Biggs, Jess, and 2 Bs

By Darli328, in X-Wing Squad Lists

Biggs with R4-D6 and integrated astromech

Jess with R2 astromech and integrated astromech

2 Blue Squadron B-Wings with FCS

What do you think? Does it have a chance in a competitive sense?

43 minutes ago, Darli328 said:

Biggs with R4-D6 and integrated astromech

Jess with R2 astromech and integrated astromech

2 Blue Squadron B-Wings with FCS

What do you think? Does it have a chance in a competitive sense?

Competitively, I would say probably not. B-Wings are great offensive weapons, but there are so many Imperial ships that are just as strong and can dance all around them.

I don't write this to discourage you, though. If you know the ships well enough you will definitely win some matches. B-Wings are my favorite. I flew them exclusively when I started. They just don't seem to hold up against newer waves.

5 hours ago, jwilliamson12 said:

Competitively, I would say probably not. B-Wings are great offensive weapons, but there are so many Imperial ships that are just as strong and can dance all around them.

I don't write this to discourage you, though. If you know the ships well enough you will definitely win some matches. B-Wings are my favorite. I flew them exclusively when I started. They just don't seem to hold up against newer waves.

Regarding B Wings is it the dial and/or the 1 agility?

I've used 2 B Wings with FCS and 2 T-70 X Wings with Autothruaters at a local store for fun. It seems to me the B-Wings with FCS pack a really good punch. I could swap out the B-Wings and run 4 T-70s with R2 Astromech but I'm not sure what the advantages/disadvantages are doing that.

I like running 4 rebel ships and am open to other ideas.

9 hours ago, Darli328 said:

Regarding B Wings is it the dial and/or the 1 agility?

I've used 2 B Wings with FCS and 2 T-70 X Wings with Autothruaters at a local store for fun. It seems to me the B-Wings with FCS pack a really good punch. I could swap out the B-Wings and run 4 T-70s with R2 Astromech but I'm not sure what the advantages/disadvantages are doing that.

I like running 4 rebel ships and am open to other ideas.

It's really a combination of the two. They're easy to pinch, as in two ships come in from opposite directions, and fire at a distance.

They do pack a punch, and their health keeps them on the table for a bit. They're really strong against slow-moving targets. Interceptors and Defenders will give you the most trouble.

12 hours ago, jwilliamson12 said:

It's really a combination of the two. They're easy to pinch, as in two ships come in from opposite directions, and fire at a distance.

They do pack a punch, and their health keeps them on the table for a bit. They're really strong against slow-moving targets. Interceptors and Defenders will give you the most trouble.

What do you think is better a Y-Wing with TLTs or a B-Wing with FCS? Yes TLTs are turreted and can more easily have a shot on target. But, given the same number of multiple shots (say 2, 3, or more attacks) doesn't a B-Wing with FCS have a greater potential mathematically for more hits than TLTs? I would think defensively B-Wings have a slight advantage over Y-Wings given their shields as well, right?

5 minutes ago, Darli328 said:

What do you think is better a Y-Wing with TLTs or a B-Wing with FCS? Yes TLTs are turreted and can more easily have a shot on target. But, given the same number of multiple shots (say 2, 3, or more attacks) doesn't a B-Wing with FCS have a greater potential mathematically for more hits than TLTs? I would think defensively B-Wings have a slight advantage over Y-Wings given their shields as well, right?

Those are pretty tricky questions, and all depends on matchup.

Starting with TLTs: since it's a secondary weapon, they ignore range bonuses. If you keep your opponent at a distance, you run a better chance of landing both hits. It's possible the B-Wing can get in close and land 4 hits. But depending on the defender, it could evade two. So, a TLT Y-Wing at range three has a good enough potential to do as much damage as a B-Wing at range one. Also, a big component of TLTs is stripping tokens away from the defense. It could clear up better shot chances for your heavy hitters.

As for shield vs. hull, there are pros and cons. Shields protect you from crits longer, and you can regen them with astomechs. But there are a lot of cards now that do damage straight to the hull.

It really all comes down to a few things: familiarity with your list, action economy/ship synergy, and the matchup vs your opponent.

3 hours ago, jwilliamson12 said:

Those are pretty tricky questions, and all depends on matchup.

Starting with TLTs: since it's a secondary weapon, they ignore range bonuses. If you keep your opponent at a distance, you run a better chance of landing both hits. It's possible the B-Wing can get in close and land 4 hits. But depending on the defender, it could evade two. So, a TLT Y-Wing at range three has a good enough potential to do as much damage as a B-Wing at range one. Also, a big component of TLTs is stripping tokens away from the defense. It could clear up better shot chances for your heavy hitters.

As for shield vs. hull, there are pros and cons. Shields protect you from crits longer, and you can regen them with astomechs. But there are a lot of cards now that do damage straight to the hull.

It really all comes down to a few things: familiarity with your list, action economy/ship synergy, and the matchup vs your opponent.

That's a really good point about stripping tokens, I didn't think of that. Thanks

I used to fly a formation like yours, and what it really need is control. Ion or stress. If you don't limit your enemy, your b wings does not have the dial to follow quick ships. I would strongly consider getting a stress hog. Aside for control it also helps against a ton of stuff; defenders, mindlink, action bombs, expertise.. you get the drift!

I won't touch on the tlt discussion above, other than to say that the TLT has a range 1 donut hole that is easy to get into.

The list is decent though, even if it requires quite a bit of training. It's not a high tier list, but the meta isn't that diamond cut at the moment.

