YYYYY + Autoblaster Squad?

By megamen, in X-Wing

hi folks!

I don't get to play xwing very often, as it is my friend that collects and I just play with him. Last weekend I ended up playing Scum and got wiped due to his limited selection of ships (he wouldn't let me proxy... So I ended up wasting like 20 pts on upgrades I didn't need).

If I had free reign, I would have run five ywing each with an Autoblaster turret. Have you encounter anything like this? How did it perform? Would it be better to mix turrets and the BTL title?

I think it is good simply because it has SO many hit points, and uncancelable hits make up for throwing fewer dice (I think).

The fourth ship should be called Delilah

I a timed environment it will be a nightmare to fly against - 40 hitpoints on the table, even behind just one agility is a lot to chew through. Your issue will be doing enough damage against other hitpoint heavy builds. BBBBZ, for example.

Spread your ships out a bit though, and it will mince low hit point ships which rely on agility dice or arc dodging like TIE Interceptors or TIE Fighters.

Thug Life!

Yes, that list has very good potential. At one of the SC I went to with ~40 people, that list made top8. It is very solid, with good matchups against the elite arc dodgers (fel, whisper), and big ships (Han, RAC). It has some problems against rebel swarms (like BBBBZ as mentioned above). But overall, no huge weaknesses, and I would say is a bit more beginner friendly since you put a ton of pressure on your opponent to not fly into R1.

yeah I would try to fly them in roughly 5 pt star formation...all at range 1.5 of one another so you cover a huge range 5ish arc with overlap. God help the poor bastard that lands in the middle of all that. I think this goes without saying but I would also NOT put BTL title on this.

Sounds fun, though, I think i'd like to try it out.

Lots of soak, but not much firepower. It's not that hard to stay out of Range 1 of Ys, so against a competent opponent you're probably going to have a very tough time achieving a complete victory within 75 minutes, and forget it at 60. You might win enough to disregard your MoV, but your MoV is probably not going to be great if it comes down to that.

I think you should run 3 w/o title (BTL-AR) and 2 with.

The 2 with title could be your dedicated blockers and the ones you try to throw into your opponents way. The others attack from different angles and try to utilize that range 1 bubble of unavoidable dice.

I think it is actually a fairly solid squad. The only matchups it would struggle against are turreted ships with EU. The Ys really don't have the dial to keep up after the initial engagement. Arc-dodgers would have a difficult time trying to avoid that many range 1 bubbles.

The issue I see is that while you are guaranteed hits would go through, they can still block crits - and it is crits that will take down a larger ship. Against Interceptors and Phantoms they would just dance around range 2 or 3 meaning you'd never fire.

Yes, that list has very good potential.

It's a list that runs five copies of an upgrade that requires careful positioning to use effectively. Unfortunately, Gold Squadron Pilot and Syndicate Thug don't have the dial, upgrade bar, or pilot skill to position effectively.

So yes, you have 40 hit points and you'll rarely get tabled in 60 minutes. If you just want to put it on the table to say you did it, then go ahead. But you'll be beaten handily by just about anything that can position effectively, as well as by other lists that rely on hit points rather than Agility to last.

Yes, that list has very good potential.

It's a list that runs five copies of an upgrade that requires careful positioning to use effectively. Unfortunately, Gold Squadron Pilot and Syndicate Thug don't have the dial, upgrade bar, or pilot skill to position effectively.

So yes, you have 40 hit points and you'll rarely get tabled in 60 minutes. If you just want to put it on the table to say you did it, then go ahead. But you'll be beaten handily by just about anything that can position effectively, as well as by other lists that rely on hit points rather than Agility to last.

Robert I've run a very similar squad, and it's not as difficult to pin down ships as you might think, even crazy arc dodgers. If you can control the middle, and get on the inside of their turns, you can catch up and pin them down.

Mux + Autoblaster

x3 Y + Autoblaster

Spice Runner + Autoblaster and Greedo

It's surprising how much hate Greedo instills, It seems Han Solo isn't the only one who wants to shoot him.

Yes, that list has very good potential.

It's a list that runs five copies of an upgrade that requires careful positioning to use effectively. Unfortunately, Gold Squadron Pilot and Syndicate Thug don't have the dial, upgrade bar, or pilot skill to position effectively.

