After thinking about the BTL (or 'warthog' as it is apparently known) title for Y-Wings, I've figured its at least worth testing, but I want to see how it could be used to its full potential. I was figuring I would compare it to the rebel B-Wing, as each have the same total HP and agility, and thus are similar in how much damage they can take, and the generics have the same PS.
First, I was thinking of maximizing the ability of the second shot by getting a second modifier, which can be done in one of two ways from my count, for scum. Either:
A) Focus combined with the R4 Agromech (allowing you to possibly use the TL on the Ion shot if you focused on the primary shot
or
B) The use of Drea Renthal's ability
A gives you a cost of 20 points for a PS 2 pilot plus the price of the turret, making it either 22, 24 or 25, compared to the B-Wing's 22. The autoblaster turret gives you free damage at range 1, but does noting else for 22, meaning the extra 1.5 damage (assuming TL or focus) per shot at range 1 (with no defence roll for the opponent), plus the normal effects of the R4, at the cost of 1 attack die. Difficult to compare to the B. The blaster turret, costing 24 causes you to lose the focus and gain the lock before attacking, lessening your total modifiers, but giving you the most potential damage at range 2, with still the potential for damage at range 1. The Ion, weighing in at 25 gives you an Ion shot for control as well as the potential for 1 damage at both ranges 1 and 2. However, Ioning repeatedly will be more difficult without being able to shoot an Ion out of arc. However, as with the blaster, you get full modifiers, with the dice of a blaster. The cap on the damage at 1 also hurts a little.
Drea is a different beast, as I could see running either R4-B11 or the unhinged astromech for her ability (R4 to reduce opponent's defence, unhinged to help clear potential stress. These would bring her anywhere from 25 points (1 point unhinged combined with 2 point autoblaster) to 30 points (2 point R4, 5 point Ion). The math here is more difficult to calculate, as much of the stuff involved like gaining and losing of stress, as well as differing defence rolls caused by R4 is much more difficult to quantify so I will presume will have to be tested. I also believe that she used this in the lore, so it makes sense that FFG made her ability go well with the title.
As a footnote: the 'Salvaged astromech' could save the turret from being destroyed, which I do think is worth mention.
Given his ability, Kavil seems off the table for the title
After a look at the rebels, I got the following possible good astromechs that may synergy:
Generic R2 has very little synergy, but since pointing at an opponent is important with this upgrade, it could be worth the point
R2-D6 could have synergy with the choice of a good ept (predator comes to mind)
R3-A2 allows you to double stress with two shots, and is likely worth considering if you are using the Ion
R5-K6 *waits for laughter to subside* may be useful on Dutch, as you could have him give out TL's like candy. However this requires several assumptions about positioning and dice rolls. None the less, it would be quite the sight to see this little droid help Dutch give out several TLs
R7-T1 could move you from range 2 into 1, which would warrant consideration if using the autoblaster. Or, you could change who you're targeting. Again, due to TL heavy nature, would go well with Dutch
Both unique pilots seem to go well with this upgrade, as I could see Horton at range 2 being devastating, and as stated, Dutch has synergy with a couple of the astomechs.
Thoughts? Ideas? Anything you disagree with or that I missed? Will you consider using this upgrade?