Y-Wings and Builds With Them

By Chioxin, in X-Wing

I've been doing a lot of toying around, trying to figure out what builds would help me against a very particular friend of mine who seems to play a lot of the same thing. He plays the empire while I play the rebellion because I like having that kind of clash.

I was just kinda curious what builds you guys use with the Y-Wing, and more so if my build might just be stupidly Y-Wing heavy.

I want to fly:

Corran Horn [[ R2 + Advanced Sensors + Push the Limit + Engine Upgrade ]]

"Dutch" Vander [[ R2 + Ion Cannon Turret ]]

Gold Squadron [[ R2 + Ion Cannon Turret ]]

The main thought is that the Y-Wings fly between 1 and 2 range units from each other so that the Gold Squadron can benefit off the target lock from dutch, while Corran darts in and out of battle to take out weakened or disabled ships.

Different Combination:

Corran Horn [[ R2 + Advanced Sensors + Push the Limit + Engine Upgrade ]]

Gold Squadron [[ R2 + Fletchett Torps + Fletchett Torps + Ion Cannon Turret ]]

Gold Squadron [[ R2 + Fletchett Torps + Ion Cannon Turret ]]

Now I can also cause stress if I need to at range 3, or ion cannon them at 1 to 2, while Corran darts in and out of battle to take out stressed/disabbled ships.

Is this line of thinking yay or nay? Is it just to much "Y-Wing?" Honestly I just really want to play with an aggressive Corran Horn, and I was at first trying to think of some other aggressive ships to pair him with, then it dawned on me that Y-Wings might help with my common interceptor problems.

How will you handle someone who goes hard after Corran? If he gets focused, you're just down to two 2-dice attackers. YTs in particular will pose a problem for this list, with their hull and ability to return fire on the Ys.

Edited by PhantomFO
The problem I found with twin Y-wings (or Y-wing and HWK), is that you really suffer for damage output. It's great to have enemy ships constantly shuffling around with ion tokens, but it takes three rounds at minimum to kill a lowly TIE Fighter. Not to say that the build won't work, but a lot is counting on Corran picking up the slack in the damage department.


In fact, given that, I would go all-in on the offence and give Corran Fire Control System over Advanced Sensors. Unmodified attacks are less than stellar most of the time, and if you have to burn your tokens on the first attack and/or defence you may find his second attack being somewhat ineffective. FCS ensures you at least get a Target Lock on the second attack, and in the rare event your target survives that you'll get another TL in the bank for the next pass. It does increase the risk of getting blocked, of course, but if Soontir can survive that then so can Corran.

I was about to ask why I'd want an FCS, but I get it now, and that's pretty fantastic. I had the Advance Sensors there to try and help me land outside of firing arcs and the like. FCS sounds way way better now. What I wanted Corran to do was dive in and unleash 2 attacks, and zoom off to turn about again and repeat that kind of move time and again, and was hoping the Y-Wing pair could really try and lock things down for me. It's sounding like, not awesome. I may try it anyway! But I see what's being said.

With that said, are their other pilots to team him up with? I have another build that has Corran, but also has the Falcon.

Corran [[ R2 + FCS + PTL + Engine Upgrade ]]
Chewbacca [[Expert Handling + Luke + Nien Nunb + Millennium Falcon + Anti Pursuit Lasers ]]

It just doesn't seem like enough ships/fire power either though =(

Another thought, exchange the "GOLD" Y-Wing out with Garven Dreis... But, then I don't have points left over for the R2 Astromech.

Edited by Chioxin

You're definitely heading in the right direction - Y-Wings are great support ships, capable of fragmenting a formation, controlling movement and setting up easy shots, but they need a finisher or two alongside them. Corran is a great finisher, but three ship lists are always risky, and if the E-Wing gets taken out early you'll be in trouble.

The problem here is that Corran is so expensive, you'll almost always find yourself stuck with a three ship list. So maybe just one Y-Wing would be better. I'd go something like:

Corran Horn, PtL (or Marksmanship), EU, FCS (44)

Dutch Vander, R7-T1, Ion Turret (31)

Tarn Mison, R7 Astromech (25)

Tarn adds a bit of extra punch and is a pain to take out. Dutch may be a bit overkill in this list though - you could probably get away with a Grey Squadron instead.

I've never really had an issuse with the amount of damage an Ion cannon puts out as with three dice sneeking 1 hit through is usualy the best I can do. I'm concidering a dual Ion turret build at some point but I'd want it in a 4 ship build. Something like this...

