For those that love B-Wings.... (comment and convince me how bad it is)

By Deadshane, in X-Wing

4xBlue Squadron B-Wing w/Ion Cannon

Now I've flown 4x rookie in the past with sheilds and its not horrible so I figure this should work.

This build has more hp's albeit less defense dice. Range 3 shots with ions seems pretty good opening shot...deny defense dice and guarantee superior positioning on the following turn.

You should even be able to lock down a big ship to shred it on the next turn of firing.

32 hps= no joke.

Not much imagination....but maybe with all the hlc spam going on with b's I figured this build might have slipped past. I think it may have some merit.

The issue, always has and always will be the amount of defense dice.

Even with the good amount of shielding, after the first pass you will loose ships quickly in close rage. The issue is the ION Cannon, it doesn't put out the DPS you want. Lets say the first two ships miss with the ion cannon and your third hits the tie, 3 ships have fired and caused 1 damage.

Against larger ships I can see it having an effect but not against a swarm. Since swarm builds can't move 1 forward it can actually give them movement advantage.

Most of the time, during the first pass you won't be so far out of your opponents firing arc for it to matter anyway, the 1-forward movement still has a large arc when moving from range 3-2. When it comes down to the wire you will find a lack of damage output regardless of the control aspect.

I think it's really solid. Don't use ion cannon on the first pass. Use the full brunt of your squad, for SURE. Unless you see a really opportunistic shot that will force an asteroid land on the next turn, only main weapons. After the first pass, you continuously evaluate if you have excellent ion shots that deny return fire on the following turn. 4 ion cannons may be overdoing it though. Go no less than 2, and no more than 3. Then it opens up what you want to do with 3 or 6 additional points. Maybe upgrade a blue to a named B-Wing.

Ion cannons/turrets clearly have their place in this game but I don't think multiple ships upgrading to ions is as strong as other upgrade options in general but even more so with the B-wings.

For me the B-wings with Heavy Laser Cannons is where its at. You are going to roll a lot of dice which is always a good thing. Another great upgrade they can take is the Fire Control System which allows you to take a Target Lock against the defender you just fired at. Don't ever take a TL against someone just shoot at them and get 1 for free. Sweet!

I've been using the Blue Squadron w/ HLC's a lot. Take 2 and pair them w/ two rookie X-wings. Or perhaps you want to take multiple upgraded on them and add Biggs for defense. Or Wedge for another offensive twist. Or if you really want the ion cannon use Jan Ors w/ ion and let 1 of your B's roll 5 dice each round.

There are really so many fun options to use. But as was mentioned previously they can get wiped out quick w/ that 1 agility dice so the trick is to do as much damage as you possibly can as quickly as possible.

I like B wings although I have yet to field mine. I like ion weapons also but i'm not real convinced that all four ships with ions is the way to go. Seems like a low damage potential while your enemy chews through you and the serious lack of defense dice.

I did affix an autoblaster to a Firespray this last weekend, let's just say in a 7 player FFA game, it tore some ships up. Various TIEs and Awings were fodder.

The problem with HLC on B-Wings: it's fine, but if you field 2, you're looking at a 3 ship build. This is ALWAYS a risky proposition to dramatically go from 4 ships to 3 ships. If one of your 3 ships is damaged, it's easily followed through and killed off. If one of 4 ships is damaged, you can more easily punish a pursuit of that ship. You can force a good chase that's profitable for you. Not so with 3 ships.

The obvious rookie mistake with ion cannons: that because you field it, you have to use it as often as possible. No. I just played a game with this build (inspired by this very thread) on vassal 2 hours ago:

my squad:
2x Blue+ ion cannon

2x Blue + Adv sensors

vs

2x Blue + ion cannon+ adv sensors

2x rookie + R2

I won through positioning and action denial, in the large open space. I usually try to exploit asteroid fields in my games but my opponent made sure they were all set in a large wedge shape. I got shot once by an ion cannon.

I never fired an ion cannon shot at all in the game, but really like only spending 6 points for 2 copies of it, because I can start thinking about facing other squads. I have the possibility of ioning large ships (only 1 ion weapon is a farce against them, too hard and slow). I have the possibility of ioning b-wings if I face them in the field, or any pow 3 ships that I know I can avoid on the turn after. They're a tool in your arsenal, not your weapons. You're forced to use the ion turret cannon if you equip it on a hwk. B-Wing will use their main weapons during the initial approach, unless it's an opportunity shot.

