BTL-A4 Y-Wing Discussion

By heychadwick, in X-Wing

People have stated that the Y-Wing dial is terrible so many times it is accepted as true, despite it being a perfectly workable dial. It has a white turn, 3 of the all important 1 speed maneuvers, a long enough K-Turn to come around after a joust effectively, and a 3 bank to dodge arcs. It doesn't have a lot of green, but unless you are running stress upgrades the lack of green is pretty much a non-issue.

The Warthog is an absolute monster if you find yourself in front of it, and it doesn't need an action to be effective. Making two attacks means you have one unmodified vs. modified attack and one unmodified vs unmodified attack, meaning losing your action is more-or-less half as problematic as it would have been. Consider that a Y-Wing doesn't generally need an action for defense either, and action economy in a Warthog vs. Snub fighter actually tilts towards the Warthog, especially when you k-turn. If you run multiples, the action advantage stacks up rapidly in favor of the Warthogs as they focus fire on one or two targets.

Now, consider that a 23 point Warthog has a higher damage output than a 3 attack ship, better action economy, excellent survivability, and adds an ion effect to the damage and you will realize the Warthog is a major threat.

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)

If only Horton had an EPT: He could take PTL and R2.

Drea's ability is kind of like having PTL in a way--instead of Focus+TL+Stress, you get TL+TL+Stress. Great for lobbing torpedoes, coupled with Unhinged Astromech.

People have stated that the Y-Wing dial is terrible so many times it is accepted as true, despite it being a perfectly workable dial. It has a white turn, 3 of the all important 1 speed maneuvers, a long enough K-Turn to come around after a joust effectively, and a 3 bank to dodge arcs. It doesn't have a lot of green, but unless you are running stress upgrades the lack of green is pretty much a non-issue.

The Warthog is an absolute monster if you find yourself in front of it, and it doesn't need an action to be effective. Making two attacks means you have one unmodified vs. modified attack and one unmodified vs unmodified attack, meaning losing your action is more-or-less half as problematic as it would have been. Consider that a Y-Wing doesn't generally need an action for defense either, and action economy in a Warthog vs. Snub fighter actually tilts towards the Warthog, especially when you k-turn. If you run multiples, the action advantage stacks up rapidly in favor of the Warthogs as they focus fire on one or two targets.

Now, consider that a 23 point Warthog has a higher damage output than a 3 attack ship, better action economy, excellent survivability, and adds an ion effect to the damage and you will realize the Warthog is a major threat.

I agree 100%, but the big issue, of course, is that at Range 3 it's terrible. That's an acceptable weakness, but it can be exploited. In a lot of ways, it's feeling like the BTL-A4 is an on-sale Rebel version of a Defender. Good firepower, tough, enough movement options to get the job done, can K-turn without ruining it's power. It's just cheaper, and worse at long range.

People have stated that the Y-Wing dial is terrible so many times it is accepted as true, despite it being a perfectly workable dial. It has a white turn, 3 of the all important 1 speed maneuvers, a long enough K-Turn to come around after a joust effectively, and a 3 bank to dodge arcs. It doesn't have a lot of green, but unless you are running stress upgrades the lack of green is pretty much a non-issue.

The Warthog is an absolute monster if you find yourself in front of it, and it doesn't need an action to be effective. Making two attacks means you have one unmodified vs. modified attack and one unmodified vs unmodified attack, meaning losing your action is more-or-less half as problematic as it would have been. Consider that a Y-Wing doesn't generally need an action for defense either, and action economy in a Warthog vs. Snub fighter actually tilts towards the Warthog, especially when you k-turn. If you run multiples, the action advantage stacks up rapidly in favor of the Warthogs as they focus fire on one or two targets.

Now, consider that a 23 point Warthog has a higher damage output than a 3 attack ship, better action economy, excellent survivability, and adds an ion effect to the damage and you will realize the Warthog is a major threat.

