Noob looking for advice: How to make B-Wings work?

By Gordon Freemann, in Star Wars: Armada

Hi!

From the look and stats I do like B-Wings, but I have clue on how to make them work besides as a "force multiplier" when getting close or as a deterrent to keep a heavily armed enemy away. Getting close to an ISD(-II) or a VSD is not something you should do without a good plan.


I would set them besides a MC80CC with a YT-1300 or two as escorts maybe put in Biggs too. Jan or a HWK would be an obvious choice. If I get close or the enemy get's to close I can send them in to strike.

Only idea of using them aggressively would be with a FCT and FC onbard the MC80. MC will shoot, move close, pull the fighters in front and then activat them, which gives them a nice reach.

But anything besides that I have no idea what to do with those nice bombers. As it is I prefer using H-6 bombers.

BR,

Gordon

Edited by Gordon Freemann

FC’s and FCT’s are indeed a key component to making them work for you. Other upgrades or squadrons that can help-

-Yavaris (with FC/FCT’s)- Make sure you bank that Squad token early. A Yavaris double tapping three B’s will absolutely devestate...anything. Sprinkling in VCX’s for Relay or Rieekan to guarantee an activation helps mitigate the Nebulon B’s fragility and the aggro created by the title.

-Adar Tallon- activate, position, attack, toggle, Yavaris. 3 Bs for the price of...well just under two if you count Adars cost. Still!

-BCC’s- Roll mods are always good.

-Norra Wexley- If you can, adding Norra to the mix makes the bwing bombing run even stronger

-Intel (Jan or Hwk)- Make sure you can bomb when you want to bomb

- AFFM!- If you are running a pelta anyway bwings can benefit from the additional speed

-Escort- X’s or YT’s to protect your bombers/intel from enemy fighters

-Objective Play- Creating a list that forces your opponent to come to you, or makes it easy to predict where they will be, significantly alleviates the Bwing’s achilles heel, movement. Objectives like Contested Outpost, Fire Lanes, Sensor Net, Superior Positions, etc, can help with that.

Hope that helps.

Edited by Madaghmire

Oh also fun is the GR75 with FC, Rapid Launch Bay and two Bwings. I’m not sure its tourny stuff, but I’ve had a lot of fun with it. Running down Demo with an “unarmed” transport is immensely satisfying.

Even more so than your ships, you have to move B-Wings to where you expect your opponent to be. They are pretty decent at anti-squadron fighting, and so they do quite well against squads before their ship comes into range. While FCT mitigates the slowness of them, it isn’t absolutely critics to have it until after their first target is dead. They definitely want an HWK though because they are better used against ships when able.

Scurrgs may be faster, but they are heavy and only have 2 dice against squads. That makes them single role, unlike B-Wings.

I had a guy use FCT, FC, and Yavaris to basically kill my ISD in one round.

13 minutes ago, chr335 said:

I had a guy use FCT, FC, and Yavaris to basically kill my ISD in one round.

How did he get so close you and survive?

Which Admiral were you using?

24 minutes ago, Madaghmire said:

Oh also fun is the GR75 with FC, Rapid Launch Bay and two Bwings. I’m not sure its tourny stuff, but I’ve had a lot of fun with it. Running down Demo with an “unarmed” transport is immensely satisfying.

Need to try that. Just need to get it into range without being destroyed. As I come up against Vader and GT another ship close by won't help and GR-75 is pretty flimsy and might not survive aplha.

18 minutes ago, Gordon Freemann said:

How did he get so close you and survive?

Which Admiral were you using?

I underestimated how much damage Bwings could do while trying to shot down the Yvaris. The admiral I don't remember as it was like a year or so ago

MC-75 Profundity carrying a GR-75 with Farr, RLB and B-Wings is also a devious B-Wing option.

59 minutes ago, Gordon Freemann said:

How did he get so close you and survive?

Which Admiral were you using?

Taking a long range shot with yavaris from an isd is negligible. Even a medium or close range shot is survivable if you take it to the front arc. Especially if they cant roll the two accuracies needed to shut down her braces. She has little staying power and is easily flanked, but jousting and trading up is whats shes built for.

I mean, B-Wings are clearly the best squadron in the game...so there's that;)

1 hour ago, idiewell said:

MC-75 Profundity carrying a GR-75 with Farr, RLB and B-Wings is also a devious B-Wing option.

The Idea of using GR-75s as transport is nice. 52 points for 2 blue and 2 black dice with a good chance to survive 2 turns using A-Wings to block his CAP.

I wouldn't take Nuub in that case, but might include Nora and Jan or at least a Hawk to make them that much more dangerous.

How many BCC?

Edited by Gordon Freemann
1 hour ago, Madaghmire said:

Taking a long range shot with yavaris from an isd is negligible. Even a medium or close range shot is survivable if you take it to the front arc. Especially if they cant roll the two accuracies needed to shut down her braces. She has little staying power and is easily flanked, but jousting and trading up is whats shes built for.

Jousting is a good comparison. She won't be in a good shape afterwards, but the Neb-B should be able to deliver some damage.

B-Wings are best used when playing defensively. Their only drawback is speed... so play your game accordingly by drawing your opponent to you, or make them get close to you, so your B-wings can wallop them.

So... going second in objectives like Contested outpost, Station Assault, or situations where you're going slow during Solar Corona (and the only way to score is for the opponent to come to you), B-Wings are advantageous because they sit there until the enemy gets in close. They can tank most alpha shots from fighters, they hit back decently, and they can tie up enemy fighters to prevent them from ignoring you and going after other craft (Which is where the Scrurrg drops the ball).