4 hours ago, ModernPenguin said:

I used to fly a formation like yours, and what it really need is control. Ion or stress. If you don't limit your enemy, your b wings does not have the dial to follow quick ships. I would strongly consider getting a stress hog. Aside for control it also helps against a ton of stuff; defenders, mindlink, action bombs, expertise.. you get the drift!

I won't touch on the tlt discussion above, other than to say that the TLT has a range 1 donut hole that is easy to get into.

The list is decent though, even if it requires quite a bit of training. It's not a high tier list, but the meta isn't that diamond cut at the moment.

Makes sense regarding the stress hog. I'll probably post this in it's own thread at some point but what do you think of this regarding getting more control? I can't take credit for it, found it online and it's probably been posted before in one form or anyone. 3XZ...

  • (35pts) T-70 X-Wing, Poe Dameron (PS 8): Veteran Instincts, R5-P9, Integrated Astromech
  • (27pts) T-70 X-Wing, Jess Pava: R3-A2, Integrated Astromech
  • (26pts) X-Wing, Tarn Mison: M9-G8, Integrated Astromech
  • (12pts) Z-95, Bandit Squadron Pilot

I know it might be a little weak on being able to strip tokens but other than that I can't picture to many weaknesses off the top of me head.

Edited by Darli328

I rather like this. Jess doesn't need actions due to her ability so stress works well, you have regeneration on poe , and the rerolls for Tarn is good fun. Of course it is only 'soft ' control in the sense that it only locks down movement with 1 stress and not actions with 2 stress. But it can work!

I suppose the trick of the list is to make sure poe doesn't get vaped in the first exchange!

I would make a list like this

Jess, R2-D6, Squad Leader, IA - 28

B-wing, FCS - 24

B-wing, FCS - 24

B-wing, FCS - 24
You can substitute one or more of the B-wings for a TLT Y-wing, a T-70 X-wing or two Z-95

On 5/5/2017 at 9:00 AM, jwilliamson12 said:

Interceptors and Defenders will give you the most trouble.

/D list with Ion and or tractor beams eat 1 agility small based ships for a snack.

I'd consider running 1 B As a damage dealer. Ten with a Mangled can push those crits through or Nera with Expertise, Guidance Chips and Adv Proton torps. (Or Proton/Plasma Torps depending how you feel about Range)

Expensive but packs a hell of a punch.

Edited by Sonikgav

I've got a buddy who has been trying to make B-Wings work competitively for a couple of months, but he finally just gave up on them.

The reason: the 2k turn.

He was running two Blues with FCS in formation with Biggs and another ship.

His problem was that there are a lot of large ships in the meta and if you bump a B head on then next turn they can't fit in the 2k. They spend two turns turning around instead of one. He was adamant that this was the main problem he was dealing with: turning the B-Wings around to keep them in the fight.

35 minutes ago, Burius1981 said:

I've got a buddy who has been trying to make B-Wings work competitively for a couple of months, but he finally just gave up on them.

The reason: the 2k turn.

He was running two Blues with FCS in formation with Biggs and another ship.

His problem was that there are a lot of large ships in the meta and if you bump a B head on then next turn they can't fit in the 2k. They spend two turns turning around instead of one. He was adamant that this was the main problem he was dealing with: turning the B-Wings around to keep them in the fight.

Yep. @blairbunke , a master of generic Rebel efficiency lists, notes that 2 k-turn as a bane of the B as well.

59 minutes ago, Burius1981 said:

I've got a buddy who has been trying to make B-Wings work competitively for a couple of months, but he finally just gave up on them.

The reason: the 2k turn.

He was running two Blues with FCS in formation with Biggs and another ship.

His problem was that there are a lot of large ships in the meta and if you bump a B head on then next turn they can't fit in the 2k. They spend two turns turning around instead of one. He was adamant that this was the main problem he was dealing with: turning the B-Wings around to keep them in the fight.

1

3 B's & Biggs is my "Legacy" list. I used it in a standard store tournament and went 1-4. Used it again in a "Waves 1-3 only" tournament and went 3-1. My only loss was against 4 interceptors with shield upgrades. Never stood a chance. They just don't fit in the current state of the game at this point.

I wonder if they can do something with the B-Wing prototype Hera flys in Rebels. Drop the cannon & torpedo slots for all green 1's and 2's or something.

I think they could fix the B-Wing the same way they fixed the Defender. A 'light version' with more defence or a heavy version with more power.

For example...

B-Wing Refit: Light - "Remove the Cannon upgrade from this ship. When this ship performs a Barrel Roll action it may immediately make a free Evade action (Or increase its agility by 1 or even 2 to represent it being hard to hit while spinning on it's axis)

The Heavy Version could literally be the same as TIE/D.

11 minutes ago, Sonikgav said:

I think they could fix the B-Wing the same way they fixed the Defender. A 'light version' with more defence or a heavy version with more power.

For example...

B-Wing Refit: Light - "Remove the Cannon upgrade from this ship. When this ship performs a Barrel Roll action it may immediately make a free Evade action (Or increase its agility by 1 or even 2 to represent it being hard to hit while spinning on it's axis)

The Heavy Version could literally be the same as TIE/D.

Or give it the Ryad treatment: When you execute a Straight 2, 3, or 4 maneuver, and you are not stressed, you may rotate your ship 180 degrees. Then receive 1 stress token after the Check Pilot Stress step. Not quite as nimble, but allows it to get back in the fight much easier.

Edited by jwilliamson12
Added that you cannot already be stressed