YT-1300 Builds

By Arithion, in X-Wing

Well, I'm new to the YT-1300, looking for some opinions on builds.

Firstly if any builds suggested would be awesome.

Second onto the ones I've thought about.

One I have in mind is Lando and Jan combo.

Lando - Elusiveness - Gunner - Nein Nunb - Shield Upgrade - Falcon Upgrade

Jan - Moldy Crow Upgrade - Recon Specialist - Blaster Turret - Swarm Tactics - Shield upgrade.

Basically would use the abilities of both ships together, Jan giving the Falcon extra attack dice. Bumping it up to four at ranges 2-3 but five at range one. Falcon tanks, but Jan is able to live longer and deal some damage herself. Use the swarm tactics on her to give Lando PS8 in shooting, hopefully alpha striking anything that gets close.

Though I guess since it is a two ship build, really may not be the best against Imperials eh?

I really want to use the Outer Rim Smuggler, just having troubles coming up with a nice build with him in use.

Han Solo + Expert Handling + Gunner + Nien Nunb + Engine Upgrade. Accept no substitute.

Han Solo + Expert Handling + Gunner + Nien Nunb + Engine Upgrade. Accept no substitute.

I don't always fly YTs; but when I do, it's this build.

Stay flying my friend

Han Solo + Expert Handling + Gunner + Nien Nunb + Engine Upgrade. Accept no substitute.

I don't always fly YTs; but when I do, it's this build.

Stay flying my friend

Approval. You sir, win the internets. And the beer. And the Force.

Dual YT cleaned my clock, Han Shoots First is powerful (the one I run: Han, Gunner, Marksmanship, Chewie + 2 Rookie Xwings).

What would you throw in as escort for the Han above?

2x Rooks or a barebones Chewie?

What would you throw in as escort for the Han above?

2x Rooks or a barebones Chewie?

Well, I went 4-0 at a local Store Championship with Ten Numb / Adv Sensors / PTL / Engine Upgrade as the escort...

I don't know. I've totally wrecked dual falcon squads in tournaments with XXXX and XXBB builds. The main issue I see with dual falcon builds is that no matter how awesome you stack a YT your still only shooting twice a turn. I prefer YT+BB or YT+XX builds so you have a little more shots per turn. I think YT+BB have a lot of potential because of the high hit points and amount of firepower.

I don't know. I've totally wrecked dual falcon squads in tournaments with XXXX and XXBB builds. The main issue I see with dual falcon builds is that no matter how awesome you stack a YT your still only shooting twice a turn. I prefer YT+BB or YT+XX builds so you have a little more shots per turn. I think YT+BB have a lot of potential because of the high hit points and amount of firepower.

No love for the YT + ORS + ORS? It leaves you 4 points to flavor :)

I don't know. I've totally wrecked dual falcon squads in tournaments with XXXX and XXBB builds. The main issue I see with dual falcon builds is that no matter how awesome you stack a YT your still only shooting twice a turn. I prefer YT+BB or YT+XX builds so you have a little more shots per turn. I think YT+BB have a lot of potential because of the high hit points and amount of firepower.

No love for the YT + ORS + ORS? It leaves you 4 points to flavor :)

APL's for both ORS to be massive blockers. We can call it the DoucheNozzleSquad!

I don't know. I've totally wrecked dual falcon squads in tournaments with XXXX and XXBB builds. The main issue I see with dual falcon builds is that no matter how awesome you stack a YT your still only shooting twice a turn. I prefer YT+BB or YT+XX builds so you have a little more shots per turn. I think YT+BB have a lot of potential because of the high hit points and amount of firepower.

No love for the YT + ORS + ORS? It leaves you 4 points to flavor :)

APL's for both ORS to be massive blockers. We can call it the DoucheNozzleSquad!

I kinda wanna try that now. Anyone got a 3rd YT I could borrow =P

I don't know. I've totally wrecked dual falcon squads in tournaments with XXXX and XXBB builds. The main issue I see with dual falcon builds is that no matter how awesome you stack a YT your still only shooting twice a turn. I prefer YT+BB or YT+XX builds so you have a little more shots per turn. I think YT+BB have a lot of potential because of the high hit points and amount of firepower.

No love for the YT + ORS + ORS? It leaves you 4 points to flavor :)

APL's for both ORS to be massive blockers. We can call it the DoucheNozzleSquad!

I kinda wanna try that now. Anyone got a 3rd YT I could borrow =P

I'd lend you mine, but sadly we dwell in separate countries XD

I might try this at the next friendly night at my lgs...

Me and a friend are big yt 1300 fans. He was running the following, which was kicking my ass for probably 15 games straight.

2x Blue Squadron Pilot with Fire Control System

Chewbacca with Falcon Title, Gunner, Nien Numb, Push The Limit

I started running the following, which turned that list inside out and has proved to be an absolute beast.

3x Blue Squadron Pilot with Fire Control System

Outter Rim Smuggler with Intelligence Agent

Bwings are excellent dog fighters, and 3 of them with FCS can put a hurt on just about anything. While the smuggler only has 2 attack base, he is basically used as a blocking/ramming ship. If you crash him into the enemy squadron, you can deny a few actions, and it tends to throw people off for at least 2 turns, forcing their movement. With the turret, he pretty much always gets a range 1 shot into something, and is excellent for finishing off crippled ships. Intel agent is useful for spotting the maneuver on a key ship, letting you barrel roll a b wing into the path of say, soontir fell.

Edited by Breaking The Law

Me and a friend are big yt 1300 fans. He was running the following, which was kicking my ass for probably 15 games straight.

2x Blue Squadron Pilot with Fire Control System

Chewbacca with Falcon Title, Gunner, Nien Numb, Push The Limit

I started running the following, which turned that list inside out and has proved to be an absolute beast.

3x Blue Squadron Pilot with Fire Control System

Outter Rim Smuggler with Intelligence Agent

Bwings are excellent dog fighters, and 3 of them with FCS can put a hurt on just about anything. While the smuggler only has 2 attack base, he is basically used as a blocking/ramming ship. If you crash him into the enemy squadron, you can deny a few actions, and it tends to throw people off for at least 2 turns, forcing their movement. With the turret, he pretty much always gets a range 1 shot into something, and is excellent for finishing off crippled ships. Intel agent is useful for spotting the maneuver on a key ship, letting you barrel roll a b wing into the path of say, soontir fell.

I can vouch for FCS being a Falcon / Shuttle / Firespray killer. You can easily wreck a falcon in 2 turns (of firing) with XXBBs or XBBBs that include FCS. The second turn you have 3bs with target lock and focus. The funny thing its falcon players usually go for the x-wings first (I think because they try to eliminate them in one turn so there is one less gun). But on that second turn you have 3 bwings rolling 4 dice each with a focus and a target lock. You can easily get a total of 12 hits that way against 3 defense dice and maybe 1 evade token. And if the falcon survives that, all the target locks are still there!

The best defense is to turn the falcon into the bwings and try to get more then one of them to hit you. Problem is, more often then not the YT is moving after the bwings.

Edited by edrazpgh