Looks fun if you are all in on the RLB idea. Keep in mind though, you have the ships to be able to bump 4 squadrons by equipping FCT to the Liberty and the neb, meaning you could have your b-wings keep up with your fleet. This would help in a we different ways,

1. It’s cheaper- leaves you with more points for upgrades or a bid

2. You get more deployments instead of having all your squadrons inside flotillas, giving you more knowledge before you drop your big ship

3. You are less dependant on activation order- you won’t HAVE to activate a flotilla first round of engagement to drop off your B’s, instead why not activate all 4 with your liberty followed up by that brutal front arc?

4. You won’t care as much if a flotilla goes down- how bad would that suck if a transport went down with two bwings inside it?

Edited by MandalorianMoose

Everybody hates on the Pelta, but I love running All Fighters Follow Me and 5 or 6 B-Wings with Jan and a couple of YT-1300s. Throw in bomber command, Toryn Farr and maybe Gallant Haven and you’ve got an annoying fleet. Watch out for flechette torpedoes though.

39 minutes ago, MandalorianMoose said:

Looks fun if you are all in on the RLB idea. Keep in mind though, you have the ships to be able to bump 4 squadrons by equipping FCT to the Liberty and the neb, meaning you could have your b-wings keep up with your fleet. This would help in a we different ways,

1. It’s cheaper- leaves you with more points for upgrades or a bid

2. You get more deployments instead of having all your squadrons inside flotillas, giving you more knowledge before you drop your big ship

3. You are less dependant on activation order- you won’t HAVE to activate a flotilla first round of engagement to drop off your B’s, instead why not activate all 4 with your liberty followed up by that brutal front arc?

4. You won’t care as much if a flotilla goes down- how bad would that suck if a transport went down with two bwings inside it?

True in al points. RLB is just an idea which crossed my mind due to the suggestion of idiewell .
My original idea was to send the Bees (and YT-1300s) along one or two MC80CCs. Couple with Ackbar the Bees should keep the enemy at bay so you can fight long range.

That is my next "to-do" in fleet building.

You could use some dice rerolling ability for the Liberty. I'd swap the SW-7 for Leading Shots, maybe also drop the Intell Officer to put in XX-9 Turbolasers to synergize with Dodanna. Still it's an interesting fleet, Gordon. Glad i could help :)

FC’s and FCT’s are indeed a key component to making them work for you. Other upgrades or squadrons that can help-

-Yavaris (with FC/FCT’s)- Make sure you bank that Squad token early. A Yavaris double tapping three B’s will absolutely devestate...anything. Sprinkling in VCX’s for Relay or Rieekan to guarantee an activation helps mitigate the Nebulon B’s fragility and the aggro created by the title.

-Adar Tallon- activate, position, attack, toggle, Yavaris. 3 Bs for the price of...well just under two if you count Adars cost. Still!

-BCC’s- Roll mods are always good.

-Norra Wexley- If you can, adding Norra to the mix makes the bwing bombing run even stronger

-Intel (Jan or Hwk)- Make sure you can bomb when you want to bomb

- AFFM!- If you are running a pelta anyway bwings can benefit from the additional speed

-Escort- X’s or YT’s to protect your bombers/intel from enemy fighters

-Objective Play- Creating a list that forces your opponent to come to you, or makes it easy to predict where they will be, significantly alleviates the Bwing’s achilles heel, movement. Objectives like Contested Outpost, Fire Lanes, Sensor Net, Superior Positions, etc, can help with that.

Hope that helps.

5 minutes ago, Ardaedhel said:

FC’s and FCT’s are indeed a key component to making them work for you. Other upgrades or squadrons that can help-

-Yavaris (with FC/FCT’s)- Make sure you bank that Squad token early. A Yavaris double tapping three B’s will absolutely devestate...anything. Sprinkling in VCX’s for Relay or Rieekan to guarantee an activation helps mitigate the Nebulon B’s fragility and the aggro created by the title.

-Adar Tallon- activate, position, attack, toggle, Yavaris. 3 Bs for the price of...well just under two if you count Adars cost. Still!

-BCC’s- Roll mods are always good.

-Norra Wexley- If you can, adding Norra to the mix makes the bwing bombing run even stronger

-Intel (Jan or Hwk)- Make sure you can bomb when you want to bomb

- AFFM!- If you are running a pelta anyway bwings can benefit from the additional speed

-Escort- X’s or YT’s to protect your bombers/intel from enemy fighters

-Objective Play- Creating a list that forces your opponent to come to you, or makes it easy to predict where they will be, significantly alleviates the Bwing’s achilles heel, movement. Objectives like Contested Outpost, Fire Lanes, Sensor Net, Superior Positions, etc, can help with that.

Hope that helps.

I really feel like this is sound advice that @Madaghmire could really learn from.

I agree Shmitty. Thats one of the best posts I’ve ever seen.

Making a 2 speed squadron work is hard to do. Especially with only moderate health and no defense. YT-1300 get away with this because they have both Escort and Counter as well as 7 health. Being the same speed they would seem like a good pair except for YT-1300 cost just as much as a B-wings.

For B-wings often the offensive strategy is to put them in rapid launch bays and use them like some sort of torpedo. But really the best use of B-wings is simply Area Denial . They are slow but they are not heavy so they can tie up squadrons and have a fair amount of both anti squadron value and anti ship value. Granted if you are using those values then it is not doing a good job at simply being a deterrent. To block an objective such as space station seems like the best use of B-wings.

Edited by Marinealver