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Jimster

I want to run 4 Bwings!

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MC80 Command Cruiser, Independence title.

 

That's your starting position.

 

Boosted comms is going to be essential because you're zooming out with the Independence title.  From there, you want the 4 B-wings and Jan, and at least a couple of X-wings as an escort.  Keyan is nice if you can fit in the points, but not strictly necessary.

 

From there, you can season to taste with your other ships and even your exact squadron make-up.  Yavaris is nice in any squadron build for the double-tap.  Adar makes any expensive squadron you activate worth more.  The 72 point Assault Frigate can take Flight Controllers, and can contribute big time to the anti-squadron side of your build.

 

Commanders:  I'd avoid Ackbar.  Mon Mothma won't help your MC80, so I'd avoid her as well.  The other commanders can be great with squadrons.  Garm tokens can be really huge in the squadron game.  Rieekan is great in the current meta.  Dodonna can be good because your fighters should land crits eventually.

 

 

Your other option is to run the B-wings more defensively.  All those black dice become a counter threat to any ships that want to land within black dice range of your own ships, and they can tie up any fighters that want to move close to your ships.  For that kind of build, you'd just have to experiment.  Perhaps others have tried that build and can give more specific advice.

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My usual is a Mc80 command and a Gallant Haven with extended hangers, and flight controllers. I take 4 B-wings and some escort fighters. Yt-1300's are great for this. All squads stay in close to Gallant Haven until ships get to medium range. The AF2 activates the escorts and protected by Gallant Haven can chew up most tie balls pretty well. The Mc80 runs the bombers, and keeps them all protected by Gallant Haven. You may want boosted coms on the MC-80, but I haven't needed them. At medium range you'll probably lose the AF2 pretty fast but the enemies ships are in the bombers range and their squads should be pretty much wiped out. 

 

This build is still a work in progress, but it's the best results I've had with a carrier fleet.

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I've run the following in the past with some success--as written it has five B-wings, but one could easily be replaced by an X-wing, or Luke if you're not into the high bid for first. The idea is that you've saved points on the carriers by sacrificing their defenses in order to fit more into improving your squadrons, so you have to fly the two AF2's very defensively in order to make this work. Keep the B-wings between your AF2's and the enemy, right in that band between medium and long range, and slightly forward of the AF2's if possible. If they fall behind the carriers, you're hosed, so you have to weigh that risk based on what you're facing.

Man Your Own Jackhammers (388/400)

=================================

Assault Frigate Mark II: Assault Frigate Mk.II B (72 + 35)

+ Garm Bel Iblis (25)

+ Flight Controllers (6)

+ Boosted Comms (4)

Assault Frigate Mark II: Assault Frigate Mk.II B (72 + 20)

+ Adar Tallon (10)

+ Flight Controllers (6)

+ Boosted Comms (4)

Nebulon-B Frigate: Nebulon-B Escort Frigate (57 + 8)

+ Veteran Captain (3)

+ Yavaris (5)

Squadrons: Jan Ors (19)

Squadrons: Wedge Antilles (19)

Squadrons: "Dutch" Vander (16)

Squadrons: B-wing Squadron (14)

Squadrons: B-wing Squadron (14)

Squadrons: B-wing Squadron (14)

Squadrons: B-wing Squadron (14)

Squadrons: B-wing Squadron (14)

Objectives Assault: Precision Strike (0)

Objectives Defense: Fire Lanes (0)

Objectives Navigation: Superior Positions (0)

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Thanks for the response guys,

I've come up with this as a draft list,

 

Dodonna

Assault frigate 2b

Expanded hanger bay

Redundant shields

Adar Tallon

Gallant Heavan

 

Scout frigate

Counter measures

Weapons liaisons

Assault concussion missiles

Foresight

 

Nebulon b escort frigate

Raymus Antilles

Yavaris 

 

Squadrons

Keyan Farlander

3 Bwings

Han Solo

2 xwings

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3 AFMk2B's Gunnery Team, Boosted Comms. Garm

 

5B's, Keyan, Luke, HWK290.

