Friday, November 29, 2013

Star Wars X Wing: 100 pt B Wings vs Vader/TIE Elite


My buddy Finn and I got in a 100 point game this afternoon, me rolling a Ten Numb and Dagger Squadron list vs his Darth Vader and three TIE pilots list (army lists are below, following pics). In the end the TIE swarm prevailed. Though the Dagger Squadron pilot almost vaporized Vader with a brace of Advanced Proton Torps early game, the TIE's simply out flew the B Wings and chipped away with their Primary weapons; the Rebels just didn't have enough in their gun sights often enough to make a difference. Ten Numb died with a full magazine of Advanced Proton torps, having only shot a few times with his primary weapons to garner the lock-on with the Fire Control system. The Dagger pilot hit with his Heavy Laser Cannon too, but not hard enough. For all of the flying I did, I couldn't line up shots on the nimble TIE's. Even with Finn forgetting actions and abilities, just basic shots on target took down shields and inflicted crits. I should have remembered to pull a few 2 Kiogran turns since the Fire Control systems kept the lock-ons running as my targets blew past me. Next time! My camera flatlined towards the end so I only caught part of the action but you'll get the idea...

Game Start
B Wing Deployment

Imperial Deployment


Turn 1 Movements
Turn 3, lines collide as Vader emerges from the group, straight at Ten Numb, who along with Dagger pilot, calibrate their Fire Control Systems to track the elusive TIE Advanced...
The dogfight in earnest
Dagger pilot cuts hard to find Vader and opens up with Heavy Laser Cannon, hitting hard but Vader evades most damage.
Vader's Kiogran sends him straight past an incredulous Dagger pilot
Dagger pilot's bid on for Vader's head failed as Ten Numb banks right into the Imperials, warming up the Advanced Torpedoes but his mark was outside his arc...
Next turn, Ten bites it as two TIE's blaze into his ship, riding hard inside, inflicting a critical hull (counts as 2) and a weapon malfunction, enough for the scratch. After that I conceded, Dagger pilot only had a few hull left and not one damned TIE was splashed. So, good learning and practice for me and good win for Finn.


Rebels 100 points

Ten Numb
8 3 1 3 6
Unique
When attacking, 1 of your results cannot be cancelled by defense dice.
Ten Numb/B-Wing (31)
Fire-Control System (2)
– After you perform an attack, you may acquire a target lock on the defender.
Autoblaster (5)
– Attack: Attack 1 ship. Your results cannot be cancelled by defense dice. The defender may cancel results before results. Attack value: 3. Range 1.
Advanced Proton Torpedoes (6)
– Attack [Target Lock]: Spend your target lock and discard this card to attack. You may change up to 3 of your blank results to results. Attack value: 5. Range: 1.
Advanced Proton Torpedoes (6)
– Attack [Target Lock]: Spend your target lock and discard this card to attack. You may change up to 3 of your blank results to results. Attack value: 5. Range: 1.
Marksmanship (3)
– Action: When attacking this round, you may change one of your results to a result and all your other results to results.
Shield Upgrade (4)
– Increase your shield value by 1.
43 points
 
Dagger Squadron Pilot
4 3 1 3 6
Dagger Squadron Pilot/B-Wing (24)
Fire-Control System (2)
– After you perform an attack, you may acquire a target lock on the defender.
Heavy Laser Cannon (7)
– Attack: Attack 1 ship. Immediately after rolling your attack dice, you must change all your results to results. Attack value: 4. Range: 2-3.
Advanced Proton Torpedoes (6)
– Attack [Target Lock]: Spend your target lock and discard this card to attack. You may change up to 3 of your blank results to results. Attack value: 5. Range: 1.
Shield Upgrade (4)
– Increase your shield value by 1.
 
Imperial 100 points

Darth Vader
9 2 3 3 3
Unique
During your "Perform Action" step, you may perform 2 actions.
Darth Vader/TIE Advanced (29)
Concussion Missiles (4)
– Attack [Target Lock]: Spend your Target Lock and discard this card to perform this attack. You may change 1 of your blank results to a result. Attack value: 4. Range: 2-3.
Swarm Tactics (2)
– At the start of the combat phase, choose 1 friendly ship at Range 1. Until the end of this phase, treat the chosen ship as if its pilot skill were equal to your pilot skill.
Shield Upgrade (4)
– Increase your shield value by 1.
21 points
 
Howlrunner
8 2 3 3 0
Unique
When another friendly ship at Range 1 is attacking with its primary weapon, it may reroll 1 attack die.
Howlrunner/TIE Fighter (18)
Push the Limit (3)
– Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.
21 points
 
Mauler Mithel
7 2 3 3 0
Unique
When attacking at Range 1, roll 1 additional attack die.
Mauler Mithel/TIE Fighter (17)
Expose (4)
– Action: Until the end of the round, increase your primary weapon value by 1 and decrease your agility value by 1.
19 points
 
Winged Gundark
5 2 3 3 0
Unique
When attacking at Range 1, you may change 1 of your results to a result.
Winged Gundark/TIE Fighter (15)
Engine Upgrade (4)
– Your action bar gains the action icon.
 

3 comments:

eriochrome said...

Seems like 2 rebels in 100 hundred points is not going to work. Most 3 ship lists at least have a loaded up falcon then 2 x-wings. While it looks like your combos with the heavy torpodoes will vaporize ships that it pretty tricky to get off against the nimble ties. An Ion cannon might be better as if you hit to totally make the tie a sitting duck for your hammers.

Yeti's Yell said...

Eriochrome,

I agree. I definitely didn’t have a lot of faith in this list for a game, I looked at it more as a stress test for the B Wing’s capabilities to see what they do.

To your point, I haven’t had any success with any 2 ship Rebel list against Imperials. I don’t know maths but it just doesn’t seem that you’ll ever generate enough fire onto your enemy or have enough maneuver options, save for an ideal scenario where you witness really bad flying on your opponent’s part and him or her neglecting to use his or her own Actions, since that is essentially what happened here… not that there was bad flying on Finn’s part but he continuously didn’t use Actions. And even with an ideal scenario, B Wings, as flown, weren’t effective.

As mentioned, I ignored their natural agility when I stayed away from their red 2 turns. It may have helped a bit to get the torpedoes on target as I was shaken lose on match turns when I was chasing Vader. B Wings really play with my notions of the do’s and don’ts of Rebels in X Wing, though flying TIE’s most of the game stressed seems totally natural.

eriochrome said...

I think you were just way to upgrade heavy.

First note is that B-Wings and range 1 weapons are probably not ideal as they are loaded with red moves on their dials. Seems like it would be tough to keep targets in your sighte. Their low agility value is also a problem when the ties get the extra +1 to attack for range 1.

For something like the Advanced Torpedoes you are really only gaining a single attack die. Might be better if you can stack a target lock and a focus/marksmanship but that can be tricky to keep the locked target in your sights for 2 turns if you do not have push the limit or someone handing out focus tokens. They are better on y-wings or tie bombers since they start with only 2 normal attack dice.

Autoblaster actually has fewer attack dice than the base. Sure the hits cannot be canceled but the close range is a problem.

Heavy Cannon is pretty cool with 4 attack dice at 2-3 range and does not allow the extra defense die at range 3 since it is not a primary weapon but at 7 points costs 1/3rd of another ship.

If you drop the ships down to just the fire control system and the one veteran skill you have enough points for essentially any other starfighter with some upgrades.

Add in Garven Dries and then give low skill b-wing an advanced torpdoe. Leaves 6 points for other upgrades.