Trying to figure out a good rebel build and which pilot to use with the particular combo
Y wing
Btl a4
R3a2
Ion cannon turret
Seems like good control and some damage. Which pilot and which ships it should it support or which ships support it.
Trying to figure out a good rebel build and which pilot to use with the particular combo
Y wing
Btl a4
R3a2
Ion cannon turret
Seems like good control and some damage. Which pilot and which ships it should it support or which ships support it.
The problem with the Y-wing is, and has always been, lack of damage output. A 2 dice attack is generally crap when looking at non-swarms. Ion is limited to one damage. Force be with you if you wanna attack at range 3 with this.
R3-A2 presents a problem too, since the Y-wing doesn't have a very good dial unless it's bringing the generic R2 astromech. With R3, that spot is filled. If it's going to be so limited in terms of green maneuvers, I'd want my ion cannon to go back to being a turret.
The problem with the Y-wing is, and has always been, lack of damage output. A 2 dice attack is generally crap when looking at non-swarms. Ion is limited to one damage. Force be with you if you wanna attack at range 3 with this.
R3-A2 presents a problem too, since the Y-wing doesn't have a very good dial unless it's bringing the generic R2 astromech. With R3, that spot is filled. If it's going to be so limited in terms of green maneuvers, I'd want my ion cannon to go back to being a turret.
Eh, it depends. A stressed Y-Wing can still do every speed 2 maneuver, as well as forwards and banks at speed 1 and 3. Attacking twice with R3A2 and an Ion Cannon has a good chance of getting something through (unfocused main guns will roll 1 hit 50% of the time, 2 hits 25% of the time, and no hits another 25% of the time). While the Y-Wing won't be taking any actions or red moves next turn, neither will its target. That can be huge, even if both attacks miss.
If you're running a standard Panic Attack build (3 Tactician B-Wings with a Y-Wing), stick with the turret. If you're mixing this in with some other heavy-hitters and relying on the Y-Wing as your main source of stress and control, then definitely go with the BTL-A4 title. For best results, consider pairing it with a second BTL-A4 Y-Wing.
Your premise is incorrect. MajorJuggler has the numbers, but the bottom line is that a Warthog (BTL-A4 with ICT) is arguably the top jousting ship in the game at the moment (somewhat difficult to quantify, because the Ion effect is what puts it over the top) but by any measure is very powerful in a joust.
A Warthog has a damage output slightly higher than a 3 attack ship. It also has slightly better action economy in a 1-1 vs a standard ship. It suffers a much smaller damage drop due to action loss (so carrying stress is not as big a deal) than a standard ship does, and combines this with powerful control effects.
The Stress Hog (BTL-A4, ICT, R3A2) will absolutely dominate any generic ship one on one. It will have a higher damage output, better action economy, and the ability to lock your opponents dial while eliminating their actions.
You can use numbers all you want, but that's all they are: just numbers (don't get me wrong, I love MathWing). Assuming no mirror match, most Imp ships pack 2-3 defense dice. Not easy to hit with a 2 primary. The ion has better odds, but limited damage. And that's looking at one attack. A Y-wing loaded with stress isn't going to get you far. You almost need those modified dice to be useful.
That's not to say it's a useless ship. I've tried the Warthog before and it worked great, but it's not a very mobile ship, especially when stressed. It's a great set up for the enemy to be swarmed by whatever else is in the list, but we dunno what else OP is bringing. At the other end of that, it depends on what the enemy flies as well. I would absolutely use this against a Decimator+1.
You can use numbers all you want, but that's all they are: just numbers (don't get me wrong, I love MathWing). Assuming no mirror match, most Imp ships pack 2-3 defense dice. Not easy to hit with a 2 primary. The ion has better odds, but limited damage. And that's looking at one attack. A Y-wing loaded with stress isn't going to get you far. You almost need those modified dice to be useful.
That's not to say it's a useless ship. I've tried the Warthog before and it worked great, but it's not a very mobile ship, especially when stressed. It's a great set up for the enemy to be swarmed by whatever else is in the list, but we dunno what else OP is bringing. At the other end of that, it depends on what the enemy flies as well. I would absolutely use this against a Decimator+1.
Well, the point of the OP was to ask what other ships to bring with this ship, so he doesn't know what he's bringing, either.
So with that in mind: the lack of mobility is a concern. Once stressed, your Y-Wing will be only slightly more maneuverable than a Lambda Shuttle. Once the fight gets behind you, you're going to run into similar problems trying to get turned around to make another strafing run. This assumes you even survive to turn around; my experiences with R3A2 on a Y-Wing has been that it absorbs ridiculous amounts of hate from enemy players. It's consistently the first ship taken off the board by my opponents.
If you do it right, you'll end up with either one double-stressed ship or a pair of ships with one stress token (who will probably be very predictable). Because of this, I'd probably want to fly it as part of a swarm, maybe with another BTL-A4 Ion Gold backed by four Talas.
why go rebels?
Go scum add the unhinged astromech and your good to go.
Your premise is incorrect. MajorJuggler has the numbers, but the bottom line is that a Warthog (BTL-A4 with ICT) is arguably the top jousting ship in the game at the moment (somewhat difficult to quantify, because the Ion effect is what puts it over the top) but by any measure is very powerful in a joust.
