Newbie question --- Y Wings, Hawks?

By Raensleyar, in X-Wing

Okay. Probably a silly question, but what the heck are you supposed to use these two ships for? Y Wing and Hawk? I have them and can't quite figure out what to do with them or how to put them into my rebel list. The one time I used either, they just kind of floated around and didn't really contribute anything. I realize that is more a matter of me not playing them right, so any advice as to how you are actually supposed to use these would be appreciated. What role do they play in a list?

Thanks!

The Y-Wing needs the Ion Cannon Turret to be effective otherwise it doesn't have any offensive firepower. I don't play the HWK, so I can't help you here.

They both need turrets. You should pretend that you never heard of the Blaster turret and exclusively use the Ion Cannon Turret. Furthermore, you should make lots of use of the 2 turn and fly around other people. The named pilots are pretty good. I personally love Dutch (if his PS was 4 instead of 6 he'd be even better) and Roark. Others seem to find uses for Kyle, Jan, and Salm.

otherwise it doesn't have any offensive firepower.

The Y-Wing has as much offensive power as the Tie Fighter, Advance or A-Wing does. 2 Dice might not be great but it's not the same has having zero offensive power.

They do work best with Ion's, but you can still kill using the main guns on them.

The HWK that works best with either a Ion Turret, and even then it's main use is as a support ship, handing out focus, increasing PS or extra dice, depending on what pilot you use.

So, their primary role is to provide rebels with a small based turret for the 360 firing arc?

I guess I just need to play a little more with them. So far, I have only really used X Wings and B Wings.

Edited by Raensleyar

They both need turrets. You should pretend that you never heard of the Blaster turret and exclusively use the Ion Cannon Turret. Furthermore, you should make lots of use of the 2 turn and fly around other people. The named pilots are pretty good. I personally love Dutch (if his PS was 4 instead of 6 he'd be even better) and Roark. Others seem to find uses for Kyle, Jan, and Salm.

Just curious. Why PS 4?

Kyle or Jan are my go-to HWK ships.

Kyle + Blaster + RecSpec + Moldy Crow + VetInst is pretty common in my lists

Jan + Nien Numb + Ion Turrent is also a favourite of mine.

Kyle is awesome for passing Focus tokens. Jan is amazing at the +1 attack die.

Y-Wings are great for Ion Turrets and being fairly durable, especially when equipped with R5 Astromech and Hull Upgrade. Having things that are fast and quick along side an Ion-equipped Y-Wing is great fun. A few basic Ys with Protons is also a good way to bring heavy ordinance onto the board too.

They both need turrets. You should pretend that you never heard of the Blaster turret and exclusively use the Ion Cannon Turret. Furthermore, you should make lots of use of the 2 turn and fly around other people. The named pilots are pretty good. I personally love Dutch (if his PS was 4 instead of 6 he'd be even better) and Roark. Others seem to find uses for Kyle, Jan, and Salm.

Just curious. Why PS 4?

Note: this is all based on W1-W3 meta, which should be drastically changing in W4.

If you're taking Dutch in a list, he really needs to go in a 4 ship list since he can't put enough hurt out to be considered in a viable 3 ship list. This leaves you with 9 points left over... enough for a few upgrades, or to upgrade some (or all) to PS4, which, short of the new RGP, is the highest generic PS you can have. Therefore, if he was PS4, you could have your other ships shoot first stripping tokens before he ionizes them. And as for not being lower than that - the PS4 would also allow him to shoot before he gets killed by generics.

Come W4, it might be possible to make lists around Corran, Wedge and Dutch or something, where he is still shooting last, and therefore doesn't have to worry about tokens.

Both use Turrets.
Do NOT run a Blaster Turret without a Recon Specialist.

otherwise it doesn't have any offensive firepower.

The Y-Wing has as much offensive power as the Tie Fighter, Advance or A-Wing does. 2 Dice might not be great but it's not the same has having zero offensive power.

You can't remove cost out of the equation. 2 Y-wings cost the same as 3 TIE Fighters. The Y-wing does less damage per cost than any of the above except the TIE Advanced.

Run Y-wing with an Ion Cannon Turret. Use it to keep high-powered ships out of play and from having any shots. If you can do that, it'll pay for itself. The HWK-290 is basically the same deal.

Both use Turrets.

Do NOT run a Blaster Turret without a Recon Specialist.

