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Sierra19

Anyone have a decent B Wing squad list?

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So I have 3 B wings (one Aces, and 2 regular), and I was wondering if there were any decent lists ou there, so I'm asking my fellow forumites for help. So list away please. As a starter, here's the list I came up with:

B wings (99)

Keyan Farlander (34) - B-Wing

Adaptability (0), Fire Control System (2), Ion Cannon (3)

Ibtisam (31) - B-Wing

Adaptability (0), Fire Control System (2), Tractor Beam (1)

Nera Dantels (34) - B-Wing

Fire Control System (2), Proton Torpedoes (4), Extra Munitions (2), Guidance Chips (0)

Opinions, or options?

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Or for Farlander at 34 points, you might try Stay on Target and Advanced Sensors.  You'll be able to take an action, reveal your maneuver (change if needed for the stress), activate your pilot skill and hit harder all while still remaining unstressed at the end of the turn.  Having his pilot ability + FCS kinda stinks if you're gonna cancel all the results for the ion cannon anyhow, and without something like Stay on Target, you're more predictable about getting stressed because basically your only choice is doing a red move

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Not calling this a good list, but I am trying it out. Been suggested to me to trade out a Dagger for Biggs.

MidgetPack (99)

Dagger Squadron Pilot — B-Wing 24

Fire-Control System 2

Proton Torpedoes 4

Extra Munitions 2

Guidance Chips 0

Ship Total: 32

Dagger Squadron Pilot — B-Wing 24

Fire-Control System 2

Proton Torpedoes 4

Extra Munitions 2

Guidance Chips 0

Ship Total: 32

Nera Dantels — B-Wing 26

Deadeye 1

Fire-Control System 2

Extra Munitions 2

Proton Torpedoes 4

Guidance Chips 0

Ship Total: 35

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Ibtisam is a pretty poorly costed pilot. I would drop her for a Dagger with a similar load out except with some cheap torps and no tractor beam (nothing is shooting after). It will likely be the least threatening ship of the 3, so it has a high chance to get its torps off.

 

Keyan needs Advanced sensors for sure, and either push the limit or stay on target, or maybe opportunist if something is shooting before it.

 

Nera looks just about spot on.

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39: Ten Numb w/ VI, Mangler Cannon, Adv Sensors

35: Nera Dantels w/ Deadeye, FCS, Proton Torpedoes, Extra Munitions, Guidance Chips

26: Dagger Squadron w/ FCS

Ten is scary for aces, Nera has a very accurate torpedo turret, and the dagger is a mid-PS jouster. Nothing fancy.

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And actually for 33 points (1 less than the other 2 builds), and something within the last 5 minutes Ive gotten somewhat excited about trying myself, is Keyan Farlander with Adv Sensors and Rage.

 

In fact, you could Activate sensors to do Rage, get a focus token, perform a green move, shed a stress, then shed another stress to activate pilot ability AND take advantage of 3 dice mods on his primary weapon leaving you with no stress at the end of combat.  Ive only used rage a few times and it was on Tycho or TIE fighters and I always hated that unless at range 1 I never got to use all 3 dice mods :)

Edited by piznit

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I like 2 daggers with proton torps, extra munitions and guidance chips, fire control systems, and nera dantels with the same, seasoned to taste either tractor beams or an EPT on Nera. Kind of does the same as contracted scouts, not exactly as good but has some advantages... it can push through 2 crits easily with the proton torps... which can be a lot of fun!

Edited by Meade

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I like 2 daggers with proton torps, extra munitions and guidance chips, fire control systems, and nera dantels with the same, seasoned to taste either tractor beams or an EPT on Nera. Kind of does the same as contracted scouts, not exactly as good but has some advantages... it can push through 2 crits easily with the proton torps... which can be a lot of fun!

When Chips were spoiled, I was so stoked to try 3 loaded Bs out. But the lack of Deadeye has proven to be a major detriment to the list.

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I like 2 daggers with proton torps, extra munitions and guidance chips, fire control systems, and nera dantels with the same, seasoned to taste either tractor beams or an EPT on Nera. Kind of does the same as contracted scouts, not exactly as good but has some advantages... it can push through 2 crits easily with the proton torps... which can be a lot of fun!

When Chips were spoiled, I was so stoked to try 3 loaded Bs out. But the lack of Deadeye has proven to be a major detriment to the list.

