The animator probably don't play out game...
![]()
The animator probably don't play out game...
![]()
WELL HE SHOULD.
- Maybe the rebels can use a Star Wars version of the Navy's old EA-6B Prowler.
She's not old. She's in her prime.
Still in use today. Hooyah.
That being said.. I'm all for electronic warfare.
I really love the Y-Wing, and I prefer the Blaster Turret, with R2-D2, and SU, greettings.
The Y-wing seemed under power with 2 attack and 1 agility is plain awful (it really sucks). The only thing going for it is the high amount of (8 points) hull + shield.
How do you justify adding it to any squad? How do you use this ship? Many people seem to make it a ion turret ship and just zap other ships with it.
It badly in need of an "Ace" pack? I feel FFG missed the boat on rebel aces with A-wing and B-wing. It really should have been A-wing with Y-wing.
I am just venting today.
Yeah the A4 model has twin heavy lasers which is what Gold Squadron uses. Gray uses the panzy twin blaster S3 version.
Ah the Y-wing. Best ship that (almost) no one uses.
Here is my point -
If you have a Y-wing with ion turret going against 2 academy Tie fighters? What are the chances that the Y-wing survives the battle?
If you actually try to get the Tie Fighters in Arc and occasionally use the the primary attack and don't limit yourself to 1 damage per turn? I think I would take the Y-wing
I think the fight is balanced (but add something else to the Y-Wing as it's cheaper than 2 Ties even with the turret).
The ion cannon is better than the primary attack unless you have range 1 (edit: or 3). TBH I'd be much more likely to maneuver to run ties into asteroids or get out of their arcs, than maneuver to get them into mine.
Edited by moppersI really love the Y-Wing, and I prefer the Blaster Turret, with R2-D2, and SU, greettings.
I'd recommend the ion gun. It actually does more damage if you take focus on the shot, which you can't do with the blaster as it costs focus to fire (unless you have some other source of focus). The one advantage the blaster has is that you can get stupidly lucky and 1 shot people, but that is not reliable. Over the long term, the ion will out-damage it (unless you can get 2 focus per turn).
Horton and blaster i think are a real threat
Horton Salm (25)
Blaster Turret (4)
R2-D6 (1)
Veteran Instincts (1)
Gold Squadron Pilot (18)
Ion Cannon Turret (5)
Gold Squadron Pilot (18)
Ion Cannon Turret (5)
Gold Squadron Pilot (18)
Ion Cannon Turret (5)
Total: 100
View in Yet Another Squad Builder
Flying this next time i play my mate. I know he will be using Interceptors and Phantom
im sure he will love it
Horton and blaster i think are a real threat
Horton NEEDS torpedoes. That is all.
Horton and blaster i think are a real threat
Horton NEEDS torpedoes. That is all.
can't shoot torps backwards and can only carry 2 i find them no good aginst interceptors with there barrel roll and bosting out of arc. Blaster 360 and can use more then twice. Interceptors have less places to hide
- Maybe the rebels can use a Star Wars version of the Navy's old EA-6B Prowler.
She's not old. She's in her prime.
Still in use today. Hooyah.
That being said.. I'm all for electronic warfare.
It already exists. It's called an HWK-290.
I don't know about luck, but I connect two or maybe three with the Blaster Turret, so I prefer this, greettings.
More Y-wing pilots would be nice, (Hey how about a deathstar-Yavin mission pack with a Y-wing, Tie Fighter, and 2 Turbolaser Turret towers?)
I'd buy that - although I'd switch the TIE for the TIE adv - dunno if a Turret would see enough use the the regular game to warrant a mini - a token would probably suffice.
From a sales perspective it would make a lot of sense.
As an initial purchase someone new to the game could pick up all of the ships present at the most iconic space battle in all of the films, in 2 neat boxes, with a bunch of added missions, and perhaps a bunch of new pilots, for around £50 - even better if they could bundle it all up with a Death Star play mat.
