So, as we all know, one of the default options for sarting rebel equipment is Ywings- one per two players. As fighters, Ywings are weak- poor maneuverability and weak shields. But where the Ywing stands out is it's two-seat varient, becoming not a snubfighter, but very small starship.
When it comes to space combat, the two seat Y wing gets three sets of actions to the tie fighter's 1 action. (after all, lets not forget the validant astromech- with int 2 and astrogate 3, comoputers 3 and mechanics 2, it should be plotting courses through terrain, managing your deflector shields, repairing your system strain, or jamming missiles)
The pilot is of course the pilot, but the multiseat nature of the craft is telling. For while a Tie must choose between Siezing the Advantage and shooting, a Y wing can attempt to Sieze the Advantage, Evade, and let the gunner fire the torpedos or ion cannons from the back seat. And if the opposing tie chooses to attack instead of siezing the advantage back, the pilot can engage with his own weaponry while continuing to evade fire.
And the gunner position is one of the most important of all- because just becuse you CAN fire a gun doesnt mean you have to. The gunner can do anything an astromech can, and more- use leadership for fire discipline, copilot for tricky maneuvers, or do manual repairs, in an emergency. And can still fire a gun, if a target is available.
So dont rush to "upgrade" to Awings that are little more than Intercepters with shields. Being able to do more each round is what makes the Y wing strong- stronger than it's stats would indicate.
Edited by Rakaydos