Did the B-Wing finally break the system

By Wookie Hunter, in X-Wing

I have also flown against 2 b-wings and kyle, suicide tie fighters. Yes, they flew straight at one of my b-wings and i took out two before they even shot. 2 firesprays and han shoots first with a y-wing instead of an x-wing. The y-wing did well. Han died in round 3.

I am thinking two y-wings and 2 a-wings might do well. Maybe even a full squint squad with the two named of course.

Sounds like your opponents aren't doing it right, or are rolling lousy dice. If I decide to focus on a B-Wing, which I usually have, it usually doesn't last more than 2 or maybe 3 turns. I haven't faced a squad of exclusively B-Wings yet, but that's no different, maybe even easier... just pick one that gets the death sentence and carry it out!

Its not so easy to do when you maneuver them where they cant get shot at.

I am thinking two y-wings and 2 a-wings might do well. Maybe even a full squint squad with the two named of course.

Whilst Wedge was the star, the comparable damage output suggests they wouldn't last long against some B's either

Edited by Caedus

We played 2Y 2A this morning against a Wedge, Luke and Biggs list. The X's wiped the floor with them, especially as the A's both lost missles to crits.

Whilst Wedge was the star, the comparable damage output suggests they wouldn't last long against some B's either

Wow, losing both missiles to crits? Considering those missiles should be away on turn 2, fired with a Focus + Target lock combo, the Xs must have been lighting up the attack dice against poor defense dice.

I don't want to talk much strategy because worlds is just over a month, but I've been saving my missiles for rounds three or four.

Thoughts on this?

I don't want to talk much strategy because worlds is just over a month, but I've been saving my missiles for rounds three or four.

Thoughts on this?

If you've got a shot with a missile you should almost always take it sooner rather than later. Getting destroyed while carrying a payload is just wasted points. Even if they don't work having used them is probably better than any other thing you could have done.

Hear me out. Maybe I didn't explain this the best. Let's say I have an x-wing with a torp and an A-wing with a homing missile. Let's also say the x-wing has a higher PS than the A-wing. I will wait a round to shoot the torp at say a shuttle so that the A-wing can shoot the homing missile and take off most of the shields so that next round when I shoot the torp there is a better chance that the focus to a crit will get through and actually matter during the length of the game.

Does that make more sense?

I feel like I need a tie-interceptor avatar to participate in this discussion

so that next round when I shoot the torp there is a better chance that the focus to a crit will get through and actually matter during the length of the game.

Seems like you're taking a big risk for the chance at a extra crit.

Hear me out. Maybe I didn't explain this the best. Let's say I have an x-wing with a torp and an A-wing with a homing missile. Let's also say the x-wing has a higher PS than the A-wing. I will wait a round to shoot the torp at say a shuttle so that the A-wing can shoot the homing missile and take off most of the shields so that next round when I shoot the torp there is a better chance that the focus to a crit will get through and actually matter during the length of the game.

Does that make more sense?

If that were part of my strategy, I'd probably spend the points to upgrade to a higher PS A-Wing, or I'd drop the torp on a lower skilled X-Wing. Unless you've got the torp on Wedge for the drop in defense dice, this should be doable.

Hear me out. Maybe I didn't explain this the best. Let's say I have an x-wing with a torp and an A-wing with a homing missile. Let's also say the x-wing has a higher PS than the A-wing. I will wait a round to shoot the torp at say a shuttle so that the A-wing can shoot the homing missile and take off most of the shields so that next round when I shoot the torp there is a better chance that the focus to a crit will get through and actually matter during the length of the game.

Does that make more sense?

Preach it, brother!

I have a fun list I call "Krassis Makes It Count" where Krassis has Concussion Missiles and Proton Torpedoes, along with two TIE interceptors flying cover. Krassis launches the Missiles first to strip shields, then comes back around to launch Proton Torpedoes later. The biggest struggle for this squad is Chewbacca, because the crit from the Proton Torpedoes doesn't matter. And I guess TIE swarms are hard because I have only two missiles instead of HLC, so I can't use Krassis' ability more than twice in a game.

