Y-wing question

By jpltanis, in X-Wing

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
Edited by Aminar

Jan Ors flying alongside Horton Salm serves up 5 dice proton torps. Cash money.

The Y-wing is not bad. They are kind of limited to a couple roles, but those roles are really good.

Gold squadron + ion turret: for just 23 points, you get a tank that can be incredibly disruptive. The opponent is forced to choose between going after the Y-wing first, which can take a while considering its durability, or they can go after your more "dangerous" ships first and let the Y-wing live to the end game where it's individual combat power is the strongest. in this role, cheaper is better as pilot skill is not that important for the Y-wing (sometimes even undesirable if you wish to ion ships and then block them so that your other ships can pound them while defenseless) and those extra points might be better used to beef up the other ships in your squadron. Spread out the threat, and really make your opponent think really hard about what order they want to attack you in.

Dutch: probably with ion turret, dutch brings all the ion-y goodness of the gold squadron pilot plus a little pilot skill and a fantastic pilot ability.

Horton: a really amazing pilot ability but stuck on the wrong ship. Horton + ion is great but at 30 points its hard to recommend.

and of course there is just the naked gold squadron as 18 point filler but I feel that it's time may be at an end as the Z-95s and chardaan refit will soon be upon us.

One last thing to note, with the Great Phantom Panic of 2014 coming up the value of a Y-wing's turret may become even more valuable, especially if the game does get pushed to smaller squads and higher pilot skill. Y-wings may not be the backbone of the rebellion like B-wings and X-wings but they are not even close to TIE advanced territory.

Edited by Effenhoog

The Y-wing is not bad. They are kind of limited to a couple roles, but those roles are really good.

Gold squadron + ion turret: for just 23 points, you get a tank that can be incredibly disruptive. The opponent is forced to choose between going after the Y-wing first, which can take a while considering its durability, or they can go after your more "dangerous" ships first and let the Y-wing live to the end game where it's individual combat power is the strongest. in this role, cheaper is better as pilot skill is not that important for the Y-wing (sometimes even undesirable if you wish to ion ships and then block them so that your other ships can pound them while defenseless) and those extra points might be better used to beef up the other ships in your squadron. Spread out the threat, and really make your opponent think really hard about what order they want to attack you in.

Dutch: probably with ion turret, dutch brings all the ion-y goodness of the gold squadron pilot plus a little pilot skill and a fantastic pilot ability.

Horton: a really amazing pilot ability but stuck on the wrong ship. Horton + ion is great but at 30 points its hard to recommend.

and of course there is just the naked gold squadron as 18 point filler but I feel that it's time may be at an end as the Z-95s and chardaan refit will soon be upon us.

One last thing to note, with the Great Phantom Panic of 2014 coming up the value of a Y-wings turret may become even more valuable, especially if the game does get pushed to smaller squads and higher pilot skill. Y-wings may not be the backbone of the rebellion like B-wings and X-wings but they are not even close to TIE advanced territory.

Horton with an Ion, and Vet Instincts at 32points is among the best Phantom Handlers in the game. Jan might be better for the boosting other peoples accuracy, but Horton will hit more reliably.

Why limit Horton to the ion turret? I think that the blaster turret works well on Horton because of his pilot ability.

---I feel FFG missed the boat on rebel aces with A-wing and B-wing.---

---See Tie Advanced

I like Y-Wings, just the other day ran a squad with two of them. 2 Golds with Ion Turrets and R2 units, one had a Flechette Torp also, and 2 Blue Squadrons with Advanced Sensors. Worked very well, and lots of fun to fly.

. I wouldn't be surprised if wave 6 is the wave 1 ships with all new pilots and cards...

Me either...

Also look at the Ion effects with epic ships and tell me you are not going to rock up with 6 Y's with Ion Turrets and shut down that epic ship every turn, whilst causing damage too.

You can give a Y-wing a veteran upgrade. R2-D6 will let you do that.

However I really don't see what good that would do with the veteran upgrades. MAybe with determination which would be to pad out 2 points in a squad if you are using the 2 named Y-Wing Pilots.

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 don't post much, if not at all (this is probably my first, who knows), but I felt the need to jump in and affirm what everyone else is saying on the Y-Wing.

The Y-Wing is all about board control. Sure you just see a lot of people strapping an ion turret on it, but theres a reason for it. One Y-Wing kitted out in such a way makes your opponent pause and think twice about getting into its range, but two makes them sweat bullets. Sure its evade 1 is a weak spot, along with having 5 hull (more crits can get through), but it can still take quite a bit of focus fire to get it off the board. But the unit itself is more about disrupting your opponent than living through to the end of the game. Even large ships are wary about getting near its 360 degree range.

