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Made in us
Regular Dakkanaut





X-Wing - 200pts - B-Wing Hunters
For going after 3/4 BWings.
Keep the FSs out front and followed closely by the FTer and TDef.
Try to bring all ships fire power on 1 B-wing per turn.
Which squad build would you suggest?
Comments Suggestions?

{Squad Version 1}
FireSpray-31: [67]
-- Kath Scarlett................................Gives stress out to defender.
--- Slave 1.........................................Allows me the Proton Torpedoes.
--- Engine Upgrade........................Gives me Boost!
--- Marksmanship...........................Allows me to change EYEs to HITs and 1 Critical.
--- Heavy Laser Cannon {HLC}....4 Att-dice at range 2-3.
--- Proton Torpedoes......................4 Att-dice at range 2-3. Can change 1 EYE to a Crtical hit.
--- Proton Bombs
--- Recon Specialist.......................Spend Focus to get a Focus.
--- Adv Homing Missiles................On hitting get 1 Crtical Hit.

FireSpray-31: [63]
-- Krassis Trelix...............................On 2nd weapon can re-roll 1 Att-dice.
--- Andrasta.......................................Gives two bomb bays!
--- Engine Upgrade.........................Gives me Boost!
--- Heavy Laser Cannon {HLC} ....4 Att-dice at range 2-3.
--- Proton Bombs
--- Proton Bombs
--- Recon Specialist........................Spend Focus to get a Focus.
--- Adv Homing Missiles.................On hitting get 1 Crtical Hit.

TIE Fighter: [19]
--- HowlRunner.................................Gives a friendly within 1 range an att-dice reroll.
--- Twin ION Engine......................All slight turns are GREEN.

TIE Defender: [51]
--- Rexler Brath...............................On damage card given can flip for a Focus.
--- Engine Upgrade..........................Gives me Boost!
--- Heavy Laser Cannon {HLC} .....4 Att-dice at range 2-3.
--- Adv Homing Missiles..................On hitting get 1 Crtical Hit.


{Squad Version 2}
FireSpray-31: [63]
-- Kath Scarlett...................................Gives stress out to defender.
--- Andrasta.........................................Gives two bomb bays!
--- Engine Upgrade...........................Gives me Boost!
--- Veteran Instincts...........................+2 to Pilot Skill.
--- Heavy Laser Cannon {HLC}.......4 Att-dice at range 2-3.
--- Seismic Charges
--- Proton Bombs
--- Recon Specialist..........................Spend Focus to get a Focus.
--- Adv Homing Missiles...................On hitting get 1 Crtical Hit.

FireSpray-31: [63]
-- Boba Fett...........................................On reveal switch slight turns to opposite, if you want.
--- Slave 1..............................................Allows me the Proton Torpedoes.
--- Engine Upgrade.............................Gives me Boost!
--- Marksmanship................................Allows me to change EYEs to HITs and 1 Critical.
--- Heavy Laser Cannon {HLC} .........4 Att-dice at range 2-3.
--- Proton Torpedoes...........................4 Att-dice at range 2-3. Can change 1 EYE to a Crtical hit.
--- Proton Bombs
--- Recon Specialist............................Spend Focus to get a Focus.
--- Adv Homing Missiles.....................On hitting get 1 Crtical Hit.

TIE Fighter: [19]
--- HowlRunner.....................................Gives a friendly within 1 range an att-dice reroll.

TIE Defender: [51]
--- Rexler Brath..................................On damage card given can flip for a Focus.
--- Engine Upgrade.............................Gives me Boost!
--- Heavy Laser Cannon {HLC} ........4 Att-dice at range 2-3.
--- Adv Homing Missiles.....................On hitting get 1 Crtical Hit.

This message was edited 3 times. Last update was at 2015/10/09 14:11:34


 
   
Made in us
Loyal Necron Lychguard






South Dakota

I've played a Kath list. Imp Kath's ability won't work very often. B's are rolling only 1 Evade dice and so will only cancel a crit if all the hits are crits. HLC will turn the crits to hits (you can modify afterwards, but it is a pain). Mangler is a better fit if your goal is stressing them out. I ran her with calculation and Recon Spec... it was a long way to go to get not a huge effect (you'll only ever give one stress token a turn with her.) In the end, it wasn't very effective.


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My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
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Arguing over the facts is the lowest form of debate. 
   