I agree 100%, but the big issue, of course, is that at Range 3 it's terrible. That's an acceptable weakness, but it can be exploited. In a lot of ways, it's feeling like the BTL-A4 is an on-sale Rebel version of a Defender. Good firepower, tough, enough movement options to get the job done, can K-turn without ruining it's power. It's just cheaper, and worse at long range.

If you figure that you only have a range 3 shot 25% of the time, then the ship is still worth about 19 points in raw dice/stats before you even consider the PS bid or the effect of the ion token. If your Ion cannon always has a shot, then it's worth a little over 20 points in dice/stats, meaning you are paying just under 3 points for +1PS and the ion effect. I personally value the Ion effect at around 3 points, so I think it's a really good deal. The thing is, once you get a strafing run going, then your target is going to keep moving 1 forward. If you get behind them, or even start in on them from the sides, they're doomed.

And that's before considering the R4 Agromech, which I have yet to MathWing.

And that's before considering the R4 Agromech, which I have yet to MathWing.

I know the advantage of a Focus on the primary and a Target Lock on the ion, but are you going to be looking at the possibility of not needing to spend the Target Lock and having it next round? The order in which the agromech triggers is not exactly making things cut-and-dried for me.

And that's before considering the R4 Agromech, which I have yet to MathWing.

I know the advantage of a Focus on the primary and a Target Lock on the ion, but are you going to be looking at the possibility of not needing to spend the Target Lock and having it next round? The order in which the agromech triggers is not exactly making things cut-and-dried for me.

There are several different permutations on how it can play out, which is why I haven't done a simple analysis yet.

There are several different permutations on how it can play out, which is why I haven't done a simple analysis yet.

Figured as much. Thanks though!

People have stated that the Y-Wing dial is terrible so many times it is accepted as true, despite it being a perfectly workable dial. It has a white turn, 3 of the all important 1 speed maneuvers, a long enough K-Turn to come around after a joust effectively, and a 3 bank to dodge arcs. It doesn't have a lot of green, but unless you are running stress upgrades the lack of green is pretty much a non-issue.

The Warthog is an absolute monster if you find yourself in front of it, and it doesn't need an action to be effective. Making two attacks means you have one unmodified vs. modified attack and one unmodified vs unmodified attack, meaning losing your action is more-or-less half as problematic as it would have been. Consider that a Y-Wing doesn't generally need an action for defense either, and action economy in a Warthog vs. Snub fighter actually tilts towards the Warthog, especially when you k-turn. If you run multiples, the action advantage stacks up rapidly in favor of the Warthogs as they focus fire on one or two targets.

Now, consider that a 23 point Warthog has a higher damage output than a 3 attack ship, better action economy, excellent survivability, and adds an ion effect to the damage and you will realize the Warthog is a major threat.

I agree 100%, but the big issue, of course, is that at Range 3 it's terrible. That's an acceptable weakness, but it can be exploited. In a lot of ways, it's feeling like the BTL-A4 is an on-sale Rebel version of a Defender. Good firepower, tough, enough movement options to get the job done, can K-turn without ruining it's power. It's just cheaper, and worse at long range.

If you figure that you only have a range 3 shot 25% of the time, then the ship is still worth about 19 points in raw dice/stats before you even consider the PS bid or the effect of the ion token. If your Ion cannon always has a shot, then it's worth a little over 20 points in dice/stats, meaning you are paying just under 3 points for +1PS and the ion effect. I personally value the Ion effect at around 3 points, so I think it's a really good deal. The thing is, once you get a strafing run going, then your target is going to keep moving 1 forward. If you get behind them, or even start in on them from the sides, they're doomed.

And that's before considering the R4 Agromech, which I have yet to MathWing.

And the Y-wing can actually do this move. The Defender ions something, K-turns behind them, and then overshoots because it can't go slow enough. The Y-wing just gets in a groove and pounds away, continuing the ionization and damage.

And the Y-wing can actually do this move. The Defender ions something, K-turns behind them, and then overshoots because it can't go slow enough. The Y-wing just gets in a groove and pounds away, continuing the ionization and damage.