Edited by Mu0n

Two b-wings with ion cannons would be enough to do the dirty work. I would say invest in damage after that.

I have a couple B-wing ion cannon squadrons I would like to try out

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100 points

Gold Squadron Pilot (23)
Y-Wing (18), Ion Cannon Turret (5)

Gold Squadron Pilot (23)
Y-Wing (18), Ion Cannon Turret (5)

Blue Squadron Pilot (27)
B-Wing (22), Fire-Control System (2), Ion Cannon (3)

Blue Squadron Pilot (27)
B-Wing (22), Fire-Control System (2), Ion Cannon (3)

----------------------------

----------------------------

100 points

Rookie Pilot (22)
X-Wing (21), R2 Astromech (1)

Rookie Pilot (22)
X-Wing (21), R2 Astromech (1)

Blue Squadron Pilot (27)
B-Wing (22), Fire-Control System (2), Ion Cannon (3)

Blue Squadron Pilot (29)
B-Wing (22), Heavy Laser Cannon (7)

----------------------------

----------------------------
98 points

Rookie Pilot (22)
X-Wing (21), R2 Astromech (1)

Rookie Pilot (22)
X-Wing (21), R2 Astromech (1)

Blue Squadron Pilot (27)
B-Wing (22), Fire-Control System (2), Ion Cannon (3)

Blue Squadron Pilot (27)
B-Wing (22), Fire-Control System (2), Ion Cannon (3)

-----------------------------

I have a feeling the second one is probably the most effective. I'm not sure what to do with the remaining 2 points in the third squadron.

I am particularly enchanted by the idea of a B-wing with an ion cannon and fire control system. Unlike the usual Y-wing ion setup, a B-wing with this kind of setup can fire out to range 1-3 with the ion cannon, gain a free target lock, and then has the option of repeatedly ioning the target with target lock+focus or going for the kill 3-4 attack dice plus focus and target lock. It may be less effective in play than it seems on paper but it's exciting to have new ways to play around with the ion mechanic than just the standard y-wing turret

Try two a wings with a concussion missile and stealth device?

The title of this makes no sense. Why would those who love the B-Wing try and convince you how bad it is? :huh:

The title of this makes no sense. Why would those who love the B-Wing try and convince you how bad it is? :huh:

he's looking for you to point out all flaws of his build to help make it stronger

just an odd way of wording it rather than just asking for advice

I would be very interested in trying an all-ion build whose goal is to fly your opponent off of the board.

I would rather fire a range 3 ion than a range 3 normal weapon. Same number of dice, similar expected damage output but the ion gives you an edge next turn when of course you won't use Ion because you will be at close range.

I used a lot of ion in my wave 1&2 fleet. Always having a ywing floating around 360 ioning y

Try this, and I garuntee you will enjoy it/frustrate your opponents.

1x Blue Squad - HLC, FCS

1x Dagger Squad - HLC, FCS

1x Jan Ors - Squad Leader, Ion Turret, Nien Numb, Stealth Device

You will be hitting for 4 and 5 damage at any range. Almost all of your attacks will have TL and Focus. A 5 die attack with TL and focus is going to devastate whatever it's pointed at.

Don't rush to face your opponent.1 Forwards and Barrel rolls are going to be your movements until you see your opponents plan. The B-Wings WANT to be at range 3 constantly. Your opponent is either going to have to tie them up with interceptor pieces as fast as possible (A-Wings, Tie Fighters, Tie Interceptors), or unleash every range 3 missile/torpedo he has to take down one piece. If he doesn't destroy one of the B's during the first round of firing, he's going to lose a lot of his own fire power with in the first two turns of engagement. You do not want to be in a furball with superiority fighters/interceptors, but if you are, use the 2 K-Turn to your advantage, having Jan give the B-Wings a barrel roll action to get out of arc, or a TL to ensure that a hit is going to kill.

Why Jan rather than Kyle with Moldy Crow to hand around Focus to the team?

Jan can still give a focus token per turn with Squad Leader. IMHO, the extra attack die she gives out is the best support ability in the game right now, especially when used in conjunction with Wedge or HLC Bs.