5 blue straight with a guaranteed linked boost as long as the action you're linking off of isn't boost or you're not stressed... All 2s (Banks, Turns and Straight) blue. Has every hard turn there is a template for... 3 S-loops, 5-K-turn... It is the fastest and most maneuverable small base in the game, the generic is dirt cheap and you guys are whining? Because the chassis caps out at init 4 right now. Wow...
They are a fantastic rebel ship in 2.0. The 1 Talon Roll is the best move in the game and the B-Wings are lucky enough to have exclusive access to it. The named pilots are good and can make use of a few good upgrades like FCS, Collision Detector, Elusive (mathematically, a guaranteed evade on stressed Ten Numb), and Advanced Sensors. Don't overload them with upgrades and don't take torpedoes on them; just try to get into range 1. However, they get stressed just getting up off the couch and putting their pants on, so the lists where they are having the most success are ones where they can get rid of it easier; usually some combination of Cassian Andor and Leia Organa for maximum effectiveness. With these two cards, you can fly multiple Bs and just... keep talon rolling forever, which is a very effective way to fly them.
Marksmanship occurs during the modify attack dice step, so the effect on the Heavy Laser Cannon upgrade would change the crit back into a hit after the modify attack dice step. The two upgrades don't play nicely together.
What about something that explores the myriad of alien races a little more?
I’m picturing something a little out there, kind of like a Cohen brothers’ movie. Several eccentric alien races representing archetypes/tropes, plenty of black humour, a little bit of action and gore thrown in too.
More to the point why did they use such outdated 1.0 content! Talk about misleading and confusing for any new or aspiring players a few weeks out from release of 2.0.
It even features a triple Attanni Mindlink, how long ago was that erratted?
A pair of E-wings were some of my first purchases for x-wing when I started playing just after wave 4 dropped (longer ago than I care to admit) and they’ve never really seen much action. Now that they’ve been revamped for 2.0 I wanted to see if I could get some discussion going for builds playstyle etc. I wanted to start off discussing the upgrade options for the ship in general.
System: This is a great slot and I don’t think it will ever be empty on any ship that has it, some difficult decisions to be made here…
Fire Control System (3) – I feel like this might end up stapled to E-wings, at 3 points and combined with experimental scanners it’s a good, cheap option for double modded attacks and means that you can get rerolls when the enemy is at R1 where you can’t normally lock. The downside however is that you are telegraphing your target and its only one reroll unless you spend the lock.
Collision Detector (5) – I think this is going to be a really interesting upgrade, as much for the threat of being able to fly over/onto a rock and still take actions and get a shot as actually doing it. If your opponent forgets you have it, you could really punish them and they do remember its there it gives them more to consider when you’re flying near obstacles meaning that there is less chance of them correctly guessing where you’re going. Definitely an upgrade I’d consider for 5 points!
Advance Sensors (8) – Always a good upgrade, a little more expensive now at 8 points but still an excellent choice, getting action before a red move or a bump is great!
Astromechs: There’s quite a few of these little guys and again a lot of great choices.
Chopper (2) – I’m not sure chopper is going to be a common choice for E-wings but there could be an interesting combo with spending shields to recharge a stealth device, probably not though!
R4 (2) – 2 point for blue 2 turns and banks and much easier access to those amazing 1 turns (going form red to white), yes please! The only tiny downside to this guy is that your 1 turns don’t recharge elusive but I’m pretty sure I can live with that.
R3 (3) – R3 is looking like my favourite mech at the moment, especially when combined with FCS and/or torps. Your targets are much less predictable and against 2 ship lists you’ve got rereolls for days.
Hull/shield Repair Mechs (5/6/7/8) – All seem pretty solid choices for a bit of extra survivability, I’m not sure if the action cost on the hull droids or the disarm token is better on the shield droids is preferable. Either way I think I would be combining the hull droids at least with a hull upgrade but the shield ones maybe don’t need the shield upgrade quite as much. Quite expensive all round but great for adding a bit of survivability.