Made in us
Drop Trooper with Demo Charge





Kalamazoo Michigan

B-Wings have more shields than hull points so focusing on giving out Critical Hits somewhat pointless. Once you remove a B-wings shields its in trouble already due to only 1 agility so HLC or lots of 3 attack ships is a good way to go.

I personally would field some form of swarm or arc dodger list and focus fire 1 B-wing at a time. B-wings are pretty solid jousters so putting other jousters (Firespray) up against them wont really inhibit them in any way.

If you want Rexler Brath to work well all your other ships should be equal or higher PS, focus fire with them to remove shields then use Brath to destroy the hull on the B-wing and potentially use his flip card ability. However his ability isn't that effective since B-wings only have 3 hull. To make sure Rexler Brath can effectively use his ability I would suggest taking PTL (push the limit) and Twin Ion engine.

Kath is also a little questionable depending on what B-wing pilots there are, some of those pilots love stress tokens...

Life before death, Strength before weakness, Journey before destination. 
   
Made in us
Regular Dakkanaut





Thanks for the replies.
Also thinking of this one:

{Squad Version 3}
TIE Fighter: [22]
--- HowlRunner................Gives a friendly within 1 range an att-dice reroll.
--- Marksmanship..............Allows me to change EYEs to HITs and 1 Critical.

TIE Fighter: [14]
--- Black Sqd Pilot

TIE Phantom: [40]
--- Whisper...................After att hit give your self a Focus.
--- Targeting PC..............Add targetting Action to bar.
--- Marksmanship..............Allows me to change EYEs to HITs and 1 Critical.
--- Enhanced Scope............Pilot skill as 0 in activation phase.
--- Mercenary CoPilot.........At range 3 change HIT to Critical HIT.

TIE Phantom: [31]x[4]
--- Targeting PC..............Add targetting Action to bar.
--- Marksmanship..............Allows me to change EYEs to HITs and 1 Critical.
   
Made in us
Dakka Veteran




California

How are you giving Whipser Enhanced Scope? Also, How are the TIE Phantoms getting EPTs?

Howlrunner is an 18 point pilot, Marksman is a 3 point EPT, so it should be 21 not 22.

Since B-wings are mostly Shields for their hit points, Crits aren't meaning too much. Black Squadron Pilots aren't really worth the points unless you give them an EPT, or so I have seen. Howlrunner is a good fit, but the excessive Marksman EPTs aren't worth the points. Marksman costs an action to use and aside from that crit, its basically a focus. Mercenary Copilot isn't the best crew for a Phantom, mostly because getting in close grants 5 attack dice. I strongly recommend changing out the Copilot for Gunner, which grants you a second attack if you miss. Expose might serve better as well, vs the Marksman, as it allows you to sack an evade for an attack die.

Thematically, I love the Phantoms coming in 5 strong to smash the B-Wing formation, very cool.

"I aim to misbehave"
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Star Trek Attack Wing, Star Wars X-Wing, Star Wars Armada, Imperial Assault 
   
Made in us
Colonel





This Is Where the Fish Lives

Whisper has no defensive upgrades and will disappear in a puff of smoke if she can't reliably cloak after shooting. She also doesn't want Enhanced Scopes nor does she need Targeting computer. Drop both and give her Fire Control System with Advanced Cloaking Device. Also, Mercanry Co-Pilot is a terrible crew choice for a Phantom because they want to be at range 1 (and out of arc). Also, Marksmanship is not a good Elite upgrade for Whisper; it gives you an action with no defensive benefit. There are a couple of standard Whisper builds:

"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Gunner (5)
Advanced Cloaking Device (4)

Total: 44
This the standard "Buzzsaw Whisper" build that gives you an arc-dodging PS9 ace that can recloak after shooting and and almost always guarantees that you will hit something and hurt it. Obviously, it's expensive at 44 points, but it's also lethal.

"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Rebel Captive (3)
Advanced Cloaking Device (4)

Total: 42
This is almost identical to the first one but it trades Gunner for the cheaper Rebel Captive, which applies an automatic stress to the first ship to declare you as a target.

You also can't give generic Phantoms Elite upgrades. However, good upgrades for them to make them a force to be reckoned with:
Sigma Squadron Pilot (25)
Sensor Jammer (4)
Intelligence Agent (1)
Stygium Particle Accelerator (2)

Total: 32

I don't know build your squadrons, but I would recommend using an online squadron builder. It's easier to keep track of who can use what and you don't have to type all of this stuff out. My personal favorite is (Yet Another) X-Wing Miniatures Squad Builder. Some more popular ones are the Unofficial X-Wing Squad Builder and Fab's Squadron Generator.

