roll.

You're already paying for Daggers, may as well gain some positioning options when they activate at PS4.

Edit: also re:dial setup, yes, the B-Wing doesn't have a great ordnance dial, but it thrives in close-quarters fighting. Being able to cover Range 1 and Range 3 exceptionally well is a solid plan for them, but mostly you're able to make a 2-K or 1-Turn when you need to. Those two moves have saved my blades more often than I can remember.

Edited by Tsiegtiez

Don't forget a Targeting Astromech for a Y-wing. It really improves the dial to allow you to do a red move and grab a TL to fire.

Don't forget a Targeting Astromech for a Y-wing. It really improves the dial to allow you to do a red move and grab a TL to fire.

Funny thing is, I've flown Y wing so much that I often "bank" the target lock and don't need one when I K-Turn.

However, you've got me thinking that against arc-dodging targets having the TA could be a big help.

Don't forget a Targeting Astromech for a Y-wing. It really improves the dial to allow you to do a red move and grab a TL to fire.

Funny thing is, I've flown Y wing so much that I often "bank" the target lock and don't need one when I K-Turn.

However, you've got me thinking that against arc-dodging targets having the TA could be a big help.

I've been using it for the Heroes of the Aturi Cluster on my Y-wing. It's brutal! I've got Targeting Astromech w/ two Proton Torpedoes, Guidance Chip, and Predator. Oh, and I can fire 360 like Nera D. My next EPT will be Hobbie's ability to remove a stress when grabbing a TL. At that point, I'll be pulling red maneuvers all day long!

You do mean you have 1 proton torpedo and 1 extra munition, right?

:)

Normally I really like the 2k-turn of the B-wing but at the moment since the meta is so big base heavy (most scum ships include at least 1 or 2, Ghost, Palp) I prefer the 4k-turn of the Y-wing so even if you bump you can get around the big base the next turn. with targeting astro this becomes especially important. I do really like both lists but I think they might struggle against aces :) good luck for your tournament! and may the 4th be with you ;)

Don't forget a Targeting Astromech for a Y-wing. It really improves the dial to allow you to do a red move and grab a TL to fire.

Funny thing is, I've flown Y wing so much that I often "bank" the target lock and don't need one when I K-Turn.

However, you've got me thinking that against arc-dodging targets having the TA could be a big help.

I've been using it for the Heroes of the Aturi Cluster on my Y-wing. It's brutal! I've got Targeting Astromech w/ two Proton Torpedoes, Guidance Chip, and Predator. Oh, and I can fire 360 like Nera D. My next EPT will be Hobbie's ability to remove a stress when grabbing a TL. At that point, I'll be pulling red maneuvers all day long!

Just added Nera's ability to my Y-wing as well. Awesome upgrade.

Normally I really like the 2k-turn of the B-wing but at the moment since the meta is so big base heavy (most scum ships include at least 1 or 2, Ghost, Palp) I prefer the 4k-turn of the Y-wing so even if you bump you can get around the big base the next turn. with targeting astro this becomes especially important. I do really like both lists but I think they might struggle against aces :) good luck for your tournament! and may the 4th be with you ;)

Thanks for a thoughtful response. In my local meta, there are a lot of big base ships...Ghosts, Trip U-Boats, Palpshuttles.

May the 4th be with you, too!

You do mean you have 1 proton torpedo and 1 extra munition, right?

:)

In HATC EM is an upgrade.

You do mean you have 1 proton torpedo and 1 extra munition, right?

:)

In HATC EM is an upgrade.

...and you can stack them. So, technically, I have 2 x Proton Torpedoes, Extra Munitions, Guidance Chip, Predator, Nera D's ability, Extra Shield, Targeting Astromech, and TLT's.

So, 4 Proton Torpedoes that I can fire 360, and get Predator to usually re-roll 2 dice. Then add in Guidance Chip.