BTL-A4 Y-Wing Discussion

By heychadwick, in X-Wing

It's a bit sad that the rebel y-wings don't get any of those sweet mechs that specifically address y-wing shortcomings. The BTL-A4 title and R3-A2 are awesome of course and I will enjoy trying them out!

Interestingly, BTL-A4 greatly enhances enemy ships with high Agility as opposed to high HP.

Eh, sort of. If you're using a Blaster Turret, maybe, but if that warthog gets you in-arc and you're rolling green dice, you're rolling twice and that's twice the chance to roll some blanks.

Dice un-rolled always come up blank. The more dice you roll, the fewer blank results you get.

  • High agility operates better if the number of incoming red-dice are split into several weak attacks.
  • High HP doesn't particularly care how the reds are distributed.
  • Action-based survivability prefers to block as few ships as possible.

Interestingly, BTL-A4 greatly enhances enemy ships with high Agility as opposed to high HP.

Eh, sort of. If you're using a Blaster Turret, maybe, but if that warthog gets you in-arc and you're rolling green dice, you're rolling twice and that's twice the chance to roll some blanks.

Dice un-rolled always come up blank. The more dice you roll, the fewer blank results you get.

  • High agility operates better if the number of incoming red-dice are split into several weak attacks.
  • High HP doesn't particularly care how the reds are distributed.
  • Action-based survivability prefers to block as few ships as possible.

Oh I see what you mean, you're referencing red dice and I took that to mean green dice, I think. My bad!

I meant more that high-AGI ships don't want to roll green dice at all, especially twice in the same round; those same ships definitely prefer not to have red dice thrown at them in the first place. They usually have lower total HP, so an Interceptor that winds up getting shot twice by a BTL-A4 of any flavor is poorly equipped to deal with any damage versus a B-Wing (who is much more likely to take damage anyway).

I just like that the BTL-A4 gives them the ability to actually trade damage with turreted ships, because the max 1 damage from the ion just doesn't cut it

Jake Farrel
*Test Pilot

**Veteran Instincts

**Push the Limit

*Proton Rockets

Gold Squadron Pilot

*BTL-A4

*Ion Cannon Turret

times 3

Edited by ficklegreendice

Now, for a bit of a controversy:

  • BTL-A4 makes R5-K6 partially viable. Having two attacks means that it gets twice the triggers, and you have a greater chance of modifying your second attack.
  • Dutch Vander makes R5-K6 partially viable. Gaining extra target-locks results in your allies having greater damage.

Both, together? That's a huge benefit with a large number of triggers, which rather makes up for the unreliability.

The odds breakdown:

  • Odds of being able to modify your second attack with the Target Lock: 24::64
  • Odds of passing out 2 target locks among squad-mates: 9::64
  • Odds of passing out at least 1 target lock among squad-mates: 39::64
  • Odds of getting no benefit this turn: 25:64

Yep. That's a thing.

If you rounded these to the regularly seen D8, that would be like rolling a die 3 blank sides, 4 hits, and 1 crit for passing out spare TLs to your team.

I meant more that high-AGI ships don't want to roll green dice at all, especially twice in the same round; those same ships definitely prefer not to have red dice thrown at them in the first place.

This is true of every ship...

I meant more that high-AGI ships don't want to roll green dice at all, especially twice in the same round; those same ships definitely prefer not to have red dice thrown at them in the first place.

This is true of every ship...

Yeah, no kidding!

I did start a thread talking about general Y-wing stuff, but put it in the List Building section. I look into Blaster Turret with Horton and Klavin w/ Autoblaster, Expert Handling, Unhinged, and Engine Upgrade. That's 3 dice that can't be avoided on an agile Y-wing.

http://community.fantasyflightgames.com/index.php?/topic/131251-y-wing-ideas/

I'd love some feedback.

The Siberian Express Is also good if you take the astro that gives you the option to use EPT.

Dutch with A4, EPT ASTRO, Oppertunist, and Blaster Turret, with a Jan and Kyle wingmen, Kyle gets Moldy Crow.

Both shots together at range 1 will be lethal.

^ That's X4 actually. I still like the idea though! The Thugs seem slightly more threatening because Unhinged just scream "charge" or "run away" to me. The only lousy thing is the low PS making boost seem less valueble.

