I have yet to find a single thread or a build on Vassal or even in real life of a b-wing with torpedoes. Have you done it?
B-Wings with Torpedoes
Trust me when I say it's on my to-do list! I personally think that Ten Nunb works extremely well with the advanced torpedoes if you can get him to focus before the attack. I think the problem is that B-Wings are the Rebel Alliance's second most expensive ship, after the YT-1300, and people will gravitate towards the sensors and cannons as a permanent bonus instead of secondary weapons.
I think its because B-wings already have attack power of 3 and can go to 4 at range 1. Also they can take HLC which gives unlimited attack power 4 shots for 3 more points.
Edited by onebitI think its because B-wings already have attack power of 3 and can go to 4 at range 1. Also they can take HLC which gives unlimited attack power 4 shots for 3 more points.
even then, you do not really see people packing torps on Ywings
I use it from time to time. Ten is brutal with standards. I don't play in the tournament scene but against my group this squad tends to fair well. We only have 5 tie fighters though so I've never flown it against a large swarm:
Horton Salm (34)
Y-Wing (25), R2 Astromech (1), Proton Torpedoes (4), Proton Torpedoes (4)
"Dutch" Vander (28)
Y-Wing (23), Ion Cannon Turret (5)
Ten Numb (38)
B-Wing (31), Proton Torpedoes (4), Marksmanship (3)
I find that Horton's ability makes up for the two dice after his torps are spent and if he and Ten stagger their ordnance instead of unloading everything in an alpha strike I can usually deal enough damage to down a few smaller ships or a large base with change left over fairly consistently. The trick is getting the first pass to happen just right. If you can't get a solid first salvo out it becomes an uphill battle.
I like your list Vonpenguin. I would be tempted to drop a torp though in favor of a blaster turret. With Salm's ability, it can be highly effective and you are unlikely to get off the two torps he has now.
I used to be very anti-blaster turret, but I used it yesterday on a HWK with Moldy Crow and it is devastating as a support weapon. It's main drawback is needing a focus to fire, which on most ships means you are stuck with the result of one roll. The Moldy Crow negates that by allowing focus stacking. Salm does it by allowing you to reroll dice at range 2. The ideal range to fly him at anyway.
Give it a go, I was impressed by it.
Edited by EnglishpeteIt's just too **** expensive. On most ships neither Torps nor advanced ships make sense. A lot of those ships can then also take missiles or just don't need the torps because they have better options or just have enough firepower.
In case of the B-Wing, Advanced Torpedoes they would be good on Ten Numb but sadly Autoblasters are just better if you already get to range 1, plus they are cheaper and not one use! Normal torps are also good, but then i would give him Marksmanship instead to have that sure crit every turn instead.
On other B-Wings, they are really expensive and possibly not worth their cost. Other options are just better overall. Advanced sensors, HLC or Engine upgrades for instance...
At the moment there are 3 cases where i would say, torps or advanced torps make sense.
On Wedge, both are strong in combination with his ability.
Horton is good with normal torps, and Rhymer is excellent with advanced torps!
Edited by ForceMIf you like a list with a torp, try this puppy.
29 points
Horton Salm
Blaster Turret
37 points
Ibtisam
Fire-Control System, Advanced Proton Torpedoes, Veteran Instincts
34 points
Jan Ors
Determination, Blaster Turret, Nien Nunb, Moldy Crow
All PS8 skill for synergy and move and shoot order priority over most lists. Two turret weapons that work very well for the ships they are on. High HP count. Jan' ability works on Salm's cannon so can give you 4 dice.
Getting a lock with Ibti is fairly easy with fire control and using Jan's ability, you can deliver a six dice attack with the torp and with lock and focus at least 5 hits will go through. If you can pull all three ships to focus on one ship in a round of firing, even large ships will be doomed. Only the Falcon would come through alive probably, may be a Firespray, but next round it would be down. This part holds true even without the torp.
