Tuesday, August 18, 2020

My E-Wing Recommendations

There seems to be renewed interest in the E-Wing with the latest points drop, and there's been a lot of advice thrown around on how to run them. I thought I'd share my experiences and suggestions flying E-Wings.

I've been running generic E-Wings on and off since shortly before the mid-2019 points update. At first, my list was Crack Shot Wedge, 2x Knave Squadron Escorts with R3 Astromech, and Sheathipede Zeb. After the Knaves dropped by 2 points each, I could fit Leia crew by dropping Crack Shot and downgrading to AP-5. With the latest points update, I think 3x Rogue Squadron E-Wings might be the way to go, along with a cheap filler fourth ship. I still need to test it out, but I think it has the potential to be an A-Tier competitive squad.

What is the E-Wing?

Let's first examine the E-Wing chassis to see what its role is.


The E-Wing chassis is a 3-attack ship that's more durable than X-Wings and B-Wings. Against 3-dice attacks with a single mod, an E-Wing is expected to survive an extra attack compared to the X-Wing and an extra 0.7 attacks compared to the B-Wing without spending mods on defense. The extra durability comes in the form of 3 agility. That means it's more vulnerable to big attacks, it's stronger against weak attacks, it gets large value from focus tokens on defense, and it's more exposed to variance.

The ship chassis ability, Experimental Scanners, is a good offensive ability which gives the ship a chance to have double-mods on your first attack. Having that second mod on a 3-dice attack increases your expected damage from 1.5 to 2 against a 2-agility ship without mods, and from 1.2 to 1.7 against a 3-agility ship without mods. For comparison, double mods is more than half as good as adding a fourth die. A 4-dice single-modded attack averages 2.3 damage against a 2-agility ship and 1.9 damage against a 3-agility ship. It's closer to the damage output of Crack Shot or Juke, which deals 2.1 and 1.9 damage against 2-agility and 3-agility ships without mods, respectively, although Crack Shot is stronger against ships with focus.


There are two downsides to Experimental Scanners. First, you will occasionally miss out on a free target lock when you are too close to a target. This is especially likely to happen if you use an E-Wing to block. Second, it can be partially nullified by your opponent being flying cautiously with the targeted ship. While it is sometimes possible to re-select your target in later turns before engagement, you will still be forced to choose between a priority target which you may have a hard time getting in arc and a more available but less-critical target. Even with these drawbacks, the Experimental Scanners ability is strong.

The E-Wing has good tools for strategic positioning. It has both boost and barrel roll actions. It also has every basic maneuver with only the 1-speed turns being red, and a K-Turn and two S-Loop options for turning around. Further, the boost and barrel roll options can link into a target lock in preparation for the engagement. These options mean the E-Wing has the tools to get where it needs to go before the engagement occurs.

However, the E-Wing does not have great tools for tactical positioning. The ship can't double-reposition. Once engaged, the linked actions lose most of their value. The ship often already has a lock thanks to Experimental Scanners, it's often at Range 1 after repositioning, and it can't link into a defensive action. The base chassis also has low initiative. The high-initiative pilot, Corran Horn, doesn't have a great ability as an ace (namely, something with action efficiency or additional repositioning). The ship probably needs Afterburners to function as an arc-dodging ace, and that's not ideal because pilots cap out at initiative 5 and the ship lacks useful linked actions after repositioning. E-Wings will get some arc-dodging opportunities against lower-initiative ships since they have both barrel roll and boost, but you shouldn't count on them arc-dodging everything as a win condition.

As such, the E-Wing functions most naturally as a premium jouster. It has the maneuverability to reach the ideal position for the engagement. Once the shooting starts, the E-Wing has above-average damage output and durability.

Pilots

The generics come with initiative 2 and initiative 4. The initiative 2 Knave Squadron Escort would probably C-Tier around 53 points and the initiative 4 Rogue Squadron Escort would probably be C-Tier around 56 points. Subtract 5%, 10%, and 15% for B-Tier, A-Tier, and S-Tier respectively.

The currently-released named E-Wing pilots, Gavin Darklighter and Corran Horn, are mostly premium jousters like the generics since their abilities don't affect their roles too much.