Oops! Of course it could also be x6, in escalation...

Just wanted to throw in a few Scum generic builds at 24-25 pounts for ach turret that seem pretty nice. Of course with the Low PS some of them are not that great. But as scum does not have any Named pilot that would play the A4 above PS5 i still think they're pretty cool!

Syndicate Thug (25)
Y-Wing (18), Autoblaster Turret (2), Unhinged Astromech (1), BTL-A4 Y-Wing (0), Engine Upgrade (4)

Syndicate Thug (25)
Y-Wing (18), Ion Cannon Turret (5), R4 Agromech (2), BTL-A4 Y-Wing (0)

Syndicate Thug (24)
Y-Wing (18), Blaster Turret (4), R4 Agromech (2), BTL-A4 Y-Wing (0)

And the 2 rebel named Pilots and how you could use them. A shame that R2-D6 is unique so you can't even use them in one squad!

Horton gets barrel focus plus barrel roll to stay at range 2 and get rerolls, while i equipped Dutch with Engine upgrade and PtL to get into range one and TL then unload the Autoblaster. You could also achieve the same thing with the named R7+EI if you are in an enemy's arc for 2 points less.

These 3 buils might like to have a "Wingman" though because clearing the stress is pretty hard for them otherwise and i feel you just need 2 actions to be viable, sadly those induce stress!

Horton Salm (35)
Y-Wing (25), BTL-A4 Y-Wing (0), R2-D6 (1), Blaster Turret (4), Experimental Interface (3), Expert Handling (2)

“Dutch” Vander (33)
Y-Wing (23), BTL-A4 Y-Wing (0), R2-D6 (1), Autoblaster Turret (2), Engine Upgrade (4), Push the Limit (3)

“Dutch” Vander (31)
Y-Wing (23), BTL-A4 Y-Wing (0), R7-T1 (3), Autoblaster Turret (2), Experimental Interface (3)

Edited by ForceM

And for Renthal i have thesse two pretty annoying builds. I think the second one especially is pretty good because it allows to take the unhinged and clear the stress from hos Pilot ability. Engine is for the subsequent turns when you already have a TL and need to stay in contact with the enemy.

Drea Renthal (28)
Y-Wing (22), Blaster Turret (4), R4 Agromech (2), BTL-A4 Y-Wing (0)

Drea Renthal (29)
Y-Wing (22), Autoblaster Turret (2), Unhinged Astromech (1), BTL-A4 Y-Wing (0), Engine Upgrade (4)

I really want to get some Thugs with Ion Turrets and Agromechs flying, simply because a Focus on the Primary and a TL on the Ion gives that Y-Wing a decent chance at getting through to its target both times.

If you really need that Ion to land, you could also consider saving the Focus for the Ion attack. If you get a roll of "Hit-blank-blank," you can still spend the Focus to get a TL, which can then modify the blanks. If your roll is "Focus-Focus-Blank," then you can get two hits and a reroll on the third die, with a 50/50 chance of a third hit.

It's a slightly lower chance to hit than you'd get from spending the TL first and the focus second, but still a higher chance to hit than a Focus or TL would give you alone.

Stress on Ys is pretty painful. Only straights.

Yeah but even when they are stressed they will still bath your ass in ION Zappery!

:lol:

Zat is why you fly B's and Z's with the Y's.

;)

But me only got 100 point pointy points.

:mellow:

Meh... I despise the 100 point poop game.

:rolleyes: :huh: :angry:

Hel-nah, give me EPIC (AKA: REAL STAR WARS ) where I can build a smart fleet that works like a real army is supposed to work.

Toot-Toot-Toot!

:D

Im-a-gonna-B-yea-&-Z-yea to death because my Y's are in the middle raining ions!

:lol:

100 point sucks... me take nap.

:)

And for Renthal i have thesse two pretty annoying builds. I think the second one especially is pretty good because it allows to take the unhinged and clear the stress from hos Pilot ability. Engine is for the subsequent turns when you already have a TL and need to stay in contact with the enemy.

