Question about E-Wings

By TheToad, in Star Wars: Armada

Hey guys I'm currently working on my rebel list for CC and I'm hung up on fighters. I like how the E-Wings look on paper but haven't had a chance to play them. Has anyone got thoughts on them? How do they fare against enemy squads?

I like them. They have solid hull, Bomber, has great threat range compared to the rest of the Rebels, has 2 alternative modes of fire (Snipe 3 vs. 4 blues), they're quite solid.

They do look quite solid to me but I also haven't run them yet. For me the main disadvantage is aesthetic, but at least you can't make out the 'roof gun' at this scale.

I would imagine snipe will serve them well and give a bit of versatility vs other squads.

You basically take an X-Wing and add 2 points to it. For that you get:

+1 speed

+Snipe 3

-Escort

Not bad and quite versatile but they get even more expensive. They're also not nearly as effective as bodyguards for keeping enemy squadrons off your other squadrons (most notably Jan) and they don't dogfight at distance 1 any better than X-Wings, so keep that in mind. They'd still likely want some X-Wing buddies to get in the way for them and keep Jan healthy (as they also love those Braces and Intel allows them to attack at distance 1 and then hop out of engagement to Snipe next turn at distance 2), but at this point that's all conjecture.

I think the trick will be who your fighting. If its fel and he has a escort. Stay at between range and snipe, which isnt effect by escort and no counter.

So ewings snipe the key guys like howlrunner and fel, x wing head in and lock it down

they need x wings otherwise what is keeping your opponent at arms reach

Run with Hera to give them rogue. Then they start doing work.

2+Hera with something to tie the enemy up, they do a lot of work. Snipe the counters/escorted priority targets, dont get hit back.

Love ewings.

I like that. Seems like a good way to get them into the fight at snipe range. Maybe even add Corran Horn for a good group of 4 stands. I may have to play with that a bit.

Hera + Corran + 2 E-Wing = 80 points = 10 Snipe Blue dice per turn before adding Hera for a hit & run, then switch to bomber after the enemy squadrons are taken care of.

Hera + Corran + 2 E-Wing = 80 points = 10 Snipe Blue dice per turn before adding Hera for a hit & run, then switch to bomber after the enemy squadrons are taken care of.

Of course, you're going to very quickly lose Hera without any way to protect her...

Hera + Corran + 2 E-Wing = 80 points = 10 Snipe Blue dice per turn before adding Hera for a hit & run, then switch to bomber after the enemy squadrons are taken care of.

Of course, you're going to very quickly lose Hera without any way to protect her...

That has not been my experience in multiple battles yet. I keep it at four, as I've deployed them from the MC80 Command Rapid Launch right into the middle of a battle, and they simply decimate anything they've come up against.

Hera is pretty tanky. 8 hull on top of a brace takes awhile to go down.

But, note that build was 80pts. You still have 54pts to bring xwings with.

Much as i love Hera toting around a couple ewings i still wish she had Strategic over Grit. Cause seriously Strategic is awesome lol

Edited by Vineheart01

Hera, Corran, 2 E-Wings, 3 X-Wings, 1 Rogue Squadron = 133 points
MC80 Command w/ Sato & Rapid Launch
Pelta Command w/Flight Commander
CR90B w/Leia

GR75
400 points

E-wings are fine, but be aware they do not have Escort, so the enemy can shoot around them at targets like Hera or Ketsu, etc. They also don't synergize with Biggs, but ehhhh, too expensive to work well there anyway. Speed 4 plus Snipe means their alpha strike range is only millimeters short of Defenders or Interceptors at Speed 5, if you're willing to give up one blue. They're solid ships, but don't assume they're an autowin, and be careful of engaging Defenders in straight slugging matches.

honestly i would hate them if they had escort.

Escort is cool but it kills any offensive focus you want on that ship. I rarely use the xwing uniques because you cant protect an escort user. Biggs kinda counters that but not enough.

Its also why i never use Vader. Vader is nasty, as he can do a ton of damage, but he has Escort for some ungodly reason so guess who dies first? vader....

E-wings are fine, but be aware they do not have Escort, so the enemy can shoot around them at targets like Hera or Ketsu, etc. They also don't synergize with Biggs, but ehhhh, too expensive to work well there anyway. Speed 4 plus Snipe means their alpha strike range is only millimeters short of Defenders or Interceptors at Speed 5, if you're willing to give up one blue. They're solid ships, but don't assume they're an autowin, and be careful of engaging Defenders in straight slugging matches.

Like everything else in this game, it comes down to understanding who's going to move when. My opponent brought up two Defenders out of range to attack but in range of my Hera, Corran and 2 X-Wings. They activated via Hera's Rogue, came up and pounced on the Ds. Then next turn, I had first activation, and pulled a squadron command and sent them in again against the TIE/Ds. Thanks to a few good rolls, and Toryn, the Ds were space dust before they could do anything. TIE/Ds are scary if flown well, but if your opponent makes a mistake, pounce on them and make them pay for it.

I was thinking of adding Awings or Z95s to tie up fighters. You could easily fit 4 of either (only cause I don't own more than 4 Z-95s) in your fighter points. A-Wings may be better, speed to get in front and counter to soften up squadrons. Despite my utter inability to use fighters well, I do like A-Wings to tie up fighters.

I was thinking of adding Awings or Z95s to tie up fighters. You could easily fit 4 of either (only cause I don't own more than 4 Z-95s) in your fighter points. A-Wings may be better, speed to get in front and counter to soften up squadrons. Despite my utter inability to use fighters well, I do like A-Wings to tie up fighters.

A-wings are good due to Counter 2, Z95s are good because they're cheap. I prefer Z95s if I'm using Sato just to get in the way and open up the dice ability he brings.