4 y-wings (scum list)

By lordshed, in X-Wing Squad Lists

i recently bought the new scum and villainy starter pack and played a game with one of my friends. immediately i fell in love with the y-wing with auto blaster aggro mech and BTL-A4 title. i wanted to create a y-wing centered list but i am wondering about its flexibility at a competitive level. so what do you think of this:

syndicate thug - aggro mech

- auto blaster } 22pts

- btl-a4

syndicate thug - aggro mech

- auto blaster } 22pts

- btl-a4

syndicate thug - aggro mech

- auto blaster } 22pts

- btl-a4

syndicate thug - aggro mech

- auto blaster } 22pts

- btl-a4

binayre pirate - } 12 pts
total= 100pts

The idea of this list is to use the 5 dice at range one to cripple ships. idealy you position your ships (the z-95 is a blocker) so that wherever your open goes they will have at least one y wing bearing down on them.

Howdy

My advice: never run autoblaster with title.

Having only 2 normal dice to work with until range 1 is rough enough, don't limit it to arc too

The turret by itself is plenty powerful. You have a very good chance of ripping a phantom in half in one shot to the point where your two dice innate is completely superfluous.

I'd go further to strip all the aggros (not super important with 2 dice imo). You could get a fifth autoblaster for those points

Lone wolf ndru could also be an idea depending on how you fly

Edited by ficklegreendice

The idea of this list is to use the 5 dice at range one to cripple ships. idealy you position your ships (the z-95 is a blocker) so that wherever your open goes they will have at least one y wing bearing down on them.

I am still kinda new, how do you get 5 dice? I thought that range one bonus only applied to a ships primary weapon and secondary weapons like the blaster turret does not get the bonus, am I wrong?

Edited by bmwrider

The idea of this list is to use the 5 dice at range one to cripple ships. idealy you position your ships (the z-95 is a blocker) so that wherever your open goes they will have at least one y wing bearing down on them.

I am still kinda new, how do you get 5 dice? I thought that range one bonus only applied to a ships primary weapon and secondary weapons like the blaster turret does not get the bonus, am I wrong?

You're correct, so you must just be adding things up wrong. Primary (2) + R1 bonus (1) + BTL Autoblaster (2) = 5 dice total.

I'm going to second the no A4 with auto-turrets sentiments. Try this instead:

Syndicate Thug (18) x4
Autoblaster Turret (2)
Unhinged Astromech (1)

Black Sun Soldier (13)
Feedback Array (2)

Total: 99

You fly them loose, aggressive and don't worry about formations. It's fun and scares the crap out of interceptors.

Edited by Teh HOBO

I did try out similar Y-wing, with Auto Blaster Turret and BTL-A4 and it was just bad combination agains anything it came across. Y-wing is good with Blaster Turret or Ion Cannon, even with BTL-A4 Tittle, but I would say that those two dice you get to throw before executing your Seconday weapon shot is not as good as you would think. Enemy still can dodge dodge both shots and Y-wings are not so maneuverable that they would have chance to find a target for the fire arch they would have to use.

played against 4 y's with btl-a4, agro mech, and ion turrent it was 25 pts each it was very nasty once he thought you were going to get out of arc he would 4k turn and be right back at it might be range 3 didn't matter he was counting on ion to control movement

I'm going to second the no A4 with auto-turrets sentiments. Try this instead:

Syndicate Thug (18) x4

Autoblaster Turret (2)

Unhinged Astromech (1)

Black Sun Soldier (13)

Feedback Array (2)

Total: 99

You fly them loose, aggressive and don't worry about formations. It's fun and scares the crap out of interceptors.

No self respecting Interceptor player would allow you to make R1 with this list. It would get torn apart I'm afraid.

played against 4 y's with btl-a4, agro mech, and ion turrent it was 25 pts each it was very nasty once he thought you were going to get out of arc he would 4k turn and be right back at it might be range 3 didn't matter he was counting on ion to control movement

No self respecting Interceptor player would allow you to make R1 with this list. It would get torn apart I'm afraid.

I am sure that jousting style movement would work great with the Y-wings, but the thing is that most advanced players would not fall to that trap at all and would do side attacks and then those Y-wings would get torn apart like mentioned above.

Intercepors would be very effective against those low agility ships with clumsy movement dial. Y-wings work with turrets best against anything! But that is just my opinion :)

I think once you play against this list with ion not auto with a experienced player you'll see that this is probably the best list to come out of scum

I agree!!! 4xYs with title, Agro, ion cannon checks most of my boxes: durable, a lot of red dice and control.

I am 3 games in with this list and have beat dual IGS twice and triple bounty hunters. I am excited to play it more and more as it is just THAT strong.

Edited by stownfox