I can't stress that enough. With that being said, don't run blaster turret on a Y-wing unless you can give it a focus (I'm thinking Garven....hmmmm....I may have to try this) and remember, to give a focus, the card can't say "give a ship a free focus action" as you can only perform one focus action per turn. Then again, you can also have a target lock, but you still need a focus...Argh. Seems like Garven + Y-wing is the only way I'd put a BT on a Y.

Meanwhile, I always fly Gold Squadron pilots with Ion turrets. Works great. Sure, the damage is low, but you know where they're gonna move and you can maneuver around them, get outside their arc, then shoot 'em again. Circle around and repeatedly nail the guy.

otherwise it doesn't have any offensive firepower.

The Y-Wing has as much offensive power as the Tie Fighter, Advance or A-Wing does. 2 Dice might not be great but it's not the same has having zero offensive power.

They do work best with Ion's, but you can still kill using the main guns on them.

The HWK that works best with either a Ion Turret, and even then it's main use is as a support ship, handing out focus, increasing PS or extra dice, depending on what pilot you use.

Except the Y-Wing is more expensive than the TIE Fighter. What makes the TIE Fighter great is that it's cheap and is essentially cannon fodder. The Y-Wing doesn't have this luxury. Throw in the fact that the Y-Wing is slow and low agility means that it won't be able to out maneuver the TIE Fighter or A-Wing. The TIE Advanced is arguably the worst ship in the game.

The only time I use the main guns on the Y-Wing are at range 3 or when a range 1 shot will kill my target. Otherwise, I'm going to use my ICT. Being able to control the other player's movement is a big deal.

The Y-wing does less damage per cost than any of the above except the TIE Advanced.

But that's still not the same thing has having no offense . 4 Y-Wings without Ion's isn't going to do real well, but 4 Y-wings with Ion's is a viable list, and it's not like you fire nothing but Ion's when using that list.

The only time I use the main guns on the Y-Wing are at range 3 or when a range 1 shot will kill my target. Otherwise, I'm going to use my ICT.

Even at range 2, the primary may be the better choice depending on what's going on. 2 hits with a possible crit may be a better option then a shot with the ion for 1 damage.

At range 1 you're quite often better off using the primaries.

Edited by VanorDM

The only time I use the main guns on the Y-Wing are at range 3 or when a range 1 shot will kill my target. Otherwise, I'm going to use my ICT.

Even at range 2, the primary may be the better choice depending on what's going on. 2 hits with a possible crit may be a better option then a shot with the ion for 1 damage.

At range 1 you're quite often better off using the primaries.

I agree for the most part, but you've got to take the agility of the target into account. If I'm at range two, and I have a choice between two or three shots, I'm more likely to choose the ICT. Why? Because I can control where that target is going. It's very situational, but if I have a low chance of killing you with two shots, I'd rather take the higher chance of dictating where you will be next turn.

The only time I use the main guns on the Y-Wing are at range 3 or when a range 1 shot will kill my target. Otherwise, I'm going to use my ICT.

Even at range 2, the primary may be the better choice depending on what's going on. 2 hits with a possible crit may be a better option then a shot with the ion for 1 damage.

At range 1 you're quite often better off using the primaries.

I personally VERY rarely will take even the R1 shot with the primaries. Such examples when I would would be if my Y was my last ship, with 1-2 hull, and the opponent had a R1 shot and 2-3 hull remaining... That's make or break time! But if I'm behind the ship, I'm going to almost exclusively use the ion - I'd rather take 2 rounds to kill the guy than gamble on 1 shotting him and then letting him turn around and get a shot on me next turn.

Edit: Obviously I use the main guns at R3.

Edited by Khyros

The only time I use the main guns on the Y-Wing are at range 3 or when a range 1 shot will kill my target. Otherwise, I'm going to use my ICT.

Even at range 2, the primary may be the better choice depending on what's going on. 2 hits with a possible crit may be a better option then a shot with the ion for 1 damage.

At range 1 you're quite often better off using the primaries.

I personally VERY rarely will take even the R1 shot with the primaries. Such examples when I would would be if my Y was my last ship, with 1-2 hull, and the opponent had a R1 shot and 2-3 hull remaining... That's make or break time! But if I'm behind the ship, I'm going to almost exclusively use the ion - I'd rather take 2 rounds to kill the guy than gamble on 1 shotting him and then letting him turn around and get a shot on me next turn.

Edit: Obviously I use the main guns at R3.

Thank you for saying much more succinctly.

I personally VERY rarely will take even the R1 shot with the primaries.