Gavin Darklighter's ability is pretty interesting. Because the ability isn't that powerful and because it works on his own attacks, you don't need to use Gavin exclusively with swarms. I estimate the value of the ability at roughly 6 points over a Rogue Squadron Escort even in 3- or 4-ship lists.

Corran Horn is not nearly as strong as his former 1.0 iteration. His double-tap ability is much more situational since it requires a bullseye and he can't run away as easily. In the old days of 1.0, Corran Horn was happy to run away with a focus, an evade, and a shield regen. Today, he no longer has triple mods on defense or the potential to double-reposition. Corran's double-tap ability is only useful when the bullseye shot at the end of the round is more valuable than the shot he'll have next round. I estimate the combination of the initiative bump and the ability is probably worth roughly 8 points on top of the Rogue Squadron Escort, and his role is a (more) premium jouster instead of the points fortress arc-dodging ace he was in 1.0.

Why R3 Astromech?

R3 Astromech is usually a bad card. Most ships want to focus instead of taking a lock, and there's no guarantee they'd have two enemy ships in range to lock or that they survive long enough to use both locks.

The E-Wing chassis solves all of those problems. Experimental Scanners means the E-Wing is guaranteed to get two locks on before the engagement and the E-Wing is durable enough to have a reasonable chance of using both locks before dying.

R3 Astromech grants the ship an extra mod for one attack. As discussed earlier, double mods is slightly worse than Crack Shot against unmodded defenses and significantly worse against modded defenses, but it's easier to benefit from the second target lock than Crack Shot. This is especially true since you gain the benefits again if you can disengage for a turn. Crack Shot is probably worth 3 points, and I estimate R3 Astromech is probably worth around 4 points on the E-Wing.

At first glance, it seems like the R3 Astromech benefit is slightly worse since it's delayed: you only benefit from it over two turns. However, it's actually an up-front benefit in that it almost always guarantees you'll have double mods against an available target on the opening engage. In some cases, the extra damage from the second lock could kill or score half points on that target in the first round, allowing you to comfortably turn on the first locked target next round.

Beyond its mathematical value, R3 Astromech makes flying E-Wings much easier and flying against E-Wings much more difficult. I tested R4 Astromech for a couple games and was struck by how hard it was to choose which ship to lock. I had to think really hard and ended up making some really bad decisions. R3 Astromech can provide a significant mental advantage over the course of a tournament.

The opposite is true for your opponents. With only one lock, you have to announce your target priority. Your opponent can respond by keeping their locked ship safe. With two locks, you can lock a ship on both flanks (e.g., Soontir and Vader against Imperial Aces), or lock both a filler ship and a premium ship against joust + ace lists (e.g., Kylo and a generic TIE against Kylo Generics). It's much harder to keep two ships out of the fight and it means you have a stronger threat of turning your guns on either flank.

Why not R4 Astromech?

Even if you decide not to run R3 Astromech, I would not recommend running R4 Astromech. R4 Astromech is tempting because it turns the 1-speed hard turns white as well as giving the ship blue 2-speed hard turns. An under-stated benefit of R4 Astromech is the blue 2-speed banks. Sometimes, you'll want to turn and move faster than a 1-speed maneuver the turn after being stressed, and R4 Astromech lets the E-Wing to do that.

That said, R4 Astromech is a luxury that usually does not fit on the E-Wing. As premium jousters, E-Wings usually want upgrades that improve their damage output or durability. Blue hard turns can improve damage output and durability if the ship has a good linked action. For example, the TIE Advanced v1 benefits from its blue turns more than the TIE/fo Fighter from its blue turns (except Scorch) because of its linked reposition to focus actions. R4 Astromech really helps Poe Dameron because he wants to be stressed every turn for additional mods and the option to double-reposition. Unfortunately, the E-Wing does not get added value from being stressed since it doesn't have a good linked action, so R4 Astromech doesn't do too much for the E-Wing.

R4 Astromech can also be useful for ships that don't have blue banks or turns to one side. For example, Dengar would love to have R4 Astromech. It's probably also useful for BTL-B Y-Wings. However, not only does the E-Wing already have blue 1 banks, it also has both a K-Turn and two S-Loops to adjust its facing on the turn-around turn so it can most likely use its blue straight options the following turn.

