|This was me when I knew I was going to win a ship|
|Advanced Sensors, a key to B-Wing strategy|
Knave Squadron Pilot is a pilot skill 1 card that comes from Dark Empire. It's a slightly more maneuverable Rookie Pilot (21 pts) that can take a System Upgrade, Torpedoes, and an Astromech. Let's take a look at the maneuver dial, and actions, next to an X-Wing:
For 6 points over a Rookie Pilot, you get 1 more agility, the ability to 3 straight green, 5 straight white, 3 k-turn, and barrel roll / evade. To me, the trade-off seems well worth it. The main trade-off you are making is the ability to take 4 Rookie Pilot vs only 3 Knave Squadron Pilots. It's obvious FFG wants the E-Wing to carry upgrades, or be a support ship (as we will see later) to lesser pilots.
Blackmoon Squadron Pilot is from the New Jedi Order. It's just a 3 skill pilot, for 2 more points than Knave. The only benefit I'm seeing here for the 2 points is defense against the new Predator Elite Pilot talent, which may be everywhere after Wave 4 releases.
|Predator comes with the TIE Defender expansion|
The first unique pilot for the E-Wing is Etahn A'Baht. He's a Dorean pilot from the Black Fleet Crisis trilogy. I know I read those novels sometime when I was a tween, but I can't remember anything about them. Click the link for some great 90s art of him.
So this is a pretty neat pilot. 32 points gets us 5 Pilot Skill, an Elite Pilot Talent, and a support ability. It's not nearly as useful as say, Howlrunner, but it's still one of the best we've seen from Rebel pilots. Unlike other Rebel support ships, it affects more than one friendly vessel. This could be a great help to busting up swarms.
I've already talked about Advanced Sensors, and everybody already knows how great it is. Flechette Torpedoes came with one of the huge ships. At only 2 points, they are an easier choice if you need to spend a few points to get near 100. Most times, though, I would just spend for Advanced Sensors or Fire Control System.
Outmaneuver is something I want to use on Corran Horn. Being able to really hammer a ship at range 1, especially with the capability to barrel roll out of arcs should be fun. More importantly: the YT-2400 is pictured. Hopefully a preview of wave 5!
The R7 astromechs were built for the E-Wing specifically. With the nice range of astromechs we've gotten lately from the huge ships and now E-Wing, I'm excited to try using them again. I've only used them a few times, in gimmick builds. B-Wings lack of astromech capability really kind of made astromechs less exciting for awhile. The R7 astromech gives us a new option: force an opponent to re-roll his dice if we locked him. Pair that with Fire Control System and your 3 agility dice on an E-Wing and you have a much more tanky ship.
R7-T1 was Luke's astromech when he piloted an E-Wing for a short time in the Black Fleet Crisis. He gives the E-Wing (and X-Wing or Y-Wing) the capability to boost and get a target lock out of one action, under the right circumstances. Pair this with a high skill pilot to move in close for the range 1 shot, or Advanced Sensors to get a boost before your move.