SCUM: btl-a4 y-wing title

By stownfox, in X-Wing

The btl-a4 y-wing title seems very solid.

2 shots from primary weapon

3 shots from secondary (blaster/ion)

5x per round for 22/23 points

Concerned about the Y-Wings lack of greens take the unhinged astromech to turn all 3s maneuvers into greens.

Has anyone played with this title? What have you learned? Am I missing something?

I want to play four of those babies against a double or fat Falcon list! Maybe trow some bombs in there or switch one for that PS 5 guy and you're good to go!

EDIT Just saw the R4 Agro mech. Seems like a must have in a Blaster build!

Edited by Joostuh

Haven't tried it out yet, but remember you can use it on rebel ywings too.

I played 4 SCUM Y's with BTL-A4, Agromech and Ion Turret. It is a very brutal list. It will be weak against Interceptors, who can avoid the front arc, but for any small ship that takes a hit from the Ion it's death as I was averaging 2.5 damage per Y per turn plus Ion token. 4 are even nasty against large ships.

Basically, once you get the ship ioned it is virtually impossible for it to shake you before it is dead.

Edited by Englishpete

I played 4 SCUM Y's with BTL-A4, Agromech and Ion Turret. It is a very brutal list. It will be weak against Interceptors, who can avoid the front arc, but for any small ship that takes a hit from the Ion it's death as I was averaging 2.5 damage per Y per turn plus Ion token. 4 are even nasty against large ships.

Basically, once you get the ship ioned it is virtually impossible for it to shake you before it is dead.

This sounds like a lot of fun :D Also attacking with your primary might force your opponent to spend focus/evade before the Ion is brought to bear.

I kind wish it was easier to include the other turrets, though, without having to resort to the scum-only Aggromech (Blaster) or whatever black magic it takes to get reliably get a Y-wing in range 1 of an opponent in its firing arc (Auto)

Maybe Dutch/Garven/Airen and R7-T1, respectively?

I made a thread a week or two about a proxy game i did.
Gold w/Ion, Title, R3-A2,
Garven with R7
Dutch w/ R2-D6, Marksmanship, Title, and Blaster Turret
Bandit with Ion Pulse.

Dutch and Garven were like a glorious dream come true. The two of them swatted a Whisper right out of the sky at R2.

I am confused about how you are coming up with 5 shots per turn from a single ship. The card lets you make a single primary attack, then a secondary weapon turret attack. so it does let you make 2 attacks, and you might be rolling 5 dice, but not all together. Remember that the attacker will defend against both attacks, so you are making one 2 dice attack with the primary, then a 2 or 3 dice attack with a secondary. now I see some potential in this, paticularly with ioning and shooting the primary in the same round, but you are not throwing 4 or 5 dice in a single attack, as you might with an HLC. The 2 things are very different with respect to damage.

I read your post again, and maybe we are saying the same thing, not sure, but the point stands about the target defending against each attack.

Quite true Darthfish.

My turn looked like

Action: Focus

Shoot Primary Weapon, spend focus no matter what.

Immediate TL with the Agromech

Shoot with Ion Cannon, use TL on blanks and focus.

Rinse and repeat.

Think by shots he means dice.

I think the best use of the BTL-A4 is with the new Autoblaster Turret. 5 shots at range 1, 2 of which cannot be dodged. and for 20pts on a Goldie.

I think the best use of the BTL-A4 is with the new Autoblaster Turret. 5 shots at range 1, 2 of which cannot be dodged. and for 20pts on a Goldie.

You'd have to reliably get within range 1 (and in arc) using a pilot skill 2 Y-wing, though

A handful of blocking bandits could probably help set up such a formation and it could well be a god-send versus predictable Academy Ties, but it does not seem like the situation would come up often. Probably a better use of 2 points than upgrading to a Gray, though.

Edited by ficklegreendice

I tried it once, a standard Y-Wing with a ion and a A4 with Autoblaster turret. Used the S3 Y-wing to ionize the defender, which made it a lot easier to get the A4 Y at range one to unload on it.

I'm usually not a huge fan of lists with multiple duplicate models, but I'm kind of excited to try wedge with stay on target supported by 3 golds with ion and title. Feeling like that should give me an even chance against falcons

Despite the unreliability of Title + Auto, the price could still be right for that kind of Gold to slot right into the other low PS rebel generics since it seems to slot in nicely below the Blue Squadron B-wing and even below the not terribly efficient (imo) Rookie Pilot

*Bandits - 12 (13 for Talas, probably the most efficient PS upgrade in the game)

*Refit Prototypes - 15

*Gold + Auto (Title) - 20

*Rookie X-wing - 21

*Blues - 22

*Gold + Ion (Title optional) - 23

*Blue + System - 24/25

Out of all the generics (that I've seen commonly fielded, anyway), the Auto Turret Y has the potential for the most damage apart from the Gold + Ion + Title. Backed up by decent Y-wing bulk, you might be able to pressure opponents into diverting enough firepower into them to keep the rest of your squad (including big name characters) alive. Two of them + two bandits will leave you 36 points for a big shot (33 with an ion Y, 30 with two), which could be the makings of a nasty list.