Drea Renthal (28)

Y-Wing (22), Blaster Turret (4), R4 Agromech (2), BTL-A4 Y-Wing (0)

Drea Renthal (29)

Y-Wing (22), Autoblaster Turret (2), Unhinged Astromech (1), BTL-A4 Y-Wing (0), Engine Upgrade (4)

I really like the R4-B11 on her, spending a TL to force your opponent to reroll evades

I also think she is the best Torpedo Carrier for Scum, being able to spend your target lock to fire a torpedo and then reacquire said target lock to use on the roll is kinda awesome (with flechettes and munitions failure, almost like a r3-a2, AND you can take the unhinged to make the stress reduction easier)

Best Torpedo Carrior for any faction, if you ask me.

So.....has anyone actually flown a BTL-A4 yet? I still wonder if it would have a problem putting things in forward firing arc. I assume Engine Boost would be good. Man, Dutch with R7-T1 (boostbot) and this isn't too bad an idea, if you go with Ion Turret.

24 points gets you

Gold Squadron Pilot (18)
Ion Cannon Turret (5)
R2 Astromech (1)
BTL-A4 Y-Wing (0)
The same 24 points can also get you:
Bandit Squadron Pilot (12)
Bandit Squadron Pilot (12)

The differences between the two:

Z's attack twice for 2 dice each. Max normal damage: 4

Y attacks twice for 2 and 3 dice. Max normal damage: 3, but you get an ion token.

Z's attack twice at range 3.

Y attacks once at range 3, once at range 2.

The Y has more red, but also a lot more green.

Hitpoints,

Z's: 2 hull, 2 shield each, 8 hitpoints combined.

Y: 5 hull, 3 shield

PS is the same.

The Z's evade at 2 dice

The Y evades at 1 die

The difference, to me is minimal, with a preference for the single sturdy Y-Wing. There's less maneuvering, less chance for mistakes. There is a bigger chance for being blocked, but that's worth the risk. :P .

Now, if only there were more turret cannons. :P .

Best Torpedo Carrior for any faction, if you ask me.

So.....has anyone actually flown a BTL-A4 yet? I still wonder if it would have a problem putting things in forward firing arc. I assume Engine Boost would be good. Man, Dutch with R7-T1 (boostbot) and this isn't too bad an idea, if you go with Ion Turret.

Well Horton I think is a bit better (can't reroll focus results, but he doesn't get stressed and he is a higher PS for the initial TL spent to shoot)

Edited by Gundog8324

for a while I was running BTL-A4s as proxies. I figured basically you spend a focus token for a second unmodified attack at 3 dice. No other ship or ability in the game allows a second attack like that unless is it preceeded by failure (gunner) or is discarded afterward (cluster missiles). That has to be valuable.

Corran Horn can and is awesome for it. That, though, just reinforces how cool it is, though. The main gun being only 2 dice isn't that great, but hey, it's free! If you were able to get within Range 1, then it's great. Not sure how often that will happen, though, with the boat.

For those that have tried it, how does the BTL-A4 do for keeping people in their firing arcs? The Y-wing is not a nimble ship. Is that ever a problem? Also, it's useless at Range 3.

It depends on what is left. If you are 1 vs 1 against ptl fel, vader, or r2d2 corran you have probably lost(probably dash as well but I haven't tested this list against him yet), but those ships all cost alot more than your ion y-wing and really should be your first target. Consequently thats why you should run 2 it allows you to cover more of the field while still allowing you to overlap firing arcs for were you think the chosen ship will land. Against b-wings and shuttles you have won. Everything else is probably in your favor. .The phantom is a unique problem if it can cloak its hyper mobile and has 4 agility causing a problem for you, however if it doesn't have a focus for defense when cloaked and you are running agromech or kyle/garvin I believe odds are in your favor for landing the ion. In playtesting that has been the case though I don't know the exact math. Also an ioned phantom can't decloak so its out of the fight for another round. If you are running torkil or roark you will land the ion on it, though if you have a way to stress it that ship should fire first.

Also of note while the blaster turret with title has a higher maximum damage output, i believe the ion with title especially with agromech has just a slightly lower average damage while still having the control aspect of the ion.