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Made in us
Regular Dakkanaut





Thanks for the suggestions.
Wonder why Army Builder left me take those options.
   
Made in us
Douglas Bader






You have WAY too many upgrades in your lists. For example, a heavy laser cannon and proton torps are both range 2-3 weapons, so on any given turn you have to choose which one to use while the other is wasted points. You just can't put 60+ points into a Firespray and expect to win. Similarly, the targeting computer is a bad idea because of advanced cloak, but even ignoring that fact you still have to choose between taking a target lock action and using marksmanship. An opponent who brings efficient ships with only the most powerful and carefully focused upgrades is going to massacre you. Each of their ships will be at least as powerful as yours, and they're going to have more ships on the table.

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Made in us
Pyromaniac Hellhound Pilot





killeen TX

The problem with making a list at 200 points, designed to beat B-wings, is you are going to go against 200 points of B-wings.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
Colonel





This Is Where the Fish Lives

You want to beat a gak load of B-wings? Bring weapons that can strip or bypass shields. They only have one agility, so being at range 3 doesn't help them against secondary weapons, meaning that Rhymer is going to get a hit through on them with Advanced Homing Missiles at range three and Jonus will help make up for having to spend your target lock to shoot them with Plasma Torpedoes. Adding Extra Munitions gives you a ton of ordnance as well, and the more ordnance you give a ship, the more efficient EM becomes. The TIEs and Phantoms can mop up the survivors of the alpha strike.

"Redline" (27)
Fire-Control System (2)
Extra Munitions (2)
Plasma Torpedoes (3)
Assault Missiles (5)
Advanced Homing Missiles (3)

Captain Jonus (22)
Extra Munitions (2)
Plasma Torpedoes (3)
Advanced Homing Missiles (3)
Advanced Homing Missiles (3)

Major Rhymer (26)
Extra Munitions (2)
Plasma Torpedoes (3)
Advanced Homing Missiles (3)
Advanced Homing Missiles (3)

Sigma Squadron Pilot (25)
Sensor Jammer (4)
Intelligence Agent (1)
Stygium Particle Accelerator (2)

Sigma Squadron Pilot (25)
Sensor Jammer (4)
Intelligence Agent (1)
Stygium Particle Accelerator (2)

Academy Pilot (12)

Academy Pilot (12)

Total: 200
View in Yet Another Squad Builder

 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
Made in gb
Battleship Captain




To be honest, the key to beating B-wings with Imperials is the humble TIE fighter, and - as noted - not going nuts with upgrades.

A pack of generic TIEs can make a decent dent in B-wings; because they're only agility 1, a TIE/ln's 2-dice primary can still reliably land hits where it'd struggle against agility 2/3/4 ships.

Kath's ability is good - My personaly favourite for using it is Marksmanship/Gunner/Experimental Interface. But as noted, not really against B-wings. They don't dodge things that often....

Advanced Homing Missiles are a good call - especially with Krassus - but don't go mad. They are just Range 2.

I'd go with simple squads. If you're planning on taking a secondary weapons heavy squad (fair enough), don't bother with howlrunner.

For a squad with 2 Firesprays, a TIE Defender and (two) TIE fighters, I'd say:

Boba Fett - Veteran Instincts, Navigator, Engine Upgrade, Ion Cannon, Andrasta, Seismic Charges x 3

(Essentially a classic Fett Build, the first three let you radically alter your maneuvers on the fly. Very good for knife fighting against B-wing who are a lot more agile up close than you'd think. The addition of bombs is fairly obvious, and B-wings really dislike ion weapons because they can't dodge for toffee).

Krassus Trelix - Slave 1, Extra Munitions, Cluster Missiles, Mara Jade, Engine Upgrade, Proton Bombs

(Cluster Missiles are good for laying down pain on an unwieldy target, and up close you're handing out stress, something else B-wings despise).

Rexler Brath - Heavy Laser Cannon, Predator, Engine Upgrade

(Don't worry too much about Brath's ability; for the most part this just allows high PS 4-dice shots with a reroll and a focus token, or to boost and stilll get a reroll. Don't try and joust or knife fight - stay at range and slash back and forth).

Dark Curse - Stealth Device
Backstabber - Stealth Device

These boys are cheap and very effective for their cost. If they get ignored they can easily make their points back. If not, they're a bugger to kill and they draw fire off something more important.




Termagants expended for the Hive Mind: ~2835
 
   
 
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