That leaves the 1-hard turns. It's a great maneuver to have, but it's unnecessary. Plenty of jousting ships work fine without the 1-hard turn. With some planning, it's rare that doing a 1-speed hard turn instead of a 2-speed hard turn will make a significant difference in your games.

Overall, I think people tend to overrate the value of having a good dial on jousting ships without linked actions. Most jousting ships can do their jobs as long as they have a high-speed turn-around maneuver (Tallon Rolls don't count), a 1-straight, and a set of banks and turns. Outside of some combo which gives the E-Wing extra power for stress, the R4 Astromech is probably worth only 1 point on the E-Wing.

Other upgrades

As a premium jouster, the E-Wing doesn't need a ton of upgrades to do its job. Outside of R3 Astromech, I'd recommend using spare points to bring better and more ships rather than adding extra upgrades on an E-Wing.

Until Crack Shot goes up to 3 or more points, it's a strong consideration for any small ship with a Talent slot. The E-Wing is no different.

Elusive is OK on the E-Wing, but it competes with Crack Shot and with other ship upgrades. Half of a Shield Upgrade is worth about 3 points on the Rogue Squadron Escort. You can come out ahead if you use it at least twice, but you may have a better place to spend the points. If you bring it, don't choose bad maneuvers to chase its effect.

I've seen people include Fire-Control Systems on their E-Wings. I don't recommend it for a couple reasons (with one exception, see below). First, the benefit itself is marginal without a bonus attack or some reason to keep the lock, such as ordnance or the TIE Advanced x1 ship ability. It only increases your chance of keeping your lock by about 40 percentage points. It's also reasonably common to kill the target in one round with multiple double-modded attacks. Corran has a double-tap ability, but it's not likely to be used frequently enough for FCS to be worth the 2 points. Second, the E-Wing has the option to disengage to re-acquire locks, making it less of a priority to hold on to a lock. 

I'm skeptical about Proton Torpedoes on the E-Wing. It gives you a scary alpha strike, but it's very expensive. You may be better off bringing more and better ships. Advanced Proton Torpedoes is both very situational but also relatively cheap. I think having Advanced Proton Torpedoes is the only case where Fire-Control System could make sense. R3 Astromech is probably an auto-include if you bring torpedoes.

Some other upgrades which IMO aren't great:
  • Predator: The benefit is normally lower than Crack Shot, and Predator is uniquely bad on E-Wings because they're likely to have rerolls already.
  • Daredevil: The E-Wing is mainly a jouster and not an arc-dodger, so it doesn't get too much value from this.
  • Outmaneuver: This is best on super arc-dodgers like Guri, or on very tanky ships like TIE Defenders. The E-Wing is already more of a glass cannon so it's hard to get value from this.

Wingmates

This is the most points-dependent section of this article, so I'm not going to give any specific suggestions. Ideally, you want to run strong ships, and that's going to change with every points adjustment. However, I do have some observations on what types of wingmates the E-Wing likes.

Thanks to its double mods on offense, the E-Wing leans towards being a glass cannon ship with a relatively high damage output for its durability. It's even more of a glass cannon if it takes R3 Astromech. Glass-cannon ships work best with other glass-cannon ships and work poorly with tanky ships that have a relatively low damage output.

The E-Wing has a couple quirks in how it flies. First, it's a ship that wants the option to disengage to reacquire locks. This means it wants wingmates who can also disengage. It's no good if the E-Wings fly off to reacquire locks only for their wingmates to get isolated and destroyed.

Second, the E-Wing likes extra actions but only after the engagement happens. Coordinating a damaged E-Wing gives it focus and evade on defense. Coordinate also gives you opportunities to pick up another set of target locks or reposition with a mod. However, unless you only have one E-Wing in the line of fire, the E-Wing doesn't make good use of coordinate in the first turn of the engagement because it will already have a focus and lock. If you coordinate an evade token on one E-Wing, your opponent will just shoot the other one. That means if you bring a coordinate ship, you want a non-E-Wing ship to get value out of that first turn's coordinate (I used Wedge as my primary coordinate target).

Finally, the E-Wing isn't the ideal blocker. It has an above-average attack that's sacrificed if it blocks and it has poor linked actions after a reposition. Pairing them with cheaper blocking ships can shore up this weakness, or you'll want another way to deal with arc-dodgers like a high-initiative ship.

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