Torpedoes: great for adding a bit of punch to an expensive ship needing to pull its weight and combine well with experimental scanners.
Adv. Proton (6) – Up close and personal is probably not where E-wings want to be but then again taking these might make opponents think twice about rushing int R1, 6 points seems a bit steep for 1 extra red dice one per game (could be used once more with chopper I guess).
Ion (6) – Personally I think it’s going to take some convincing to bring me round to ion weapons, could be good against low agility ships I suppose.
Protons (9) – I feel like this is where its at for E-wings; long range, great with experimental scanners and really pack a punch with double mods. The downside to these bad boys is they don’t come cheap on a ship that’s already costing 70+ points!
Modifications: Really depends on how many points you’re willing to put into a ship but could be pivotal at the right moment!
Munitions Failsafe (2) - Eh could be useful I guess but probably won't be something I’ll be using.
Electronic Baffle (2) – Taking damage to remove stress doesn’t seem like something a 3 agility ship want to be doing if I’m honest, especially when you could have an R4 for the same points.
Static Discharge Vanes – Could be handy, especially if you’re taking an R4 Mech
Hull/Shield Upgrade (7/8) – Good options but you’ll be paying through the nose for them better when combined with the repair mechs I suppose.
Stealth Device (8) – Honestly I think id rather take the hull or shield for the same or less points, maybe ok when combined with elusive and/or chopper but then things start to get expensive.
Afterburners (8) – Expensive but a great ability especially on higher initiative like Corran allowing double reposition and target lock (albeit in a specific order). I don’t think you can go wrong with this if you have the points.
Talents: I’ll just go through what I think will work best of these but if there are any that I don’t cover feel free to change my mind! Mostly talents seem to make the ship either more survivable or hit a bit harder which is never bad.
Crack Shot (1) – for the cost I don’t think this will ever be a bad option.
Predator (2) - not a bad shout for the cost but I think it’ll be my go to for Corran if he doesn’t have FCS as it gives rerolls of both attacks when using his ability.
Daredevil (3) - Definitely some interesting possibilities with this but I think I would also be taking an R4 so the next turn wasn’t too predictable.
Elusive (3) – Anything that keeps these expensive ships alive longer is ok in my book, plus we now have those tasty 3 sloops to recharge it with.
Lone Wolf (4) – See elusive, a bit more flexible as it can be use offensively but the restriction means I’d probably only take it in smaller squads.
Outmaneuver (6) – Great for making these expensive, manoeuvrable ships pull their weight that bit better.
With that out of the way some interesting upgrade combos I want to try that should be good (or at least funny to annoy people with):
1. The “Rerolls for Days” - R3, FCS and possibly some Torps with whatever talent you fancy.
2. The “Alpha” - Proton torps and crack shot.
3. The “I go where I want” – Collision detector, Afterburners R4 and Daredevil.
4. The Tank – Hull/Shield, repair droid and elusive with whatever system you like best.
5. The “This probably wont work but oh well” – Chopper, Stealth, Elusive and a system option (Probably collision detector for the extra charges)
6. The “oh god not Corran F***ing Horn again” – Corran (duh) with predator, collision detector, afterburners and probably and R2 unit (like the good old days)
Feel free to share some of your builds too I’m interested to see what people are thinking with these shiny new E-Wings!
With that in mind here is what I think I will try first:
Rogue Squadron Escort — E-Wing
63
Elusive
3
Fire-Control System
3
Proton Torpedoes
9
R3 Astromech
3
Ship Total: 81
Green Squadron Pilot — A-Wing
34
Intimidation
3
Ship Total: 37
I feel like this has great alpha strike potential with the two I4 proton torps more than likely with double mods and a decent defence with three greens and elusiveness on the heavy hitters. I also really like the R3, FCS and Experimental scanners combo too. However, having 2 generics at 81 points each does make me a bit nervous!
The other option with this squad was to drop the rogues down to Knaves at I2 and losing elusive giving me an extra 11 points to play with for the support ship for a less “all my eggs in one basket” approach.
TL/DR: I like E-wings PEW PEW!
Let the discussion commence!