|Now I am become Death, Destroyer of Worlds.|
B wings are one of my favorite squadron to use, but they are not easy. Rolling a respectable 3 blue dice against squadrons, they can fight their way out of most problems, especially with 5 health. With a Toryn Farr boost, those blue dice get work done. But you're not taking them for the anti-squadron power. You're taking them for that anti-ship armament. You get the benefit of being a black dice bomber, and you get an extra blue dice thrown in. With BCC, it's not uncommon to see rolls of 3 damage (crit enabled!) emanating from B wings, wrecking shields and ships. Norra Wexley added in says "Eat 4 shields." With Yavaris and a token, that's 3 B-wings firing twice. Or: effectively 6 B wings. Demolisher players hear Yavaris and B-wings and they tremble in fear. ISDs don't want to move in too close to Yavaris and B wings, because shields and defense tokens will just start to evaporate faster than expected. One of the best moments of any Rebel player's life is taking Yavaris and using B wings to KO a ship that thought it was going to live through the onslaught.
With all that upside, there clearly has to be a mitigating factor, right? In an attempt to downplay the damage B wings do, FFG turned their speed down to 2. This lulls opponents into a false sense of security, where they think they'll be immune from B wing damage. "Oh, i'll be fine," they say. "They only move speed 2!" And in wave 1, they were RIGHT!
|Baby B wings on their way to help attack a Star Destroyer|
If you didnt have your B wings positioned well, they werent going to be doing a lot to damage the enemy ships. If they sailed into you, sure! But if you ever ran over your own B-wing squadron, you were in for a sad time, where they werent going to be affecting the game. B-wings in Wave I made a nice mobile minefield, existing to hurt anything that came close. If nothing came close, though, they didnt really make their points back. But where we are now, in terms of the game? Oh, there's so many ways of getting your B wings into the fray and unshielded arcs/superior position arcs.
Wave 2 gave us the Independence H1MC80, allowing us to move squadrons up to speed 4 at the cost of them not being able to attack this turn. Turn 1, when your squadrons arent attacking much? Perfectly fine.
Wave 4 gave us Fighter Coordination Teams, allowing us to drag along some friends a distance 1, so long as they weren't engaged. Combine THAT with Flight Commander, and we could move the B wings speed 1, and THEN move and attack them, all of this after we've already fired and moved our ship.
And then Wave 5 brought us the Pelta and All Fighters Follow Me! Speed 4+ B wings (move 1 with Fighter Coordination Team, move speed 2+1=speed 3 with AFFM! and Flight Commander) that can attack are now possible. Put Expanded Hangar Bays on that Pelta, and you've got 4 Speed 4+ B wings able to move and attack ships.
|Ride of the Valkyries plays...|
If you're going to use B wings in this day and age, you need to get them moving. Without that speed boost, they spend (at BEST) turns 1 and 2 moving. Turn 3 they MIGHT be able to start firing on things, but that's a very lucky if. And you have to hope they're near ships for the next several turns, too, else they're not chasing ANYTHING down. And let's hope they don't get engaged by basic squadrons, if you didn't bring Intel! Nothing worse than 1-2 TIEs engaging all your B wings and not being able to move away. For Intel, check out this.
|Well, more than this. But I'm just saying, in a straight up fight, the Ninja Turtles can beat the Power Rangers.|
|Chelsea, Chelsea, I believe, that when you're dancing.....|
|Target Number 1|
He doesn't play much differently than any other B wing. Get him bombing, get him killing. His damage is just that much better.
|Because I have watched ROTJ too many times, I have had to CONSTANTLY remind myself he is not Tien Nunb.|
|Killing me softly with his song....WITH HIS SONG!|