People have stated that the Y-Wing dial is terrible so many times it is accepted as true, despite it being a perfectly workable dial. It has a white turn, 3 of the all important 1 speed maneuvers, a long enough K-Turn to come around after a joust effectively, and a 3 bank to dodge arcs. It doesn't have a lot of green, but unless you are running stress upgrades the lack of green is pretty much a non-issue.

The Warthog is an absolute monster if you find yourself in front of it, and it doesn't need an action to be effective. Making two attacks means you have one unmodified vs. modified attack and one unmodified vs unmodified attack, meaning losing your action is more-or-less half as problematic as it would have been. Consider that a Y-Wing doesn't generally need an action for defense either, and action economy in a Warthog vs. Snub fighter actually tilts towards the Warthog, especially when you k-turn. If you run multiples, the action advantage stacks up rapidly in favor of the Warthogs as they focus fire on one or two targets.

Now, consider that a 23 point Warthog has a higher damage output than a 3 attack ship, better action economy, excellent survivability, and adds an ion effect to the damage and you will realize the Warthog is a major threat.

The problem with the dial is its coloration.

  • It has a 1-2 green forward, so if you're wanting to clear stress you're practically ioned
  • It has only 1 non-red turn, and does not have the 1 turn.
  • Its only speed >3 is red

So, yeah, it's pretty pants. Better than the HWK, though.

Most of that is mitigated by using a common R2 unit, and the scum with their Unhinged are even better!

Me, in the thread "What Makes a Great Dial?"

Y - W ing

1 bearing of Green, 1 Koiogran, and Turns and speed 4+ choked by red. Awful dial, turned good by R2-Astromech and Turret, and great by Unhinged Astromech and turret.

Edited by DraconPyrothayan

Once Y-Wing hits you with an Ion its almost a sure bet hes on you. And you are about to go for a walk....I remember my local game store had its first x-wing tourny...i couldnt decide on what faction to bring i played imps more than rebels....i figured more imp players were going to show so I said screw it brought my hodge podge squad of rebels i forget who i flew but i do remember being the first person at my store to ever fly a Y-wing. And It drew in a crowd because everyone wanted to see how the Y-wing did. Nobody owned a Y-wing at that tourny but me. And after they seen me ion Vader to death and take him for a walk off the board I noticed a handfull of people after the tourny pick up a Y-Wing expansion.....kinda made me feel like a celebrity after that lol

GOOD TIMES!... I will always love the Y-Wing in the movies and the game. And im thrilled I can play them for Scum and Villany

Edited by Grave13

I flew 4 Scum Y's with Ion Cannon Turret, Agromech and BtL-A4.

It is brutal as small ships just can't escape being ioned.

Large ships don't much like it either.

I'm thinking of going 2 Scum Y's and 2 Scyk's with Flechette Cannons and hull upgrades as the mix of damage, ion and stress could be brutal.

I flew 4 Scum Y's with Ion Cannon Turret, Agromech and BtL-A4.

It is brutal as small ships just can't escape being ioned.

Large ships don't much like it either.

I'm thinking of going 2 Scum Y's and 2 Scyk's with Flechette Cannons and hull upgrades as the mix of damage, ion and stress could be brutal.

I just used this list to beat Dash and Keyan - both got caught in the corner, ioned and pounded. Last round, Keyan finally went down to focused fire, and a nearly full health Dash got neatly walked off thee board. On my side, one dead scum thug.

I flew 4 Scum Y's with Ion Cannon Turret, Agromech and BtL-A4.

It is brutal as small ships just can't escape being ioned.

Large ships don't much like it either.

I'm thinking of going 2 Scum Y's and 2 Scyk's with Flechette Cannons and hull upgrades as the mix of damage, ion and stress could be brutal.

I just used this list to beat Dash and Keyan - both got caught in the corner, ioned and pounded. Last round, Keyan finally went down to focused fire, and a nearly full health Dash got neatly walked off thee board. On my side, one dead scum thug.