It is risky wave one wave two flying. However I think the game is becoming something different in terms of flying. I don't think a seven tie swarm can carry a player against wave three. I still think assault missiles get shot early but saving a torpedo to crit a large ship or a crow or Y-wing that has lots if hull and low offense is better in the long run.

Against a HSF or a Fetttagator how great is it to take away a pilot ability or reduce their PS to 0? This is my logic. Also I've discarded the blaster turret off of a crow with a hit and from there on out I ignored it and went after my opponents other ships. When they were eliminated I swung around and put Kyle out.

There is some logic behind trying to land a missile to strip more shields before launching a proton torpedo for a greater chance at landing a crit but it is a gamble. If the PS is such that the missile fires earlier in the round that's great but if you hold a torpedo thinking you could fire it next round you may be in for a surprise.

Hear me out. Maybe I didn't explain this the best. Let's say I have an x-wing with a torp and an A-wing with a homing missile. Let's also say the x-wing has a higher PS than the A-wing. I will wait a round to shoot the torp at say a shuttle so that the A-wing can shoot the homing missile and take off most of the shields so that next round when I shoot the torp there is a better chance that the focus to a crit will get through and actually matter during the length of the game.

Does that make more sense?

Preach it, brother!

I have a fun list I call "Krassis Makes It Count" where Krassis has Concussion Missiles and Proton Torpedoes, along with two TIE interceptors flying cover. Krassis launches the Missiles first to strip shields, then comes back around to launch Proton Torpedoes later. The biggest struggle for this squad is Chewbacca, because the crit from the Proton Torpedoes doesn't matter. And I guess TIE swarms are hard because I have only two missiles instead of HLC, so I can't use Krassis' ability more than twice in a game.

I've run a squad very similar to this many times, and determined this build just doesn't make much sense. You're spending 8 points for the 2 attacks, versus 7 for unlimited attacks with the HLC. You do get a very small die modifier boost with either of those, but generally I find that Krassis' ability + TL or focus works nearly 100% on its own. Of course, lately I'm also coming to the conclusion that the HLC often doesn't make a lot of sense, either, since it works counter to the rear firing arc advantage of the Firespray.

So now I'm leaning towards the single torpedo or APT build, and yes, saving it a couple turns for when it can do maximum critical damage. Possibly teamed up with Vader in the backseat.

3 b-wings with HLC are near impossible for Imperial squads to beat. Even Tie Bombers are no match, unless you have initiative and can shoot first then you might have a shot. Imperial ships are crit magnets, a ship with 5 shields is near invulnerable.

I think you just have to fly better to beat them.

If ships with 5 shields can't be beat, run shuttles against the B-Wings!

3 b-wings with HLC are near impossible for Imperial squads to beat. Even Tie Bombers are no match, unless you have initiative and can shoot first then you might have a shot. Imperial ships are crit magnets, a ship with 5 shields is near invulnerable.

Definitely gonna put some time in testing this, playing both with and against the B-Wings. My hypothesis: kill any one of them fairly quickly and the others crumble right behind.

I'd like to see 3 B-Wings versus 3 Firesprays.

Would be interesting to daisy-chain TIE Bombers and TIE Advanced armed with ordnance with Swarm Tactics to try to alpha a B-wing before it gets a chance to fire. The trick will be finding a balance between hulls/secondary weapons.

@Drakhan Valane. My instinct tells me that the Firesprays have the edge in that fight. Slightly better Shield/Hull, 2 dice defense vs 1 and a chance to evade. Rear fire arc for passing shots. Better PS as well.

The B's would have HLC's but close to range 1 and both ships have 4 dice. Player skill would play a big role, but my vote goes to the Firsprays.

As

Drakhan Valane

said.

Try this one...

3 Omicron Shuttles w/ HLC and Gunner...

33 x 3 = 99

Lets see how a B-Wing List stands up to this.

Edited by GFulls

The B-Wings would do just fine, move up quick and get behind them. Game over