Why, Nera, Why?

By DarkDragon164, in X-Wing Squad Lists

I'll be competing in my first tournament this weekend. Below is what I'm thinking of running, but I'd like to hear others' thoughts.

B-wing - Nera Dantels(26), Deadeye(1), Adv. Proton Torpedoes(6), Extra Munitions(2), Advanced Sensors(3), B-wing/E2(1), Recon Specialist(3)

Y-wing x2 - Gold Squadron Pilot(18), Twin Laser Turret(6), R2 Astromech(1), Shield Upgrade(4)

Total Points: 100

The general premise is for Nera to get in there close and get those two torps of as quickly as possible while the Y-wings stay at distance and deal slow but consistent damage with TLT.

I'm also contemplating switching one of the TLTs for an Ion Cannon Turret, or the Shield Upgrades for Vectored Thrusters or Engine Upgrade for additional maneuverability. Also, I'm not too keen on the R2s, I just put them there because they're the best thing that fit with my remaining points. Would I be better off ditching them for a better chance at initiative?

Since this is a tournament, I can't proxy. Here's the collection that I'm working with: Original Core Set, TFA Core Set, T-65 X-wing, T-70 X-wing, Y-wing x2, A-wing, B-wing, Rebel Aces, E-wing, K-wing, U-wing, YT-1300, Heroes of the Resistance, ARC-170, HWK-290, Z-95 Headhunter

i don't see the value in the shield upgrade with only one green die. so i'd drop that and upgrade one of the y's more munitions that way and shooting first is nice

Nera Dantels (26)
Deadeye (1)
Advanced Proton Torpedoes (6)
Extra Munitions (2)
Recon Specialist (3)
B-Wing/E2 (1)

Gold Squadron Pilot (18)
Twin Laser Turret (6)

Horton Salm (25)
Twin Laser Turret (6)
Proton Torpedoes (4)
Extra Munitions (2)

Total: 100

View in Yet Another Squad Builder

If you want to keep Nera alive long enough to guarantee she gets her shots off then maybe consider switching one of the Golds out for Biggs to shadow her.

1 hour ago, Kentc86 said:

i don't see the value in the shield upgrade with only one green die. so i'd drop that and upgrade one of the y's more munitions that way and shooting first is nice

Nera Dantels (26)
Deadeye (1)
Advanced Proton Torpedoes (6)
Extra Munitions (2)
Recon Specialist (3)
B-Wing/E2 (1)

Gold Squadron Pilot (18)
Twin Laser Turret (6)

Horton Salm (25)
Twin Laser Turret (6)
Proton Torpedoes (4)
Extra Munitions (2)

Total: 100

View in Yet Another Squad Builder

I like this Horton, but R2-D6 and Expertise wood be even better than torps! ...Oh darn, you don't have a Rebel Transport. Still, I do like this better than just two Gold's because it's threatening enough to draw some due from Nera, potentially.

I've never been able to get her APTs off reliably, so I wish you much luck. Please report back after the tournament!

The trouble is Nera is not very maneuverable and her PS is not high enough to reliably roll her into Range 1 of slippery targets.

I would be tempted to get plasma torps instead and Guidance chips. You will cover a far greater chunk of the board with a Range 2-3 turreted torpedo than you will with a Range 1 shot. And 4 red dice (well modified) is still pretty tasty. While the payoff is not quite as high as with APTs, the shots are much easier to take.

The extra 3 points for APT over plasma torps is not worth it IMO.

I'm not saying this is good...but you could take your original build, trade Advanced Sensors for an Ion Cannon, and have her set up her own shots for range 1 the following turn. Or better yet, take the shield off one of the Y's so Nera can still focus on a red maneuver. Just a thought. I mean, it's thematic at any rate.

6 hours ago, Kentc86 said:

i don't see the value in the shield upgrade with only one green die. so i'd drop that and upgrade one of the y's more munitions that way and shooting first is nice

Nera Dantels (26)
Deadeye (1)
Advanced Proton Torpedoes (6)
Extra Munitions (2)
Recon Specialist (3)
B-Wing/E2 (1)

Gold Squadron Pilot (18)
Twin Laser Turret (6)

Horton Salm (25)
Twin Laser Turret (6)
Proton Torpedoes (4)
Extra Munitions (2)

Total: 100

View in Yet Another Squad Builder

Hmm... I quite like this idea.

1 hour ago, Parakitor said:

I'm not saying this is good...but you could take your original build, trade Advanced Sensors for an Ion Cannon, and have her set up her own shots for range 1 the following turn. Or better yet, take the shield off one of the Y's so Nera can still focus on a red maneuver. Just a thought. I mean, it's thematic at any rate.

That's interesting... I hadn't thought about putting Ion Cannon on Nera; I was thinking about swapping out one of the TLTs for an ICT. What to others think of these two possibilities?

I've actually been fooling around with this Nera + APT idea for a while and I've had pretty good success getting the torpedoes off. I think I've gotten at least one off every time, and in my last game (my first with this particular Nera build), I got both off.

I just got back from the tournament.

It was Hangar Bay, so I only flew this squad in two games, and lost both.

The first was pretty close; he was running a Decimator and a TIE Advanced and I got both to only a few hull left.

The second match was pretty much a rout, though. My opponent was flying two ARCs and an X-wing. In the first turn of engagement, he used an ability (I forget what exactly) to stress Nera and thus I was never able to use the torps. She died a turn or two after, and the Y-wings soon after that.

With my other squad (Han + Corran) I had a narrow loss and a pretty good victory.

Overall, I'm happy with my performance, given that it was my first tournament, but I've decided that this Nera+APT build probably isn't going anywhere, so I'm probably gonna try something new at this week's game night.

I flew this list last year for fun, if you want to keep trying Nera .. her ability is great, and ion torps deal a good amount of damage, plus you don't have to be in range one. Dutch to give her a target lock, Garven for a second focus if she did that for her action .. it's 99 points, so still could fit tractor Beam on Nera. I haven't tried to remake this build lately, but might give it a go some time.

X-Wing: · Garven Dreis (26)
· R2-D2 (4)
Integrated Astromech (0)
Y-Wing: · "Dutch" Vander (23)
Twin Laser Turret (6)
Targeting Astromech (2)
B-Wing: · Nera Dantels (26)
Deadeye (1)
Ion Torpedoes (5)
Extra Munitions (2)
Sensor Jammer (4)
Guidance Chips (0)
-- TOTAL ------- 99p. --

12 hours ago, DarkDragon164 said:

I just got back from the tournament.

It was Hangar Bay, so I only flew this squad in two games, and lost both.

The first was pretty close; he was running a Decimator and a TIE Advanced and I got both to only a few hull left.

The second match was pretty much a rout, though. My opponent was flying two ARCs and an X-wing. In the first turn of engagement, he used an ability (I forget what exactly) to stress Nera and thus I was never able to use the torps. She died a turn or two after, and the Y-wings soon after that.

With my other squad (Han + Corran) I had a narrow loss and a pretty good victory.

Overall, I'm happy with my performance, given that it was my first tournament, but I've decided that this Nera+APT build probably isn't going anywhere, so I'm probably gonna try something new at this week's game night.

would this happen to be the tournament in NJ at highlander games?

I was there too haha