And for Renthal i have thesse two pretty annoying builds. I think the second one especially is pretty good because it allows to take the unhinged and clear the stress from hos Pilot ability. Engine is for the subsequent turns when you already have a TL and need to stay in contact with the enemy.

Drea Renthal (28)

Y-Wing (22), Blaster Turret (4), R4 Agromech (2), BTL-A4 Y-Wing (0)

Drea Renthal (29)

Y-Wing (22), Autoblaster Turret (2), Unhinged Astromech (1), BTL-A4 Y-Wing (0), Engine Upgrade (4)

I really like the R4-B11 on her, spending a TL to force your opponent to reroll evades

I also think she is the best Torpedo Carrier for Scum, being able to spend your target lock to fire a torpedo and then reacquire said target lock to use on the roll is kinda awesome (with flechettes and munitions failure, almost like a r3-a2, AND you can take the unhinged to make the stress reduction easier)

I thought about R4-B11 too but with both these turrets there are better options or more necessary ones at least.

With the Blaster turret you need focus, and the only way to take a Focus and get a TL that you can recycle for a stress with his ability. Without the Agromechthere is just no flexibility and you need 2 turns to get your combo off.

With the autoblaster i feel the Unhinged is more important because you will do more reds to get in range, and it's more important to get in range 1 than anything else...

So.....has anyone actually flown a BTL-A4 yet?

I have. Just last night on Vassal, I flew this list:

N'Dru Suhlak (17)

Lone Wolf (2)

Cluster Missiles (4)

Dead Man's Switch (2)

Syndicate Thug (18)

Ion Cannon Turret (5)

Bomb Loadout (0)

"Genius" (0)

Seismic Charges (2)

BTL-A4 Y-Wing (0)

Syndicate Thug (18)

Ion Cannon Turret (5)

Bomb Loadout (0)

Seismic Charges (2)

BTL-A4 Y-Wing (0)

Syndicate Thug (18)

Ion Cannon Turret (5)

Bomb Loadout (0)

Seismic Charges (2)

BTL-A4 Y-Wing (0)

Total: 100

View in Yet Another Squad Builder

against

"Howlrunner" (18)

Swarm Tactics (2)

Stealth Device (3)

Soontir Fel (27)

Push the Limit (3)

Stealth Device (3)

Patrol Leader (40)

Rebel Captive (3)

Tactical Jammer (1)

Total: 100

View in Yet Another Squad Builder

I lost, but my opponent was down to Soontir with a single hull remaining. It was a very close match, and the Y-wings carried it all the way. N'Dru died to concentrated fire from Soontir without getting a single shot off, and his sole contribution to the fight was drawing Soontir's attention for the first couple of rounds and taking a hull off him with Dead man's Switch.

They suffer from poor mobility, especially against high PS arc dodgers like Soontir, but if you get caught in arc, especially at range 1-2, they are deadly. And the bomb load means you can't just fly up behind them.

I tried a rebel BTL-A4 build this afternoon, mainly to see if they could be effective with Autoblasters using engine upgrades.

Corran Horn - E-wing (35)
R2-D2 (4)
Push The Limit (3)
Fire-Control System (2)
Shield Upgrade (4)
Gold Squadron Pilot - Y-wing (18)
R2 Astromech (1)
Autoblaster Turret (2)
Engine Upgrade (4)
BTL-A4 Y-wing (0)
Gold Squadron Pilot - Y-wing (18)
R2 Astromech (1)
Autoblaster Turret (2)
Engine Upgrade (4)
BTL-A4 Y-wing (0)
Total: 98
I got outflown early on and then only ever got in range to activate the BTL-A4 a few times. When I was able it was great, but there was many shots lost. Will switch to Ion next time for the damage then control shots.

They suffer from poor mobility, especially against high PS arc dodgers like Soontir, but if you get caught in arc, especially at range 1-2, they are deadly. And the bomb load means you can't just fly up behind them.

I wonder if it's worth it to take one Y-wing that doesn't have the upgrade to cover their rears?

EDIT: Weird quote mess up. Sorry 'bout that. Just want to quote JaceDK.

Edited by heychadwick

This is why I like the scum combo of Kavil and a BTL-A4. Kavil's weak spot is in arc while the A4's suffer from being flanked. Pair the 2 together and you can cover a lot of board.