Looking like I am gearing up for a game or two this weekend
in our local League… Not honestly overly
confident with what I am flying as most of it is new to me. Well, newish…
I’ve now flown with the 2 B-Wings in a half dozen games in this edition
and they are quite solid. Good, close in
knife fighters. They ARE on a clock as
they have essentially zero Defense, but as Aahz says, the best Defense is a
solid Offence.
BBYNorraAP5 (200)
Braylen Stramm — A/SF-01 B-Wing
|
47
|
Jamming Beam
|
0
|
Ship
Total: 47
|
|
Half Points: 24 Threshold: 4
|
|
|
|
Ten Numb — A/SF-01 B-Wing
|
46
|
Fire-Control System
|
2
|
Jamming Beam
|
0
|
Ship
Total: 48
|
|
Half Points: 24 Threshold: 4
|
|
|
|
AP-5 — Sheathipede-class Shuttle
|
32
|
Leia Organa
|
2
|
Ship
Total: 34
|
|
Half Points: 17 Threshold: 3
|
|
|
|
Norra Wexley (Y-Wing) — BTL-A4
Y-Wing
|
41
|
Ion Cannon Turret
|
4
|
Proton Torpedoes
|
12
|
R3 Astromech
|
3
|
Proton Bombs
|
5
|
Veteran Turret Gunner
|
6
|
Ship
Total: 71
|
|
Half Points: 36 Threshold: 4
|
|
|
Dropping the ARC in favor of Norra in her Y-Wing is
different, but doubling down on the “we’re here to shoot things” aspect. A BIT concerned that I am throwing way too
many points into the Y, but I need the ability to throw out Damage quickly and
MAYBE survive a bit into the game…
Proton Torpedo on the way in, Ion Turret and Bombs when I get close I
think is a better plan for this list than the ARC trying to roll in and
bump. AP5 replacing Sabine means I DO
lose a “pocket X-Wing” where the Attack Shuttle for whatever reason was as well
armed at least as a standard X-Wing…
Better if I had a Turret mounted, but points get tight when you have 4
Ships in a list. Leia is really good in
this list as the 1 turn in 3 where my Reds go White is pretty darn
powerful. So, AP5 is there to Taxi her
about and Coordinate to try and give extra Actions here and there. Suspect that will start with him Coordinating
a Focus to Norra so that she can try to move up and fire the fully modified
Proton Torpedo early with the 2 B’s following up with their own fairly accurate
shots. Nothing subtle, just line up and
joust or at least move in a block formation I think. NOT tied to a formation, but DO want to keep
AP5 in Range 2 to Coordinate in extra Actions, even to the Stressed B-Wings. PROBABLY way too much “stuff” on Norra’s
Y-Wing, but I like having a lot of extra options. The Astromech is “neat”, but easily cut. Same I suspect for the Proton Bombs I
suspect, but those are not the top of the “it can go” list. The Vet Turret Gunner is edge case, kind of
neat, but really I see it another way to just outright win out more Jousts… All 4 ships HAVE Talent Slots, but nothing
really jumping out to me as “I NEED this”…
Even System slots on the B-Wings..
Neat, but not building based on those here, so…
Looking at the X-Wing, Y-Wing and B-Win for the Rebels all
are ~41 points for their most “Basic” build…
Essentially naked X and B with the Y having Ion Turret and Gunner. Which wins out? No clue I think all COULD do well, but the Y
has options, the X is just more maneuverable at speed while the B is going to
roll in and knife fight… Interesting
choices, I have to admit that I am liking this version of the game as it
develops. I suspect that there will be
some people playing massed Y-Wings as they will just be a PITA to kill off
before they get in their shots and especially if they have Ion shots in
addition… Of course, an Arc dodger will
tear it apart one on one… But 4-5
Y-Wings? Tough to dodge that many Arcs,
and getting the potential double shot out of each of them? Eventually you WILL miss an Arc dodge or fail
an Agility roll, and then? Well, that is
likely it… Just thinking back to playing
against Will’s 4 X-Wing list and THAT was rough. Mind, he IS probably the best player with
that I’ve ever seen by a long shot, but that shows the upper range of the
potential for that list… With the
S-Foils, those ships are actually quite maneuverable, and with Biggs/Selflessness
in the mix, they are frustratingly difficult to push Damage through on. SLIGHTLY annoyed that 41 points is the break
point on the Rebel things, I’d like to fly 5 generics in a list… But that MIGHT just be too powerful at the
moment I suppose, so best perhaps that is not an option.
Still waiting on the Republic stuff… Hoping to fly 2 Jedi and 2 other Ships… My preference would be on ARCs of course, but… Place holders I think for the N-1’s when THEY
arrive. Just having the 4 FAST ships out
there I think will be a really fun list to fly.
Suspect I’ll struggle a bit to push Damage through like I did with my
Imperial Ace lists, but my lads will survive well and win on points more often
than not once I get the hang of flying them correctly… Rebel Arcs start in the 50’s though, so I
suspect that Republic ones will be at least that much making the 2 Jedi/2 ARC
list something that simply does not happen…
Though I think the “generic” Inquisitors in the TIE Adv v1’s are sub 40
points, so MAYBE 2 of the Jedi Knights?
But with Anakin being my favorite of the Jedi Pilots, I do want to use
that ship… Just have to see what the
points come to and since I think that was one that we do not yet know the Pilot
Ability for… Might change my mind? No, I6 and 3 Force will be EXTREMELY powerful
no matter the Ability. The Supernatural
Reflexes (thankfully) have been priced out of usefulness for him I think at 32
points, but even without that crutch? I
think it will be the best ship in the game, at least for my play style…