Y-wing Ideas

By heychadwick, in X-Wing Squad Lists

I did get some Xmas cash and pre-ordered some Scum stuff with it. I hadn't really looked at it much before this, but I'm actually liking a lot of different ideas that have come out of it. There have been a number of things with Y-wings that have gotten me thinking.

For one, a Y-wing that can ionize someone and then drop a bomb on them is a good thing. You can use Seismic Charge for just 2 points, but you know you will hit at least 1 ship...and maybe more. That's a good option for not too many points.

I've also been thinking about Autoblaster turrets. They are a cool idea, but can be a bit limiting. I've also been looking at Kavil and liking what he can. I started to think about putting the two together.

Kavil + Autoblaster + Expert Handling + Engine Upgrade + Unhinged Astromech = 33 pts

It's expensive, but if he can get someone within Range 1, it means 3 dice that can't be evaded! Take that, Phantom! Take that, Fat Han! Take that.....well....anyone!

The Unhinged Astromech is great to relieve stress from Barrel Rolls, but it's also good if you need to 3 Turn. It's one more way to get closer to someone. People think of Y-wings as boats, but this build would make it quite maneuverable. You could even 3 Turn and then Barrel Roll to get close to someone. Or then Boost to get a little further along (in turn or forward).

I wonder if the Engine Upgrade is worth it, but I've thrown it on there for discussion's sake. I think it would still be a good ship without it, but it makes it even more maneuverable.

Blaster Turrets got me thinking and I thought of something I've not seen before. What about Horton Salm and a Blaster Turret? What's the problem with Blaster Turrets? You need the Focus action to fire it, but you need something to help modify the dice for you? Horton gets to re-roll all blanks at Range 2-3. If you put Horton in the middle of it, you will most likely have SOMETHING to shoot at at Range 2. You just Focus every turn to get to fire. If you have the odd round where nothing is within Range 2, you can always TL someone to get an advantage in another turn to re-roll eyeballs.

At first,I think people think have thought it to expensive, but it's not a bad option. He will have a higher PS rating. Sure, it's not Kavil with Blaster and R4 Agromech, but it is a Rebel option that leaves the astromech open.

Your real problem with this is going to be the Autoblaster. You'll be using your actions to get into range one so that you can use it instead having an action that lets you modify dice. The only ships that see much use currently that would be worried about unblockable unmodified dice are the ships that you are going to have a hard time keeping at range one.

If you really want to run the Autoblaster Turret I'd drop expert handling for eitherrPredator or VI. Predator will increase the odds that you are dealing at least 2 damage and VI will make it more likely that Kaviil can end up in range one of his target.

Unhinged Astromech is a solid choice even if you aren't worried about getting rid of stress from Expert Handling. Getting rid of the speed three reds gives the Y-Wing a pretty good dial. With all the stress effects running around right now all that green iis nice even if you aren't planning on ever stressing yourself.