Y Wing build advice, 100 point casual friendly game.

By Gadge, in X-Wing

Guys

A mates popping over tonight to deliver two Y wings he's got for me, i'd like to field them in a game but dont have any yet and have not looked into them too much.

Can anyone recomend a playable while not being overly beardy 100 point list with say two x wings and two y wings for a 'classic' look.

I've got two A wings and a B wing too, a falcon and a HWK but i'd like to stick to Xs and Y's.

What should i be looking at fitting them out with and reading up on?

We're planning on trying to fit in two games, one game as each side and i'd like to use my 'new' (new to me anyway) ships in my rebel game.

I'm not precious about the X wings, just a preference. if two Y's and one B work better i'll got for that.

Always fun to go classic Dutch + Garvin imo, not super beardy but synergizes well and allows for fairly loose formation flying. After that rookie and grey with turret should fit, for a fairly themed trench run list

I've got a squad builder program so I can see the packs contents (not like its a secret anyway) and build my list up in advance

So, garvin, dutch and a grey comes to 69 points.

Rookie x wing for fourth and a few mechs?

Ion or blaster turret, i have no idea what Sam is flying as his squad but my money is on lots of TIE/ln

Well,

if it is a friendly game, try this. As mentioned before, Garven/Dutch is agreat combo. This also uses cards you should have access to with the ships you own.

28 points
"Dutch" Vander
Ion Cannon Turret
26 points
Garven Dreis
23 points
Red Squadron Pilot
23 points
Gold Squadron Pilot
Ion Cannon Turret
Edited by Englishpete

Ok Pete that seems characterful and I'll give it a shot

cheers!

Well,

if it is a friendly game, try this.

100 points

28 points

"Dutch" Vander

Ion Cannon Turret

26 points

Garven Dreis

23 points

Red Squadron Pilot

23 points

Gold Squadron Pilot

Ion Cannon Turret

Yeah, but I'd drop Red Squadron back to a Rookie Pilot and add either R2 Astromechs or R5 Astromechs to the Y-wings.

Probably R5's as they don't really benefit from R2's when turreted. Nice tweak though.

Tweaking in progress!

Ions usually the better turret, it can only do one damage but it doesn't require anything and controlling his movement will help set up your x wings.

also don't underestimate the turning ability of a y wing, its 3s are red, but 9 times out of 10 the 2 is perfectly usable.

The turrets will also help against the highly maneuverable Interceptors...

I tend to play friendly as we play only with the cards we have as its easier than trying to remember or having a print out in front of you.

we dont have an issue though if someone says 'all my y wings have R5' as like me they probably didnt need more than one xwing expansion pack (two core sets, a x expansion and a transport... i'm never going to field five x wings so i dont have two r5 cards)

Have to admit, played a fair few games and not really used ION at all, or had it used on me so it could be a fun leanring curve

R5-K6 on dutch is a nice tweak for those points.

spend target lock - 3/8 chance of getting it back and handing out a second target lock that turn.

also, if you wanted to run double Y - try both named pilots. dutch, horton salm and wedge all loaded up with torpedos is great fun.

Always always always put an ion turret on a ywing. Always.

Wedge

Biggs

Gold Squadron Ion Cannon Turret

Gold Squadron Ion Cannon Turret

Y-Wings are blockers and board control, Wedge & Biggs bring the pain.

I personally like this ABXY Squadron:

Garven Dreis

R2 Astromech

Dutch Vander

R5 Astromech

Ion Cannon Turret

Green Squadron Pilot

Push the Limit

Blue Squadron Pilot

*facepalm* just realized you wanted 2 Ywings, you could try the same squadron listed above but sub the Blue with a Gold + Ion Cannon Turret

yeah that not bad, i like ships in pairs as it feel 'right' whenever i can as its that classic 'pilot and wingman' setup.

To the point where i tend to buy two of every ship i have, and buy in fours when its TIEs

Hence having two Y wings arrive this evening :)

I quite like the look of

Biggs

Garven

Dutch with ion cannon

Gold with Flechette Torps

Not as harsh as two ions... Uses 2x and 2y...

if you want pairs, you could also take GSP out and replace with Rookie pilot + upgrades

But surely thats only two ships a turn? So if i was up against that I'd be making it my priority to overwhelm at least one Y quickly.

Like i say we have, and purely by chance, never used an ion weapon and we must have played over 50 games so far.

Every other topic is a proposed "fix" to either turrets or ions. Ignore them. They don't need fixing.

Don't worry Gadge, there's nothing wrong with using Ion Turrets. As you say, their presence on the board gives your opponent a target priority decision to make.

And it's hardly any worse than facing arc-dodging Interceptors or Phantoms, where the Rebel player may never actually find themselves in a position to take a shot...

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Finally someone with sense, no one proposes "fixes" to arc dodgers, it shouldn't be any different on the flipside.

I like ions. it adds a degree of control and planning to the game and then its up to your opponent to counteract it and even still the ion has to hit which is always a chance to not so taking evades can hinder ions fairly well with some average dice rolls