Kyle Katarn + Ion cannon turret + Recon specialist

"Dutch" Vander + Ion cannon turret

Rookie pilot

Rookie pilot

Kyle and Dutch hand out focus tokens and target locks while trying to shut down enemy ships. The Rookie pilots are there for mass and firepower.

Another fun build I tried was:

Gold Squardon, Ion Turret (x2)

Wedge

Biggs

The Gold Squardon pilots line targets up, Wedge & Biggs finish them off. Biggs helps keep Wedge alive long enough to do so!

Chewie with a Gunner helps keep damage output high AND is tough as nails to boot!

He goes well with a pair of Ion-Turret armed Y-Wings.

Not to mention they are the DEATH of all those fancy new Imperial ships.

Try a Gold Squadron with Ion Turret and R3-A2. Played correctly you can induce stress and ion on the same ship almost every turn.

I find that competitive lists will feature many of the below ship:

vO7NZ6z.gif

Just kidding. I think your lists can work as they are, but the extra control people have suggested might make it easier on your three ships.

Edited by IronTau

I've never really had an issuse with the amount of damage an Ion cannon puts out as with three dice sneeking 1 hit through is usualy the best I can do. I'm concidering a dual Ion turret build at some point but I'd want it in a 4 ship build. Something like this...

Kyle Katarn + Ion cannon turret + Recon specialist

"Dutch" Vander + Ion cannon turret

Rookie pilot

Rookie pilot

Kyle and Dutch hand out focus tokens and target locks while trying to shut down enemy ships. The Rookie pilots are there for mass and firepower.

I ran something similar to very good effect:

Wedge + Expose + R2-D2

Dutch + Ion Turret

Kyle + Recon + Blaster Turret + Moldy Crow

This leaves 4 points. I put a Shield Upgrade on Kyle, but it would work well on Wedge with R2-D2.

Idea here is to load up Wedge and have him roll 4-5 dice with Expose, a TL, and Focus (with -1 Agil on the target) at a high-priority target early and hopefully Dutch and/or Kyle can provide clean-up.

Wedge is always a target but with 2 turrets and lots of support, the goal is to reduce numbers ASAP. Worked well against a Phantom + 2 Int list.

X - r2d2

A - EPT

B - HLC

Y - Ion Turret

Gold + Ion turret + R3A2

Blue + Ion cannon x3.

Ion what you like, close in and hit it with blue's main guns. Try to escape to range 3? Blues can hit range 3 in arc.

Stress from R3A2 prevents actions next round, like BR and Boost.

how many y wings do you have?

you could always run the classic trench run..

3 x golds 54pts

2 x reds 46pts

might not win a tourny but hey.. it would be a blast to run!

or even 5x golds with 2 ion turrets..

how many y wings do you have?

you could always run the classic trench run..

3 x golds 54pts

2 x reds 46pts

might not win a tourny but hey.. it would be a blast to run!

or even 5x golds with 2 ion turrets..

Now I need a 3rd YWing. Lol

What about just a flight of 4 Gray Squadron Pilots with Ion Cannon Turrets?

What about just a flight of 4 Gray Squadron Pilots with Ion Cannon Turrets?

too much of a one trick pony that doesn't do enough damage.

I like using my 1 Y wing in an ABXY list. It gives you just enough control and turret capability when you need to lock down an interceptor for a turn. The X and the B do the damage so they tend to attract the attention, all the while Dutch is giving out free Target Locks.

I like using my 1 Y wing in an ABXY list. It gives you just enough control and turret capability when you need to lock down an interceptor for a turn. The X and the B do the damage so they tend to attract the attention, all the while Dutch is giving out free Target Locks.

what is your setup for your A wing? I'm going to try out predator or outmanuever in my next game as i just got them. Still waiting for aces for more options with that refit.

Back on topic..

need more y wing. It's like cowbell, just less pew pew and more bucket of bolts. Just like the original movies.. have high hopes for episode 7. Hopefully Y-wings are in the next rebel aces pack, we really need a few more pilots..

Edited by oddeye

You can always run the following:

2x Grey with ion (25pts each)

2x Tala Squad (13 pts each)

2x Bandit Squad (12 pts each)

Gerys ion targets and the others can try for close shots out side the fire arcs.

otherwise, 12 attach dice, 18 hps and 14 shields. 6 ships.

Horton Salm is the only Y-wing that can be the centerpiece of a squad. I like to fly him with two protons and a blaster turret. If you pair him with Craken and Jan Ors you can lob 5 dice proton torpedoes downrange to devastating effect.