Y-wing squadron thoughts.

By akenatum, in X-Wing

Any Y-Wing Squadron is a good Squadron in my books! ;)

The usual "get the ioning board out" Squadron is 4 Gold with Ion Cannons, so I like your "Veteran" version of this although some more killing power would be good. There will be more options available soon for the Y WIng when the Scum and Villiany expansion is released.

That'll be tricky to play, to say the least. With that tiny damage output, ioning people off the board is pretty much your only tactic, and even then you can only ion a max of three ships per turn. A decent amount of hp, but very little agility and only three not-terribly-manoeuverable ships... Games will probably be brief. If I was flying it, I wouldn't actually expect to win except against equally oddball lists.

Stay in the corner and make them come to you.

You're rarely going to be able to effectively get that much ordnance off, especially while flying only three targets.

Horton is cool, and he works well if he gets TL's to launch ordo from Dutch, but after that, he really only gets his ability on half his ion shots (those at range 2).

I really like having Dutch, and he makes ordnance a little easier to get off, or provides good TL stacks.

R2D2 and PtL are both going to be hindered by the lack of green on the Y dial. Not worth the points.

R5K6 is widely assumed to be rubbish, but its least worst place is certainly on Dutch- his ability kicks in whenever he acquires a TL, not by taking the action. Still, you may find somewhere else to put those points.

The fundamental problem that Y lists have, is lack of killing power. You'll do poorly against multiple large ships or when outnumbered significantly.

Three ship Rebels really needs to be stellar with lots of synergy and maneuverability, which is lacking here. (engine?). Drop one of your elites to go to four ships, and I'd say no more than two Ion turret ships- Y or HWK both have their places here.

Dutch is still worth bringing, but you need some bigger guns- X-wing with R3-A2 can contribute to the control aspect of that list, and B-wings are really the best value- you can even put ion on them to continue the control. (Rekkon in the Galactic Cup ran Gold-Gold-Blue-Blue with all ions and did well)

I like Y wings because I often use them in my stress ion builds. Flechet torpedoes x2 Ion Cannons, R2 astromech or R3-A2 for adding stress. Maybe a B wing to help with range as it can also have flechet torpedoes and range 3 Ion Cannons or a Z-95 with Ion Pulse Missiles for those big ships.

I'm really looking forward to seeing what effect Most Wanted has on the Y-Wings. Autoblaster Turrets sound like they have the potential to really upset Imperial players...

Considered R3-A2 with Flechette Torpedo?

If you are going to fly all Y-wings, I would suggest the following list.

"Dutch" Vander (23), Ion Turret (5) = 28

Gold Squadron Pilot (18), Ion Turret (3) = 23

Gold Squadron Pilot (18), Ion Turret (3) = 23

Gold Squadron Pilot (18), Ion Turret (3), R3-A2 (3) = 26

That's 100 points on the nose. You have total Ion dominance, a stress causer and the ability to pass a TL off.

It has a lot of HP's and the Y-Wing dial is not bad. Also, you do not have to Ion every turn nor do you have to clear the stress from your ship with R3-A2, who is amazing.

If you can fly this, it can be remarkably hard for your opponent.

If you really want to fly Salm, I suggest a combo of Proton torps and Flechette torps on him, along with Dutch/Ion, and then a Rookie X-wing, and finally Blount with Ion Pulse Missiles.

Blount Ions, then Dutch keeps the enemy ion'd while Horton (w/Dutch's target locks) and the X hammer away.

Edited by quasistellar

I guess the munitions failsafe is so you can hope for the flechette torpedoes miss and save them for more fun?

This list has good room for improvement when new toys à la ion torpedoes and autoblaster turret come out.

I think your stress-giving is possibly the least reliable part of the list, since there's often a reasonable chance for even an unmodified 3-die attack to hit, making MF useless and thus losing your stress effect; I'd be tempted to cut out Horton and put in Hobbie with the stress-o-mech, since he plays nice with Dutch and doesn't care about whether his stress recipient has a hull value of 4 or not.

And that said, this list's natural enemies are large ships, since they cannot be stressed with what you have so far and will require two ion shots each; and even then, Firespray and Falcon (and soon, Decimator and 2400) will often/always be able to shoot back with greater firepower than the chip damage from ion cannons/2-die primaries.

Edited by Sparklelord

A traditional Y-Wing flight is 4 ships. So that last build is about right.

My version is:

Horton Salm w/ R2-D6 + Veteran Instincts, Ion Cannon Turret, Proton Torpedoes x2, Engine Upgrade

Gold Squadron w/ Ion Cannon Turret, R5, Engine Upgrade

Gold Squadron w/ Ion Cannon Turret, R5, Engine Upgrade

Engine upgrades really make an ion cannon equipped Y-wing shine in my opinion, arc dodging tanks with turrets are not something my opponents have enjoyed, and I've found that a PS10 ion cannon tends to make PTL interceptors even Fel play much different (Stress is a very bad thing against Ions). Torps on Horton provides some utility / damage. I spread the Y-wings out and play a control game obviously. Ioning ships off the board usually only happens with large ships everything else has died from attrition before it gets there. Plenty of running into rocks though... oh and most opponents don't enjoy playing against heavy control builds since it generally ends up with them rolling green dice and not much else

It's also weak to a swarm (obviously) but I haven't seen any of those at the local store recently... or I'd try my luck with Z-95s

I flew a squad like this quite a few times back in wave 3. All of the ships end up at about 33 points. One thing I like is the fact that there is no clear 1st target.

Its pretty good but falls to pieces if the opponent has 5+ ships. Its also a lotta fun.

Horton

R5 Astro

Proton Torp

Blaster Turret (Hortons's ability functions like a 50% target lock and makes up for spending the focus)

Dutch

Proton Torp

ICT

Goldie

R5 Astro

Proton Torp

Adv Proton Torp

ICT

Dutch

Ion Cannon Turret

R7-T1

3x Gold Squadron

Ion Cannon Turret

100 points, straightforward and Dutch has some moves to increase his chances of being your finisher.