Actually, the vanilla Y-Wing is a solid performer. Not a high performer, but a solid one. 8 health is important, because you can put Y-Wings at the front of the formation to trade close range fire and have them survive long enough to do so. 18 points is fairly inexpensive, and 2 dice get some damage through (especially if you close to range 1). The much-maligned dial is perfectly serviceable.
Play 2 Y, 2 X, and a B. Put the Ys in front, the Xs in the middle, the B in the back. You will find your Y-Wings putting out a significant portion of the damage, because unlike X-Wings they can handle being at close range (and there are other higher priority targets on the table).
I have to disagree on mathematical grounds with this one. The statline jousting "efficiency" is around 88% relative to a TIE Fighter being 100% @ 2/3/3/0 @ 12 points @ PS1.
88% isn't terrible compared to an X-wing (~92%), but looks pretty bad compared to the B-wing (97%), Z-95 (106%), and Refit A-wing (96.5%). The thing is, without a turret slot the Y-wing really has nothing special going for it. Now that the Z-95 is out, you don't have a reason to take a Y-wing without a turret now, ever. BXXYY has been made obsolete by BXXZZZ.
I'm considering a House Rule for a Y-wing only Turret Upgrade that costs -2 points and gives it the bomb slot. This would put its stat line jousting efficiency right around 100%, which is perfectly fine considering its dial is still worse than comparable ships. I'm in the middle of repainting and unpacking at our new place so it will likely be a couple weeks until I can even get a game in anyway.
Edited by MajorJugglerI'm considering a House Rule for a Y-wing only Turret Upgrade that costs -2 points and gives it the bomb slot. This would put its stat line jousting efficiency right around 100%, which is perfectly fine considering its dial is still worse than comparable ships. I'm in the middle of repainting and unpacking at our new place so it will likely be a couple weeks until I can even get a game in anyway.
I suggested something similar the other day - I love the idea of a bomb slot - no Rebel ship has one (yet) so it's unfair to let the Empire have all the fun, and the Y-wing is a shoe-in for the role thematically speaking.
I'd want to keep the turret though - the thought of ioning someone and sending them straight into the loving embrace of a proton bomb is just too much fun to contemplate.
The old Y-wing was built, and modified, to fulfill multiple roles - heavy fighter, light bomber, support, reconnaisance, infiltration - it was a single seater - it was a two-seater.
There wasn't much it wasn't asked to do - partly of course because the Rebellion didn't have anything else to do it with in the early days.
So it would be really nice to see a suite of upgrades that reflected that versalility - swapping out one upgrade slot for a different one.
I'm considering a House Rule for a Y-wing only Turret Upgrade that costs -2 points and gives it the bomb slot. This would put its stat line jousting efficiency right around 100%, which is perfectly fine considering its dial is still worse than comparable ships. I'm in the middle of repainting and unpacking at our new place so it will likely be a couple weeks until I can even get a game in anyway.
I suggested something similar the other day - I love the idea of a bomb slot - no Rebel ship has one (yet) so it's unfair to let the Empire have all the fun, and the Y-wing is a shoe-in for the role thematically speaking.
I'd want to keep the turret though - the thought of ioning someone and sending them straight into the loving embrace of a proton bomb is just too much fun to contemplate.
The issue is that Y-wings with the turret slot are just fine. They're not as good as some other ships, but clearly have a role, which should increase with Phantoms in wave 4.
to do what you suggested, you could just use 2 Y-wings: one with an Ion Turret, and one with a Bomb. :-)
I think y wings really shine in epic. hearty bombers that you can field en masse. Load up 5 or 6 with torps... I'd say you might even get more mileage out of them than tie bombers...
I imagine 12 y wings all with dual proton torps running against an imperial huge ship....