 

396.

 

Or for fun.

 

3AFMK2B's 2 with gunnery team, all 3 boosted Comms. Garm

9 X-wings

1 YT-2400 

133 in fighters that can rip apart squadrons and 9 are red dice bombers.

 

400

Edited by KovuTalli

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Your revised list is better however there could still be some changes made.

 

1. The AF doesn't really need at title on it as most of the time your squads will be outside distance 1.

 

2. Scout Frigate: Weapons liaisons only works with a token and with a command of 2 it isn't too hard to plan ahead so you could have a few points there, if you are going to be using the black dice Ordnance Experts is a must.

 

3. Yavaris and Raymus I have found work pretty well together I would keep that as is, however if you want a little extra firepower you could add TRC or Slaved Turrets on it to give it a little more omph.

 

4. I would get rid of Han as he is quite expensive, there are a few other options you could add though: Nym for those blue crits that means YOU get to decide what defense token gets trashed, the usual Scurrg because they get the same dice as the B-Wings and they are speed 3, just the normal YT-1300 with a hull of 7 and escort and counter 1 it can make a great escort for the B-Wings and soak up a lot of damage, or Luke for the ignoring shields always good.

 

5. With the squads I find it best to have intel around that mean either Jan who can work great with escorts to help them take even more damage, or just her regular ship the HWK-290. Intel will let you attack a ship or move even if you are engaged with other squads.

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I use Gallant Haven and make sure my ships stay under it's protection until they're in place to strike and the Tie's are under control. Remember it covers all squads in distance one, not just the ones it activates. Two carriers with the one Gallant Haven can keep your squads pretty well protected from engagement damage or ant-fighter fire from ships.  

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This is my current Rebel build. Has done pretty well by most accounts.

 

Blade's of the Rebellion
Author: Wes Janson

Faction: Rebel Alliance
Points: 397/400

Commander: General Dodonna

Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

Assault Frigate Mark II B (72 points)
Gallant Haven  ( 8  points)
-  Flight Controllers  ( 6  points)
-  Expanded Hangar Bay  ( 5  points)
-  Electronic Countermeasures  ( 7  points)

[ flagship ] CR90 Corvette B (39 points)
-  General Dodonna  ( 20  points)
Dodonnas Pride  ( 6  points)

Nebulon-B Escort Frigate (57 points)
Yavaris  ( 5  points)
-  Raymus Antilles  ( 7  points)

CR90 Corvette A (44 points)
-  Turbolaser Reroute Circuits  ( 7  points)

1 Jan Ors ( 19 points)
4 B-Wing Squadrons ( 56 points)
2 X-Wing Squadrons ( 26 points)
1 YT-1300 ( 13 points)

Fleet created with Armada Warlords

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IVe had good success with this list It actually likes to go 2nd, Few changes you could make, dutch could be another Bwing and nim could as well, but your loosing some of Rieekans effectivness if you do, And nim is pretty much a bwing
spitroast   
Author: talism

Faction: Rebel Alliance 
Points: 398/400 

Commander: General Rieekan

Assault Objective: Advanced Gunnery 
Defense Objective: Fire Lanes 
Navigation Objective: Intel Sweep 

[ flagship ] MC80 Command Cruiser (106 points)
-  General Rieekan  ( 30  points) 
-  Boosted Comms  ( 4  points) 
-  Electronic Countermeasures  ( 7  points) 

MC80 Command Cruiser (106 points)
-  Adar Tallon  ( 10  points) 
-  Boosted Comms  ( 4  points) 
-  Electronic Countermeasures  ( 7  points) 

Keyan Farlander ( 20 points) 
B-Wing Squadron ( 14 points) 
X-Wing Squadrons ( 26 points) 
"Dutch" Vander ( 16 points) 
Jan Ors ( 19 points) 
Nym ( 21 points) 