So how did running four scum Y's do on keeping things in firing arcs? I would guess fairly easy once you got a target ioned. Did you win the game using that list?

So how did running four scum Y's do on keeping things in firing arcs? I would guess fairly easy once you got a target ioned. Did you win the game using that list?

Keeping things in arc and in range 1-2 for the double tap is definitely the challenging part of running this kind of list.

The game I mentioned was me running

Syndicate Thug (18) x 4

Ion Cannon Turret (5)

R4 Agromech (2)

BTL-A4 Y-Wing (0)

against

Dash Rendar (36)

Push the Limit (3)

Heavy Laser Cannon (7)

Proton Rockets (3)

Kyle Katarn (3)

Engine Upgrade (4)

Keyan Farlander (29)

Lone Wolf (2)

Fire-Control System (2)

Heavy Laser Cannon (7)

C-3PO (3)

B-Wing/E2 (1)

Total: 100

It definitely helped that I was going up against a 2-ship list. Having four Y's makes a big difference, as it allows you to gang up on a target and cover multiple arcs. You don't usually get your enemy in all four arcs at once, but 1-2 is all it takes to get someone ioned, and then the pack can swoop in for the kill.

In this game, I managed to get both enemy ships ioned at once, with Keyan facing Dash and my four ships all around. I was able to block Dash with a wounded Thug, so both ships remained stationary, while the rest closed in.

My opponent made a key mistake of banking and boosting with Dash so he faced the map edge. That is a very bad thing to do when up against a control list like this, since that was what allowed me to walk him off the board in a single turn.

Here is a shot of the final positions. Dash has just completed the 1-forwards from the ion, and is clearly unable to make any maneuver that could keep him on the board. And even if he could, he would have 3 Y's hitting him with another round of ion. Keyan had just exploded in the position just right of the stress token. In that round, he was down to 2 hull, so I hit him with the primary fire and saved the ion for Dash.

Gal1NAW.png

So how did running four scum Y's do on keeping things in firing arcs? I would guess fairly easy once you got a target ioned. Did you win the game using that list?

Keeping things in arc and in range 1-2 for the double tap is definitely the challenging part of running this kind of list.

The game I mentioned was me running Syndicate Thug (18) x 4 Ion Cannon Turret (5) R4 Agromech (2) BTL-A4 Y-Wing (0)

against Dash Rendar (36) Push the Limit (3) Heavy Laser Cannon (7) Proton Rockets (3) Kyle Katarn (3) Engine Upgrade (4) Keyan Farlander (29) Lone Wolf (2) Fire-Control System (2) Heavy Laser Cannon (7) C-3PO (3) B-Wing/E2 (1) Total: 100

It definitely helped that I was going up against a 2-ship list. Having four Y's makes a big difference, as it allows you to gang up on a target and cover multiple arcs. You don't usually get your enemy in all four arcs at once, but 1-2 is all it takes to get someone ioned, and then the pack can swoop in for the kill.

In this game, I managed to get both enemy ships ioned at once, with Keyan facing Dash and my four ships all around. I was able to block Dash with a wounded Thug, so both ships remained stationary, while the rest closed in.

My opponent made a key mistake of banking and boosting with Dash so he faced the map edge. That is a very bad thing to do when up against a control list like this, since that was what allowed me to walk him off the board in a single turn.

Here is a shot of the final positions. Dash has just completed the 1-forwards from the ion, and is clearly unable to make any maneuver that could keep him on the board. And even if he could, he would have 3 Y's hitting him with another round of ion. Keyan had just exploded in the position just right of the stress token. In that round, he was down to 2 hull, so I hit him with the primary fire and saved the ion for Dash. Gal1NAW.png

LOL! Love it! This proves that a four Y-wing list can be a mean list... and everyone at my game storeblaughed at the idea.... see how they laugh when their ships get walked off the board... You sir are the man.. Nicely done