I do think the Y-wing is in a bit of a difficult position at the moment (having just picked up a second I'm not even sure that I agree with myself on this). It's in about the area now as it was post Battle of Endor i.e almost obsolete. The B-wing has replaced it as a fighter. The Z95 as a cheap missile boat. Even the Hawk has threatened it's position as an Ion turret carrying support ship
I agree Rebel Aces missed an opportunity to give more love to the Y-Wing, especially since the B-Wing seems to get so much table play anyway. I think if the Imperials release a huge ship the Y-Wing can reprise its role as a heavy-hitting torpedo bomber with some upgrades. She can really use a couple of the following to bring her back into the forefront of play, particularly in an epic setting I think:
- Add a crew member in exchange for a torpedo slot or, alternatively, add a crew member in exchange for the turret
- An upgrade that allows the Y-Wing to fire two torpedoes in one turn. This would absolutely bring the Y-Wing back as a huge ship killer. This can be in exchange for a droid slot.
- Maybe the rebels can use a Star Wars version of the Navy's old EA-6B Prowler. It would be awesome to have a dedicated electronic warfare ship (albeit a relatively expensive one). Exchange the droid for the jamming action of large ships.
- Following on with the EW platform possibility, consider this: [ACTION] lock onto any enemy ship with a blue target lock within range 3. Assign your lock to any friendly ship within range 3. Basically once an enemy fighter acquires a lock anywhere near an EW Y-Wing, he can expect to get locked on himself by any rebel fighter that's got him in their firing arc.
- Another EW platform possibility could be [ACTION] cancel and remove all enemy locks within range 2
- Yet another EW platform possibility: [ACTION] assign an evade token to any friendly ship within range 2
Make any of this possible, and I'll have a Y on the board every game. But she'd be an expensive Y!
I would call this a variant, which I think ALL ship should get. only 4 bomber pilots only 4 Y-wing pilots. I wish there were more variety with the ships already released. An X-Wing is an X-Wing. Like was stated an Y-Wing that replace a torpedo Slot for a Crew slot would be a Variant. (Note the B52 has 12 variants, each model has different technology and equipment. But the Frame is the same.) FFG could release it as a Pilot Pack, "Pilots of the Rebellion" or "Pilots of the Empire". This would get the game longevity and give players more opportunity to play the ship that brought them to the game. How about an A-Wing that can drop a bomb,(remove the Missile slot and replace with a Bomb slot.)
Just My humble opinion!
Edited by devotedknightThe issue is that Y-wings with the turret slot are just fine. They're not as good as some other ships, but clearly have a role, which should increase with Phantoms in wave 4.
to do what you suggested, you could just use 2 Y-wings: one with an Ion Turret, and one with a Bomb. :-)
I'd settle for that - but I still want both
- plus a suite of upgrades to reflect the many versatile assault and support roles that the humble old Y-wing was asked to perform during its lifetime.
I know the HWK can fulfill a lot of these roles, but quite frankly it's a crap model and I'd much prefer to field a ship that's a little more iconic in the SW universe - I know that sort of thing shouldn't mean a great deal, but sometimes it just does.
Would definitely like to see Y-Wings take the A-10 Wild Weasel role. ![]()
I must be very sad.... I love the Y wing and I do not think it needs anything added to it. I love the fact it doesn't need any special gimmicks (EPTs and Crew slots) and is still effective, this makes it unique and it feels more like an "old warhorse" which it is.
Dutch and Horton have great abilities... way better than any EPT.
How they could ruin it for me: Add a crew slot so that people can start adding some more weird combos that don't suit it. If you want a turreted ship with crew then take the Hwk 290.
My only "power fix" would be if they allowed the Y wing to fire it's primary weapon AND it's turret in the same turn. They would have to target different ships.
This.
I don't always fly Rebel, but when I do, I put a Y or two in the list. You are not alone in your love for the Y-Wing. I can't tell you how many times I've finished a game with a Y my opponent left for last. Also, there is no greater joy than escorting an opponent's ship right off a map. The best of times.
On a serious note. The Y hasn't been fixed because the developers must know its perfect. You're right, one little tweak like a crew member slot or some other foolishness might disrupt the beautiful balance they've achieved.
Personally I do prefer, for example, Dutch over Biggs. Really support the attacks of your squad! Get free t.lock every turn and abuse re-rolling red dices!