A Warthog has a damage output slightly higher than a 3 attack ship. It also has slightly better action economy in a 1-1 vs a standard ship. It suffers a much smaller damage drop due to action loss (so carrying stress is not as big a deal) than a standard ship does, and combines this with powerful control effects.
The Stress Hog (BTL-A4, ICT, R3A2) will absolutely dominate any generic ship one on one. It will have a higher damage output, better action economy, and the ability to lock your opponents dial while eliminating their actions.
FYI for those reading. The cost efficiency of the BTL-A4 + Ion Cannon Turret Y-wing is still little lower than TIE Fighters and Z-95s. I have the jousting effiiency marked as slightly over 100%, but that's only because I assigned a 3 point value to sticking an Ion Token on your opponent. If you look at the required efficiency column, you'll see that it still needs to be around 127% efficient. I should just get rid of the 3 points for the ion effect in the jousting value since it is confusing. The jousting value should probably be listed more accurately as about 90%.
The problem with the Y-wing is, and has always been, lack of damage output. A 2 dice attack is generally crap when looking at non-swarms. Ion is limited to one damage. Force be with you if you wanna attack at range 3 with this.
R3-A2 presents a problem too, since the Y-wing doesn't have a very good dial unless it's bringing the generic R2 astromech. With R3, that spot is filled. If it's going to be so limited in terms of green maneuvers, I'd want my ion cannon to go back to being a turret.
Eh...I think the Y's low damage output is the entire point of the title.
2 dice don't look like much, but if those two dice put even one damage on an enemy, you've doubled your ion cannon's damage output ![]()
The R3-A2 is a completely different matter, though. I do agree that it's excessive when you're limiting the Y to an arc and very powerful when allowed to remain a turret.
I think the key to the BTL + R3A2 + ICT combo is flying the thing like a space cow. Pre-planned bumping to keep enemies in arc, planning your movement to eliminate the need for K-turns as much as possible. Dish out as many stress and ion tokens as possible in the first pass, and count on your buddies to capitalize on the result.
The problem with the Y-wing is, and has always been, lack of damage output. A 2 dice attack is generally crap when looking at non-swarms. Ion is limited to one damage. Force be with you if you wanna attack at range 3 with this.
R3-A2 presents a problem too, since the Y-wing doesn't have a very good dial unless it's bringing the generic R2 astromech. With R3, that spot is filled. If it's going to be so limited in terms of green maneuvers, I'd want my ion cannon to go back to being a turret.
Eh...I think the Y's low damage output is the entire point of the title.
2 dice don't look like much, but if those two dice put even one damage on an enemy, you've doubled your ion cannon's damage output
The R3-A2 is a completely different matter, though. I do agree that it's excessive when you're limiting the Y to an arc and very powerful when allowed to remain a turret.
I suppose that's a good way of thinking about it. But is that one extra damage worth losing turret functionality? Not to mention it gives them a second evade roll.
I think engine upgrade will be essential on the warthog
Your premise is incorrect. MajorJuggler has the numbers, but the bottom line is that a Warthog (BTL-A4 with ICT) is arguably the top jousting ship in the game at the moment (somewhat difficult to quantify, because the Ion effect is what puts it over the top) but by any measure is very powerful in a joust.
A Warthog has a damage output slightly higher than a 3 attack ship. It also has slightly better action economy in a 1-1 vs a standard ship. It suffers a much smaller damage drop due to action loss (so carrying stress is not as big a deal) than a standard ship does, and combines this with powerful control effects.
The Stress Hog (BTL-A4, ICT, R3A2) will absolutely dominate any generic ship one on one. It will have a higher damage output, better action economy, and the ability to lock your opponents dial while eliminating their actions.
It's also a Y-wing. A space pig with rocket boosters attached. Its great punch and durability is countered by its less than stellar (puns!) dial. If a TIE fighter that gets on its tail and predicts its moves well enough then...
Well, that's what the game's about.
better action economy
How? A doubleattack Y-wing struggles for action economy. A Stressbot BTL-A4 pulling the doublestress trick'll get so many stress tokens it'll practically be Tychoed.
The R3-A2 is a completely different matter, though. I do agree that it's excessive when you're limiting the Y to an arc and very powerful when allowed to remain a turret.
R3-A2 is forward arc only.
Edited by TIE PilotI quite like.
Horton: Stressbot, Ion turret, 2 stresspedoes. Add Engine Upgrade to taste.
You have to be in forward arc to throw the ordnance down range and you will probably be doing this early so R3-A2 starts to count too. Horton's ability improves your chances of hitting with the torps and pair him with some TL support (Dutch, Cracken etc) and he can hit quite hard and throw 2 stress into the mix to add insult to injury. He then has the ICT to add to the misery of whatever still has stress when he gets into range.
For an Ion warthog Y I prefer R5-K6 on Dutch. I ran this in a game over the weekend. It was surprisingly effective and allows Dutch to potentially triple the number of TLs he can give out in a turn. I ran him with a few Zs for backup with more missiles to make use of the TLs.
R7-T1 is pretty good for the warthog - get a boost to get in range, and a target lock to modify an attack, then dutch can pass off a target lock, and you're close enough that if you Ion the ship, you can K-turn behind it, and keep up the doom... b-wings worst nightmare.