I tend to take shots with the primary more often. Not that I disagree with most of what you or gekigangerv are saying about how effective the primaries are.

But when someone says they're newbies and don't understand how to use a given ship. Making blanket statements like "they have no offensive power" is misleading, and that was my whole point.

It makes it seem like the only use for the Y-Wing is with Ion's. That may be a great way or even the best way, but it's not the only way.

So the point is, while Ion's are great they aren't the only weapon you should ever use. As opposed to say a HWK.

I use to be in the camp with the rest of the never use blaster turrets only Ions for life crowd, even have a a topic somewhere buried here discussing why you should never take blaster. That being said I love the blaster turret, especially on guys with recon spec and or moldy crow! 3 attack dice is some serious teeth for a turreted ship and can potentially if the dice gods will 1 hit interceptors. Plus with predator and maybe outmaneuver I can see Kyle being more of a threat with that blaster turret.

That being said I love the blaster turret, especially on guys with recon spec and or moldy crow!

If they ever come out with a crew upgrade for the Y-Wing like they are the B... I could see the Blaster Turret + Recon Spec becoming fairly popular.

Edited by VanorDM

I use to be in the camp with the rest of the never use blaster turrets only Ions for life crowd, even have a a topic somewhere buried here discussing why you should never take blaster. That being said I love the blaster turret, especially on guys with recon spec and or moldy crow! 3 attack dice is some serious teeth for a turreted ship and can potentially if the dice gods will 1 hit interceptors. Plus with predator and maybe outmaneuver I can see Kyle being more of a threat with that blaster turret.

FYI, outmaneuver requires your target to be in your firing arc. I would not suggest putting it on a turreted ship. Predator could be interesting... but for the 3 points, I think you'd still be better with Recon Spec... and if you put both on, you're at 34 points (w/ title too)... I can think of a lot more interesting and deadly things for 34 points... especially if you can find 8 points of fat elsewhere to trim... then you can get Chewy!

Try a list with Garven and Dutch with an Ion Cannon Turret together, it's a very nice combo and it's easy to pull off!

Both are PS6, which makes maneuvering easy, and their abilities are range 1-2, which means you can fly Dutch around the outside since he has a turret.

Each turn, Garven will focus, Dutch will TL and let Garven TL as well. Then Garven takes a TL+Focus shot, passes the focus token to Dutch, who ionizes something with a Focus+TL shot!

I had a low opinion of the Y-Wing and the pea-shooter Ion cannon until recently where I've run both Dutch and an Ion cannon at Imdaar alpha and just recently experimented with Tusken Raider's final UK list with two rebel operatives running ion cannons. Definately changed my perspective on these ships.

You're not going to be taking these for their offensive powers, they're tools. You take them for an ion cannon shot and whatever other abilities the pilot can offer. Dutch for instance passes a Target Lock to someone even if they are stressed (it is not a free action). Kyle with recon specialist feeds blaster turrets or nearby ships like Garven does. The differences are in points and durability.

The HWK was designed purely as that support ship toting an Ion cannon and running support for your squad. If the enemy ignores it, the HWK has a chance to ionize and lock down an enemy fighter. If the enemy targets it first your more valueble ships have un-answered shots on the first volley.

The Y-Wing on the other hand is the more durable tank that protects the ion and keeps it going. In spite of it's sluggishness you're not really going to be dogfighting with this, my advice is to do some rock dodging for extra cover and use your Ion to hit fighters that are chasing you.

Maybe someday the twin torpedo slots will be great with extra torpedoes and a decent y-wing pilot from a repaint pack but until then the Ion cannon's utility will always have value over one-shot munitions that have a good chance of loosing and require an action to set up properly.

Personally Roark is my favorite out of the Y's and HWK's.

Nothing like seeing Biggs (or another ship) is going to die this round and give him PS 12 so he can shoot before dying or even giving it to someone to finish off a ship before it can shoot AND his ability works at range 1-3.

One of the most underrated pilots in the game.

Maybe someday the twin torpedo slots will be great with extra torpedoes and a decent y-wing pilot from a repaint pack but until then the Ion cannon's utility will always have value over one-shot munitions that have a good chance of loosing and require an action to set up properly.

be dogfighting with this, my advice is to do some rock dodging for extra cover and use your Ion to hit fighters that are chasing you.

Again, with the Dutch+Garven list. Advanced torpedoes are begging to see use here. Two attacks with those things in a round? Yes please. That could easily up a ship or two in the first attack.