I have two favorite builds with the Y-Wing:

2 x Gold with Ions

2 x Blues with FCS, Flechette and MFS

This list has a ridiculous amount of HP for your opponent to get through, not to mention the punch of the B-Wings. Add on top a load of both stress and ion tokens being dished out every turn.... well basically it gives the virtual finger to your opponents strategic plans.

The second list:

2 x Gold with ions and R2 units

Tarn with R7

Hobbie with R3-A2

Again all about board control. Tarn can take quite a few shots, and unless focused off the board he will definitely be around late game. Hobbie will always be dumping stress onto a target, and the Ys do what they do best, zap fighters and make them predictable, and predictable = dead.

I'm liking Horton with Protons--I just wish either the proton torps were 1 point cheaper, or Horton was 1 point cheaper.

In ROTJ durring the space battle(1:40:27), 1 Y-Wing one-shots TWO TIE Interceptors that just raped an A-Wing. I couldnt make out any markings on it. I love 'em!

Edited by Old Adept

The addition of R3-A2, bumped an already useful heavy armored fighter to a veritable staple in my current list. The ability to Ion and stress an opponent in the same turn should not be under-estimated.

The main problem the Y-Wing faces and has since day 1, is it is supposed to deliver torpedoes, hence 2 slots. The problem is, at 4 points for the original proton and 6 for the advanced and ordnance in this game being second rate at best, it lost a lot of what it was built for.

Now, if you could fire those torps like you could in Attack Wing (only part I think is better than X-Wing), you fire a torp and disable it, then use your action to enable it again, I think the Y would get a boost.

My opinion though, is that far from being second rate, the Y fills an very effective role in the correct list type and I love 'em.

You can give a Y-wing a veteran upgrade. R2-D6 will let you do that.

However I really don't see what good that would do with the veteran upgrades. MAybe with determination which would be to pad out 2 points in a squad if you are using the 2 named Y-Wing Pilots.

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?)

The problem is that r2-d6 burns up your droid slot and is unique so you can't run him on multiple Y-wings or on a X-wing that you want to give an EPT to, though the droid slot is the bigger issue in my opinion. Granted I would not want to be playing against that guy with determination and R5 on their Y-wings either flipping down or discarding every crit dealt to them

E-wing pack gives great stuff for Y-wing. Cheap torpedoes and R7-T1, Y-wing boosting out of arcs and getting TL for ion turret at same time.

The one thing I'd also love to see for the y wing is bombs, in cannon it could carry them and the rebels are definitely missing out due to its lack of bombs.

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.

Edited by DB Draft

I love the Y-wing. I came up with some additional pilots for casual play. Posted them here on the forum somewhere.

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.

This whole post is silly. Lots of ships have only 2 attack (ties...), some even have just one(HWK?). Obviously the hull and shields make up for it...its just not an x-wing. Y's are cheap too.

Its justified adding it to a squad because...you said it, you can add an ion and presto!

Because you missed the two points that...you pointed out in the following sentence that you wrote, you then go on to say that FFG messed up by giving aces to...one ship that is established needed help (A-wing), and one that people like that didn't need help but will now see more variety.

@All, FFG didn't miss anything, this probably isn't the last of the aces packs and frankly I think it would be lame if the aces pack just fixed two units rather that one and a cool ace. People play the Y, they don't actually play the A, so its not really much a coinflip which got fixed.

WOW! I just finished reading this entire thread and went back and forth mentally a half dozen times!

Thanks to you guys I just built a BXX 100pt list to try out in my next game! I'm seeing merit in using the B Wing and hope it flies and fights like I'm anticipating it will! If it does, I could see using two Bs possibly and an XWing in the future!

I'll let you know how it goes for me!

Thanks for opening my eyes to its potential!

Did FFG come out with an explanation on the choice of B-wing for rebel aces instead off the Y-wing?

The two prototype rebel homebrew fighters.

Outside of that I think the Y-wing should get an upgrade card not unlike the Chardon refit but one that allows you to adjust your shields. Takes an action and you can go double front or all around. Double front would give you twice your current shield count but it would only block hits that come from within your firing arc. Going back to general would half it rounding down, again costing an action. This I think would keep the ship themed as a tank of a torpedo bomber, see it on the table more and give it some of that movie flair.

I think a much better way to achieve what you're talking about without weird rules would be to simply have an upgrade (modification, y-wing only?) that gives them the Reinforce action.

:D

:D

That was beautifully shot, but… all those TIEs must have been rolling all blanks.

And seriously, Star Destroyer strikes every asteroid dead center but totally misses the Y-Wing? Booooo...