For Scum, I still have no idea. I think we're all waiting on the illicit upgrades that the Aggressor and Viper are bringing along with them.

Edited by ficklegreendice
Out of all the generics (that I've seen commonly fielded, anyway), the Auto Turret Y has the potential for the most damage apart from the Gold + Ion + Title. Backed up by decent Y-wing bulk, you might be able to pressure opponents into diverting enough firepower into them to keep the rest of your squad (including big name characters) alive. Two of them + two bandits will leave you 36 points for a big shot (33 with an ion Y, 30 with two), which could be the makings of a nasty list.

I think I'd take a flanker, like TychoTheLimit with Outmaneuver, refit and stealth, with 3 points for initiative or some cheap Astros for the Y-wings.

For a MathWing perspective, this post of mine is useful. (Also linked in my signature).

TLDR: Even if you estimate that you will not be able to shoot with the Ion Cannon Turret 25% of the time because of the range 3 restriction, it is very good.

Note: I didn't even consider the math on the R4 Agro. That would improve it even further. Ideally you could hold onto the TL the first round, then fire your primary with TL+F every round after.

A few of these may be a Fat Han killer.

I'm just glad the option exists. Losing the turret benefit is a legitimate cost, but it can give Ys a lot of punch for not being too terribly expensive. I like it most on the Ion Ys, whom I've always been loathe to try because of low damage output compared to the 1 point cheaper Blue Squadron, but there are tons of possibilities :)

Just wish rebels had the R4 Aggro. Without it, we're going to need Dutch/Garven/Airen to make the blaster worthwhile :P

Edited by ficklegreendice

I ran a proxied scum list tonight of

N'dru + lone wolf + cluster missiles

Palob + moldy crow + blaster turret

2x Syndicate thug + ion cannon turret + BTL-A4 + Agro mech

against

Corran + R2D2?

Wedge

Blue + HLC

I am not 100% on what he had on what but the Y-wings killed everything. Palob got popped before he could do anything N'dru maybe did 2 damge before he was toast and the Y-wings just killed it. When I run the list again I will drop palob and N'dru for Kath and bombs on all three ships.

I then played

2x Sigma + IA + enhanced scopes + SPA

HLC buzzsaw with tactician

against

Wedge + R2D2

Cracken + swarm tactics

2x gold + BTL-A4 + ion turret

again I am not 100% on what else was on his ships, but the Y-wings were what won the game. My opponent used swarm tactics to give one of this Y-wings PS 8 until I killed craken but I think the low pilot skill helps more then having a higher pilot skill; though I can see where it could be occasionally useful to fire earlier.

The Y-wings have alot going for it. 8hp. At low PS your opponent has most likely spent any tokens he has and if he hasn't he now must weather a 2-3 dice attack before the 3 dice ion shot. So there is token stripping power. MajorJuggler did the math and my experience confirms that you are averaging 2 damage a turn which may not seem like alot until you factor in the ion token which you give your opponent more often then not. Once your opponent is ioned you can almost guarantee range 1 shots on them every round while being out of arc until the ship is destroyed.

The btl-a4 y-wing title seems very solid.

2 shots from primary weapon

3 shots from secondary (blaster/ion)

5x per round for 22/23 points

Concerned about the Y-Wings lack of greens take the unhinged astromech to turn all 3s maneuvers into greens.

Has anyone played with this title? What have you learned? Am I missing something?

The 3 shots from Ion only does 1 damage + 1 ion token (that is the price you pay for ion.)

You can still get 3 from primary at range 1.

The thing about the title is that it sacrifices your out of arc secondary weapon attack to get an additional weapon attack with your primary.

I thing it will do good with Dutch and Dera as well as the no-names but not with Horton and Kavil.

The btl-a4 y-wing title seems very solid.

2 shots from primary weapon

3 shots from secondary (blaster/ion)

5x per round for 22/23 points

Concerned about the Y-Wings lack of greens take the unhinged astromech to turn all 3s maneuvers into greens.

Has anyone played with this title? What have you learned? Am I missing something?

The 3 shots from Ion only does 1 damage + 1 ion token (that is the price you pay for ion.)

You can still get 3 from primary at range 1.

The thing about the title is that it sacrifices your out of arc secondary weapon attack to get an additional weapon attack with your primary.

I thing it will do good with Dutch and Dera as well as the no-names but not with Horton and Kavil.

While I agree about Kavil...

Horton + R2-D6 + Marksmanship + A4 + Ion Cannon Turret could be devastating. In my experience range 2 is the most common and at that range, Horton is throwing out two fully modified attacks... scary.

I'm even considering going one step further and swapping the Ion for a Blaster and either adding Experimental Interface to the setup (while giving someone else, probably Jan, Wingman) or just running him next to Cracken.

It may be a little excessive but I'll try it at least once just for the hell of it.