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IVe had good success with this list It actually likes to go 2nd, Few changes you could make, dutch could be another Bwing and nim could as well, but your loosing some of Rieekans effectivness if you do, And nim is pretty much a bwing

spitroast   

Author: talism

Faction: Rebel Alliance 

Points: 398/400 

Commander: General Rieekan

Assault Objective: Advanced Gunnery 

Defense Objective: Fire Lanes 

Navigation Objective: Intel Sweep 

[ flagship ] MC80 Command Cruiser (106 points)

-  General Rieekan  ( 30  points) 

-  Boosted Comms  ( 4  points) 

-  Electronic Countermeasures  ( 7  points) 

MC80 Command Cruiser (106 points)

-  Adar Tallon  ( 10  points) 

-  Boosted Comms  ( 4  points) 

-  Electronic Countermeasures  ( 7  points) 

Keyan Farlander ( 20 points) 

B-Wing Squadron ( 14 points) 

X-Wing Squadrons ( 26 points) 

"Dutch" Vander ( 16 points) 

Jan Ors ( 19 points) 

Nym ( 21 points) 

 

That's a big commitment on 2 ships,

 

Odd question for you,

If I run Han close to yavaris how does the ability to double tap with him stationary work with his rouge activation?

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Odd question for you,

If I run Han close to yavaris how does the ability to double tap with him stationary work with his rouge activation?

It doesn't.

Each squadron you activate can attack twice if it does not move.

On upgrade card effects, the term "you" refers to the ship that the upgrade is equipped to.

Yavaris' effect applies only to squadrons activated by Yavaris. The same is true of every other such upgrade unless it specifically says otherwise.

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Are so its impossible to geta double or triple tap with Han solo then,

Have to try wedge and someone else then,

 

Nooooo

 

Rogue does not prevent you from activating Han with yavaris or adar. So you can triple tap with Han. Ard meant that activating as a rogue unit in the squadron phase, Han can still only attack once.

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The point of the "Tap" terminology is the fact that the attacks are consecutive and uninterrupted.

 

The Yavaris Double Tap is because its right there...

 

The issue with the Han "Triple Tap" is that, you need to activated in the Ship phase by Yavaris, and then go through the Squadron phase later on without being interrupted, Engaged by two, etc...

 

The "period of time" and chance of interruption is generally too high to render a triple tap - but it can happen...  

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You could do it if Tallon could switch Han's activation when he go's first in the ship round, but Tallon can only affect a squad activated by the ship he's on

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You could do it if Tallon could switch Han's activation when he go's first in the ship round, but Tallon can only affect a squad activated by the ship he's on

 

Yep, your best best is Double with Yavaris, Adar him back, and then straight-away in the Squadron Phase when it is available...

So hope You're First Player, Yavaris is the last Activation of the Turn, and you've already got him in Position, to make it happen...

It is possible.

Its just rarely plausable.

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You could do it if Tallon could switch Han's activation when he go's first in the ship round, but Tallon can only affect a squad activated by the ship he's on

 

Yep, your best best is Double with Yavaris, Adar him back, and then straight-away in the Squadron Phase when it is available...

So hope You're First Player, Yavaris is the last Activation of the Turn, and you've already got him in Position, to make it happen...

It is possible.

Its just rarely plausable.

 

If all of these things are true, you might as well just be pentuple-tapping Luke or Keyan or Nym (Yavaris double tap, Adar untap, another shot immediately following in the squadron phase, activate Yavaris first next turn for another double tap).

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You could do it if Tallon could switch Han's activation when he go's first in the ship round, but Tallon can only affect a squad activated by the ship he's on

 

Yep, your best best is Double with Yavaris, Adar him back, and then straight-away in the Squadron Phase when it is available...

So hope You're First Player, Yavaris is the last Activation of the Turn, and you've already got him in Position, to make it happen...

It is possible.

Its just rarely plausable.

 

If all of these things are true, you might as well just be pentuple-tapping Luke or Keyan or Nym (Yavaris double tap, Adar untap, another shot immediately following in the squadron phase, activate Yavaris first next turn for another double tap).

 

 

 

/totallyagree

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