Edited by EnglishpeteI am not a fan of the Autoblaster, sure it can kill a tie in one shot IF you can hold R1 every turn. Against other ships 4 dice is better at R1. Staying at range 1 consistently is hard. Against large ships the Autoblaster loses a lot of its potential as they simply have less defense and 4 dice is better.
The advanced proton, used properly will deliver a kill on all ties ~98% of the time, cripple all the small rebel ships and maim all the large ships. Using it in conjunction with another ship or two and it's by by even big ships.
I know it's a preference thing, but I like my advanced torp over the Autoblaster.
Missiles/Torpedoes in general are sub-par compared to the Cannons and Turrets. If I shoot with an HLC twice, it's already proven to be less expensive than having 2 missiles/torpedoes, though their effects may be worth the points. If I'm shooting with an HLC three or more times, it's no contest.
I would agree in general that torps and missiles are a bit expensive on B's and that an HLC is better. The OP wanted to talk torps though, so if you are going to use them, what is the best combo with a B?
Ibtisam with PTL is great with secondary weapons, as she can still use her Howlrunner re-roll.
Ten Nunb is particularly good with the regular sort of Protons, as they get better odds for his unblockable Crit.
Don't be tempted to use "Deadeye", even if you match your B up with Kyle and/or Garven. It doesn't work well.
I am not a fan of the Autoblaster, sure it can kill a tie in one shot IF you can hold R1 every turn. Against other ships 4 dice is better at R1. Staying at range 1 consistently is hard. Against large ships the Autoblaster loses a lot of its potential as they simply have less defense and 4 dice is better.
The advanced proton, used properly will deliver a kill on all ties ~98% of the time, cripple all the small rebel ships and maim all the large ships. Using it in conjunction with another ship or two and it's by by even big ships.
I know it's a preference thing, but I like my advanced torp over the Autoblaster.
Autoblaster is really nice with a Hypermobile B-Wing (Advanced Sensors, Engine Upgrade, and PTL when applicable. I think I've seen you comment on threads that I've posted the build before, so you're likely familiar with it already :-) )
Yep, I do love the hyper mobile B. I've just lost my love of the Autoblaster as I just suck with it :-)
I am not a fan of the Autoblaster, sure it can kill a tie in one shot IF you can hold R1 every turn. Against other ships 4 dice is better at R1. Staying at range 1 consistently is hard. Against large ships the Autoblaster loses a lot of its potential as they simply have less defense and 4 dice is better.
The advanced proton, used properly will deliver a kill on all ties ~98% of the time, cripple all the small rebel ships and maim all the large ships. Using it in conjunction with another ship or two and it's by by even big ships.
I know it's a preference thing, but I like my advanced torp over the Autoblaster.
Its actually not only a preference thing, it depends of the ship and pilot more than that. On Ten Numb there is just more synergy with the autoblaster, and for me with Ten it's not about oneshotting Fel, it's about consistent damage.
With most other pilots i actually prefer the advanced torp, even if i disagree that you oneshot Ties 98% of time. You get 5 hits 98% of time if you have those 2 actions. But then if a Tie gets lucky and has an evade he can avoid 4 of those 5.
Also autoblaster is more of a standalone option, especially for B-Wings. For the Adv. Torp you need 2 actions. So you build your list toward that fact or at least you take a named pilot with PTL. Or else Adv. torps are useless, while autoblaster works with any ship that can get to range 1.
Btw i really like your list, but i would prefer Wedge over Ibti to carry the Advanced torp for added effectiveness. Give him PTL or take Kyle for 2nd action.
If you fancy the Wedge delivery system, I suggest this, but then we have no B-Wings...
37 points
Wedge Antilles
R2 Astromech, Advanced Proton Torpedoes, Adrenaline Rush
34 points
Jan Ors
Determination, Blaster Turret, Nien Nunb, Moldy Crow
28 points
"Dutch" Vander
Ion Cannon Turret
You could give Dutch a droid, but I'd sooner have initiative.
