The B-Wing swarm – BBBBZ / BBBB

I arrived at our local X-Wing game night this week at the same time as a good friend of mine who I rarely get a chance to play against. We walked in to find several other games in progress, and it seemed everyone else was already engaged, so he started pulling out a list and I began flipping through my squads, trying to find something out of the ordinary to fly – my triple Interceptor list deserved a week off. I had almost decided to run a TIE swarm when it came up in conversation that my friend had never played against a relatively common tournament list – “BBBBZ”. There’s probably some more elegant or descriptive names out there, but it’s not often that you can tell someone EXACTLY what a full 100 point list contains with only five letters, so I embrace it.

BBBBZ

Blue Squadron Pilot – 22 (B-Wing / Rebel Aces)

Blue Squadron Pilot – 22 (B-Wing / Rebel Aces)

Blue Squadron Pilot – 22 (B-Wing / Rebel Aces)

Blue Squadron Pilot – 22 (B-Wing / Rebel Aces)

Bandit Squadron Pilot – 12 (Z-95 Headhunter)

That’s it, 100 points exactly. Pilot skill 2 across the board. Zero upgrades. Only 6 evade dice total spread across 5 ships. But the list brings a whopping total of 36 hull and shield points, and throws out a respectable 14 attack dice. I’m not a HUGE fan of the list, but it has made a respectable showing in many store championship events this year, and it sounded like something that was suitably different from my usual selections to use.

For this particular game, my opponent fielded the following:

Rexler Brath – 37 (TIE Defender)
Flechette Cannon – 2 (M3-A)
Veteran Instincts – 1 (Slave 1 /  Millennium Falcon)

Royal Guard Pilot – 22 (Imperial Aces)
Royal Guard TIE – 0 (Imperial Aces)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters – 2 (Starviper)
Stealth Device – 3 (M3-A / Slave 1)

Royal Guard Pilot – 22 (Imperial Aces)
Royal Guard TIE – 0 (Imperial Aces)
Push the Limit – 3 (A-Wing /  Imperial Aces)
Autothrusters – 2 (Starviper)
Stealth Device – 3 (M3-A / Slave 1)

We were approaching this as a relatively casual game, but then he threw down his “Lost City Squadron” rank card – a challenge. One of our local TO’s borrowed the “Bag Tag” system from Disc Golf, and had fifty numbered rank cards printed out, which were randomly distributed around our community. In a challenge match, both players offer up their card as a wager on the match, and the winner takes the higher of the ranks. We’re still working on the system, but the idea is to offer some minor perks for being ranked highly, such as free local event entry to the highest ranked player present. With my current #4 ranking on the line, now I had to take this seriously, despite not being practiced with flying the list.

With obstacles (both debris and asteroids) fairly tightly packed in the center, we deployed in opposite corners of the map with distinctly separate goals – I intended to use the obstacles as additional blockers and to force a joust; while my opponent appeared intend upon flying past and around them, approaching me from the side. Without splitting his force, however, there was nothing to prevent me from turning my force to face his as he approached, and we engaged in the middle of the field.

The first turn of shooting didn’t go well for me at all. With several ships too far away to fire (I really need to practice maneuvering these things), no target locks, and firing at long range, I took a lot of damage on one B-Wing and did none in return – It’s really hard to crack those Interceptors open!

Things got nasty from there. Seeing what a bad position he would be otherwise on the upcoming turn, my opponent elected to fly one Interceptor straight up the middle and out the other side of the engagement, crossing a debris field in the process and taking a Direct Hit. The other would be attempting to skirt the side of my force and dodge out of my arcs, but there just weren’t enough places for it to go safely, and my injured B-Wing blocked him perfectly, while the rest of the squad had moved up and stacked up Target Locks. Rexler Brath vaporized the wounded Blue Squadron Pilot, but the action-less Interceptor fell to the massed firepower of the remainder of my squad.

The chase was on from there, with the Defender and damaged Interceptor doing everything they could to dodge arcs and get clean shots. As several other players noted, I should have started a timer as soon as it was declared to be a ranked match if I really wanted to keep my card. It ended up taking the better part of two hours to finish the cat & mouse game between the two squads, as I switched targets several times to attempt to catch one in a bad position. In the end, clever maneuvering with my B-Wings combined with my knowledge of the moves available to the Imperial ships to allow me to trap and kill both remaining enemy ships, losing the Z-95 and another B-Wing in the process, and with two healthy B-Wings remaining. Depending on when time expired, the match could have ended several different ways, but there was only a couple of minutes where I was behind, losing the Z-95 before finishing the second Interceptor.

There’s certainly power to be found in the B-Wings, but the Z-95 seems like it doesn’t always do a whole lot for me in this list. I’ve faced a couple variants that drop the Headhunter for upgrades on the B-wings, and I would probably select one of these if I were to bring out such a list in tournament play.

Tricky B’s

Blue Squadron Pilot – 22 (B-Wing / Rebel Aces)
Fire-Control Systems – 2 (B-Wing / TIE Phantom)

Blue Squadron Pilot – 22 (B-Wing / Rebel Aces)
Fire-Control Systems – 2 (B-Wing / TIE Phantom)

Blue Squadron Pilot – 22 (B-Wing / Rebel Aces)
Advanced Sensors – 3 (Lambda / E-Wing)

Blue Squadron Pilot – 22 (B-Wing / Rebel Aces)
Advanced Sensors – 3 (Lambda / E-Wing)
B-Wing/E2 – 1 (Rebel Aces)
Intelligence Agent – 1 (HWK-290 / Lambda)

wpid-img_20150411_150602279.jpg
(Gollum voice) Tricksy rebels-es… (/Gollum)

Have I ever mentioned how much I love Intelligence Agent? Perhaps with my Cloaks & Dagger list? Those Advanced Sensor B-Wings can pump out unexpected damage by taking a Focus or Target Lock before a hard turn or K-Turn, or thanks to the Intelligence Agent they can be really good at getting right in your way to block maneuvers and deny actions. Then Fire-Control Systems lets the other two focus on pure damage output.

The alternative that I really like in theory is something that I faced early in the day of my Store Championship win.

Stress B’s

Blue Squadron Pilot – 22 (B-Wing / Rebel Aces)
B-Wing/E2 Modification – 1 (Rebel Aces)
Tactician – 2 (TIE Phantom)

Blue Squadron Pilot – 22 (B-Wing / Rebel Aces)
B-Wing/E2 Modification – 1 (Rebel Aces)
Tactician – 2 (TIE Phantom)

Blue Squadron Pilot – 22 (B-Wing / Rebel Aces)
B-Wing/E2 Modification – 1 (Rebel Aces)
Tactician – 2 (TIE Phantom)

Blue Squadron Pilot – 22 (B-Wing / Rebel Aces)
B-Wing/E2 Modification – 1 (Rebel Aces)
Tactician – 2 (TIE Phantom)

B-Wing and TIE Interceptor Furball
Range 2 is a no-no zone for these Interceptors!

Potentially applying four stress per turn, these B-Wings do a really good job of locking down one or two targets, taking them out of the game, and then coming back around for the remainder. They can be beaten, but it’s rough. I’ll be potentially playing as a ringer against players with a bye for the round in an upcoming “El Sith-o De Mayo” tournament, and I may have to give this variant a spin.

So what do you guys think? Which squad would perform the best, out of the three? Is there another variant with multiple B-Wings on the table that you like more and I didn’t list? Leave a comment below, I welcome your feedback as always!

– The Tabletop General

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