 

 

It might be one of those things you can improve with practice and skill. While deadeye is easy to use, the B-wings get target locks for free just by firing. so in the later rounds of the game, they can hit harder with the torps.  As devastating as a round 1 engagement is with the contracted scouts, this squadron can potentially hit even harder... ramming in more crits. 

 

and you can throw a deadeye on Nera Dantels too, it is one third of the list after all.

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There isn't a bad B Wings list

...

I disagree...

Ten Numb + FCS, HLC, EM, Plasma Torps, Predator + Bwing e2 + C3p0 (52 points)

Ibtisam + FCS, HLC, EM, Plasma Torps, Predator, Bwing e2, Dash Rendar  (48 points)

Twin Bees...  

Bad, Yes - Fun - Yes!

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The other day I ran a Mangler Dash and Nera list and cleaned up against a non-tourney rebel list.

Nera Dantels

-Push the Limit

-Advanced Sensors

-Advanved Proton Torpedoes

-Extra Munitions

-B-wing/E2

-Recon Specialist

I was able to one-shot both Etahn and Jake with AdvPTorps which was nice. I might try it again with deadeye next time, but with push the limit you can get that sweet barrel roll to get in range 1 plus get your two focus with RecSpec. Add in the fact that if you utilize AdvSen and Ptl, you can do a green and immediately clear the stress. Pretty sweet.

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Ten Numb, Veteran Instincts, Mangler Cannon
Airen Cracken, Veteran Instincts

Blue Squadron, Heavy Laser Cannon, Fire Control System
Bandit Squadron

 

If you want a possible 1pt initiative bid

 

-or-

Ten Numb, Veteran Instincts, Mangler Cannon

Airen Cracken, Veteran Instincts

Dagger Squadron, Heavy Laser Cannon
Tala Squadron

 

If you want the jump on u-boats and TLTs


Basic strategy is to point at what you want dead first and kill it.  Ten will typically shoot and move after most aces.  Same with Cracken.  Cracken can pass off an action, typically to the Blue/Dagger so that they can have a fully modified shot.  Also messes with blockers because if Cracken can get a shot, and is still in range 1, you can give a blocked ship an action.

 

I've yet to lose against Palp Aces or Autoceptors....and Soontir always dies quick.  Ace-Wing in general doesn't do well against this list.

You'll run into trouble against swarms though.  A lot of trouble.  You may be able to take a TIE/Z-95 a turn, but you don't have the agility to keep that firepower up.

I've yet to run it against U-boats....but the old TLT swarm died pretty quick to the second version.

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Ten Numb, Veteran Instincts, Mangler Cannon

Airen Cracken, Veteran Instincts

Blue Squadron, Heavy Laser Cannon, Fire Control System

Bandit Squadron

 

If you want a possible 1pt initiative bid

 

-or-

Ten Numb, Veteran Instincts, Mangler Cannon

Airen Cracken, Veteran Instincts

Dagger Squadron, Heavy Laser Cannon

Tala Squadron

 

If you want the jump on u-boats and TLTs

Basic strategy is to point at what you want dead first and kill it.  Ten will typically shoot and move after most aces.  Same with Cracken.  Cracken can pass off an action, typically to the Blue/Dagger so that they can have a fully modified shot.  Also messes with blockers because if Cracken can get a shot, and is still in range 1, you can give a blocked ship an action.

 

I've yet to lose against Palp Aces or Autoceptors....and Soontir always dies quick.  Ace-Wing in general doesn't do well against this list.

You'll run into trouble against swarms though.  A lot of trouble.  You may be able to take a TIE/Z-95 a turn, but you don't have the agility to keep that firepower up.

I've yet to run it against U-boats....but the old TLT swarm died pretty quick to the second version.

 

I believe that Airen is a great pilot with a fantastic ability, that is overlooked in favour of easier to play stuff. I used him a lot in different lists. The only problem is the short range of his ability, and since I prefer A Wings (when playing rebels, normally I run with imperials) he didn't do good there. But alongside everything else, especially B or T70 with reposition abilities, or low PS ordnance carrier, he does great job.

 

I like your lists, although the first looks better. Since you go for the bid here anyways PS 9 would be enough on Cracken and Ten, so adaptability will do the job; that frees 2 points either for larger bid (no) or FCS on Ten.

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