Edited by EnglishpeteYes Pete, that's pretty much what i had in mind. Nice list and good idea with Dutch, even if it makes for less torpedoes.
I have little time now or i would come up with a list losing a few points here and there and keeping Salm, solving the 2 action problem with PTL on Wedge perhaps.
Edit: Okay it went pretty fast!
Wedge /w PTL and Adv. Torp
Jan Ors /w Blaster Turret
Horton Salm /w 2 Proton Torps
But after all i might like your version more just because you have Moldy Crow, and because Dutch also solves the 2 action problem for Jan Ors Blaster turret!
Edited by ForceMThat was what I had in mind. My list brings some synergy that continues to work after the torp has gone.
You could lose one torp on Salm and get Moldy Crow and Determination on Jan.
Edited by Englishpete
I think its because B-wings already have attack power of 3 and can go to 4 at range 1. Also they can take HLC which gives unlimited attack power 4 shots for 3 more points.
even then, you do not really see people packing torps on Ywings
I'll load Protorps on Y-wings if points/mission/opponent allow/require. I won't bother fielding them without a turret weapon (usually Ion), however. B-wings I'll fly naked or sometimes with HLC or Autoblaster. I have been rather successful with Autoblaster, even though some consider this to be a poor choice. Maybe I've just gotten lucky or couldn't afford the HLC; whatever...
Chris maes
Well as i said, Autoblaster is by no means a poor choice, it's just situational. Not only because it has the range 1 requirement but also because it does different things depending on your target. Against Rebels it does steady but low damage every turn. Against Imperials it can onehit, but its also nice because it makes having an evade mandatory and gets rid of stealth devices. It's really the bane of interceptors... A ship type that is not overly powerful to begin with.
As stated i have tried it with Ten Numb with Marksmanship, so i can get those 2 hits one crit reliably. And it works like a charm against imperials, but against rebels most of the time i would prefer to use the standard 4 dice at range 1.
I will have to test autoblaster with Jan Ors ability, since i have never played that. That might make the onehits really reliable against Ties i suppose!
Edited by ForceMHow about this:
100 points
That certainly is a list with plenty of torpedoes. You might just get to fire them all as well. This is where FCS really shines as it will go a good way to negating the problem with gaining a TL and focus.
I wonder if dropping the two protons from the B's and giving Biggs R2-D2 and a proton might work. It is one less ordinance shot, but Biggs will live longer and as the effort is to keep him at R3, will probably get to shoot his torp?
Right but i was tempted to use the 2 given torp slots for a reason.
The basic idea is to deliver an alpha strike with the proton torps without using focus. They should use a different target each to soften it up for the Advanced Proton Torpedo. Biggs job is to - take a guess - try to stay on range 3 and survive the first clash. On the next turn the Daggers try to get near their targets and focus. Thanks to the FCS it schould still be locked.
Maybe consider to leave Biggs behind, so that your opponent has to ponder to either finish off damaged Biggs or to split his fire up and start fire at the Daggers. If your Dagges are low on health, you may re-group them with Biggs again.
If this all works out, you will be able to wreck havoc on 2 ships very quickly ... or think about how badly you can damage the upcomig capital ships! Fighting against a swarm of TIEs will be hard, though - but not impossible to win.
Edited by TheRealStarkillerI like the logic and this actually could be a great list in my "Big Game Hunting" thread, as this is a big ship killer list for sure.
You could weigh the benefit of changing Biggs for Garven for that focus on the torps (well one at least).
I'd like to try both options.
If Garven comes into play I would more something do like this:
= 100 points
Yeah thats different. And there arent any torpedos either - but 3 X-Wings and a B-Wing with enhanced firepower - the Dagger pilot target locks and uses Garven's focus to hit with his HLC pretty badass.
... and because this topic is about B-Wings using torpedos:
= 100 points
Edited by TheRealStarkiller