When to use a 0-pt Jamming Beam

By f0rbiddenc00kie, in X-Wing

I'm looking at flying 3 B-Wings for this month as the local FLGS weekly game. Pilot skills for the pilots are in the 3-4 range so not expecting to attack first.

However, if I have a target for all three B-Wings and the defender has a bunch of calculate or a focus token, I may lead with a Jamming Beam so that the subsequent B-Wings will have an easier time to get a more effective attack in later in the round.

Don't know if it's a viable plan, but I'll be testing it out.

I don't like Heavy Laser Cannons for the B-Wing (anymore) with the Bullseye target. Getting a Bullseye lined up with a low initiative ship is going to be nearly impossible. Heck, i had issue with getting PRIMARY attacks lined up (let alone the Bulls Eye).

Ion Cannon's, in theory are nice, but I have bad luck landing Ion tokens on opponents. So I'm opting for Tractor Beams with Jamming Beams, with the hope to reduce agility and defenses so that at least 1 B Wing has a decent chance to land a hit.

10 hours ago, FlyingAnchors said:

Removes a green token or lock, OR gives the ship a jam token that sticks around until a green token is produced. (Basically you deny a ship from taking token actions).

Not bad.

10 hours ago, FlyingAnchors said:

Removes a green token or lock, OR gives the ship a jam token that sticks around until a green token is produced. (Basically you deny a ship from taking token actions).

Well, in Second Edition, they go away at the end of the round if not used before then (unless you bring some ISB Slicers to help you out!)

When you have a dead-on 200 point Imperial list featuring XG-1 Gunboats with an equal to or higher initiative than the rest of your squad, and they've SLAMed this turn.

There is no other answer.

Also don't spend any tokens on the attack. Ever.

Edited by FTS Gecko