Hyper-mobile B-Wings?

By DraconPyrothayan, in X-Wing

I'm feeling a bit hyper right now, so I apologize if this post has an odd flow. As it stands, I'll get right to business.

I am usually an Imperial Player, and have been researching how to make the Shuttle playable. As such, folks have been tossing around the interaction between Engine Upgrades and Advanced Sensors in lieu of the absent kyograns kiograns U-Turns, and that doing this means you can do your boost before taking a Red Maneuver.

I noted that the B-Wing can do this better.

First off, the B-Wing, having a small base, gets less punch out of its Boost. This is typically unfortunate, but the tight agility of this fact gets insane in a dog-fight.

Secondly, the B-Wing already has the other movement-esque action: the Barrel Roll. This, with the Advanced Sensors, makes avoiding Asteroids (and Ship Collisions) a walk in the park.

Thirdly, the B-Wing still has a (tiny) killogram whip-around in its disposal. If you can boost, this turns the 2 into a 4 on a straight-away (1 + Ship Base [1]+2=4). More epically, you now are the only ship in the game with an ANGLED reversi!

Like the shuttle, you can then do a green maneuver, followed by one of your movementish actions to get to a safe place, or prep to do it again.

Best part? Putting both upgrades on the cheapest B-wing is only a 29 point ship (Before laser weapons and proton torpedoes, of course). That can easily slide into most fleets. You could even do it 3 times, with 13 points left over for increased pilot skill and/or ordinance.

Something I want to do sometime just for the heck of it: Using Advanced Sensors, boost and then do a 2 K-Turn with two-three B-Wings. Move forward 1 on the next turn to clear stress (it is likely nothing is in range of shooting you yet, but it is probably getting close). On turn 3, take a Target Lock or focus depending on the circumstances and then flip around again, back into your starting position (and with a nice HLC or Ion Cannon facing whatever has closed on your position by then).

Again, not sure it is tactically sound, but it would sure make your opponent scratch his/her head watching it play out.

Edited by ManOnAWire

I love this combo with the B-wing, and Ibtisam makes it even better. Give her PtL, Eng Upgrade and Advanced sensors and she (nearly) can't ever be blocked, and be in a completely different location than you'd expect, And...be rerolling an attack dice (assuming you didn't do a green). You can place her wherever you want basically. Maybe back her up with 2 similar b-wings and see how many people can even shoot at you...

Edited by Syleh Forge

I've been running Ten Numb with Engine Upgrade, PTL, and the Autoblaster. Having Boost and Barrel Roll can get you in range to use your Autoblaster, which makes a mess of Ties.

I do want to try it with Ibtisam though since you are going to have a stress token quite often with PTL and saves you a few points from Ten.

To me, the b wing is pretty alright. While very slow to turn, it can bank and barrel roll, and 2 k turn. While 4 points on its own isn't that much, I'd still keep it for sensor jammer on ten numb with marksman, a pretty nasty combo vs ties. Do they focus, and let through a crit (if you crit, which marksman can help of course) or do they evade to stop the crit going through, but losing 1 hit.

I started off playing imperials, and I barrel rolled loads and loads in my first few games just to see where it would put me, B wings having this is so awesome, and basically gives it a half forwards move (move 1, barrel roll backwards as far as possible), which is better then anything apart from the shuttle (red move that stresses).

Tonight, I played a local tournament with a Hyper-Mobile B-wing. My fleet was as follows:

Ibtisam + Advanced Sensors + Engine Upgrades [35]

Garven Dreis + R2-D2 + Advanced Proton Torpedoes [36]

"Dutch" Vander + Blaster Turret + R5-K6 [29]

I realized in building the fleet that I wanted Ibtisam to use her Mobility actions, rather than her offensive ones, so I grouped her with folks that could do that for her.

It worked beautifully. Even better, I discovered Synergies I had not purposefully put into the fleet.

1] Garven Dreis would put his stress token onto "Dutch" for use in firing a target-locked Blaster Turret, or "Dutch" would throw his target lock to Garven for a massive strike, once with the Advanced Proton Torpedoes. I have decided to call this pairing "GarVander", and I'm willing to bet I'm late to the party on this one.

2] Advanced Sensors mean never having to say "I don't get an action" (unless you do a white maneuver after doing a red). Having your action guaranteed in every turn, even if you don't use it for mobility reasons, is powerful.

3] All 3 pilots have a pilot skill of [6]. This gives ASTONISHING freedom of turn flow, both in the movement and attacking phases.

Round 1, I went up against a Firespray and two bombers, one of whom was Jonus. When Time was called, only the Saber Squadron Pilot remained, and only one of my ships went down (Duke).

Round 2, I went up against a HWK, X-Wing, and B-Wing. Specifically, Garven Dreis, Ibtisam with Deadeye and a whole lot of ordinance, and Kyle Katarn in the Moldy Crow with a Recon Specialist and a Blaster Turret, which lead to infinite focus tokens that would drift through Garven to Ibtisam, who turned them into torpedoes*. I took out Garven first, lost my Ibtisam, and GarVander took Kyle from full health to 0 on the last turn, in over-time.

Round 3, I went up against 2 Firesprays (Smallest Model), each with a gunner, and a Shuttle (Smallest Model) with an Ion Cannon. Tellingly, the Shuttle never got to shoot, and I was able to force one of the Firesprays onto various asteroids and/or collisions while blowing the other out of the sky with great justice.

(* My round 2 opponent was my Stepfather: I designed his fleet, though I have yet gotten to fly it.)

1] Garven Dreis would put his stress token onto "Dutch" for use in firing a target-locked Blaster Turret, or "Dutch" would throw his target lock to Garven for a massive strike, once with the Advanced Proton Torpedoes. I have decided to call this pairing "GarVander", and I'm willing to bet I'm late to the party on this one.

THE oldest combo in this game :P

Anyway, I'm pleased to hear that the list like your's actually work - I'm going to try similar one in the nearest future :) I was a bit concerned if flying two Agility 1 ships is viable, but now i'm determined to give it a shot :)

So, thumb's up for Beast Squadron!

(obviously, 666 pilots were meant to fly together :P)