So yes, you have 40 hit points and you'll rarely get tabled in 60 minutes. If you just want to put it on the table to say you did it, then go ahead. But you'll be beaten handily by just about anything that can position effectively, as well as by other lists that rely on hit points rather than Agility to last.

Robert I've run a very similar squad, and it's not as difficult to pin down ships as you might think, even crazy arc dodgers. If you can control the middle, and get on the inside of their turns, you can catch up and pin them down.

Mux + Autoblaster

x3 Y + Autoblaster

Spice Runner + Autoblaster and Greedo

It's surprising how much hate Greedo instills, It seems Han Solo isn't the only one who wants to shoot him.

Maybe I should get your list on the table. I played 5x Gold + Autoblaster a couple of times back when you could only proxy this stuff, and I really struggled at that time to put down major metagame threats like Whisper and Han, let alone Decimators.

As long as your goal is to get 1-2 Autoblaster shots in a round, rather than 5, it might be a lot more doable than I'm imagining. But I still think 4 Y-wings (or 3 with a couple of non-Y escorts) will make for a stronger list...

Yes, that list has very good potential.

It's a list that runs five copies of an upgrade that requires careful positioning to use effectively. Unfortunately, Gold Squadron Pilot and Syndicate Thug don't have the dial, upgrade bar, or pilot skill to position effectively.

So yes, you have 40 hit points and you'll rarely get tabled in 60 minutes. If you just want to put it on the table to say you did it, then go ahead. But you'll be beaten handily by just about anything that can position effectively, as well as by other lists that rely on hit points rather than Agility to last.

Robert I've run a very similar squad, and it's not as difficult to pin down ships as you might think, even crazy arc dodgers. If you can control the middle, and get on the inside of their turns, you can catch up and pin them down.

Mux + Autoblaster

x3 Y + Autoblaster

Spice Runner + Autoblaster and Greedo

It's surprising how much hate Greedo instills, It seems Han Solo isn't the only one who wants to shoot him.

Maybe I should get your list on the table. I played 5x Gold + Autoblaster a couple of times back when you could only proxy this stuff, and I really struggled at that time to put down major metagame threats like Whisper and Han, let alone Decimators.

As long as your goal is to get 1-2 Autoblaster shots in a round, rather than 5, it might be a lot more doable than I'm imagining. But I still think 4 Y-wings (or 3 with a couple of non-Y escorts) will make for a stronger list...

That would be fun Robert, I don't think we've ever played. I think that you might right that a few Y-wings plus something else might be better. Not sure what that something else is yet. Autoblaster turrets are pretty good in the current Meta.

The list I really like with AutoBlasting Y-Wings:

2x Y-Wings w/Autoblaster Turret, Unhinged Astromech, Bomb Loadout, Proximity Mines

2x Y-Wings w/Autoblaster Turret, Unhinged Astromech, Bomb Loadout, Proton Bombs

Though, there's a lot you can do with Y-Wings. I have a Dual Ion Warthhogs and Dual Autoblast Y-Wings combo I want to try out; all loaded out with Bombs as well.

You all know the tune:

Y! Y! Y! DutchVander!

Gold Squadron Pilot (21) Y-Wing (18), BTL-A4 Y-Wing (0), R2 Astromech (1), Autoblaster Turret (2)

Gold Squadron Pilot (23) Y-Wing (18), BTL-A4 Y-Wing (0), R2 Astromech (1), Flechette Torpedoes (2), Autoblaster Turret (2) Bomb Loadout (0),Seismic Charges (2)

Gold Squadron Pilot (25) Y-Wing (18), BTL-A4 Y-Wing (0), R3-A2 (2), Ion Cannon Turret (5)

“Dutch” Vander (31) Y-Wing (23), R7-T1 (3), Ion Cannon Turret (5)

Or
Gold Squadron Pilot (22) x 2 Y-Wing (18), BTL-A4 Y-Wing (0), Bomb Loadout (0), Autoblaster Turret (2), Seismic Charges (2)
Gold Squadron Pilot (27) Y-Wing (18), BTL-A4 Y-Wing (0), R3-A2 (2), Bomb Loadout (0), Ion Cannon Turret (5), Seismic Charges (2)
“Dutch” Vander (28) Y-Wing (23), R7-T1 (3), Autoblaster Turret (2)
Edited by Funkleton

I've played the Thug Life list and saw it played at a recent tourney by a good player. It is very tanky and punishes mistakes, but I'm not yet convinced it's a good list as a lot of the better lists making the rounds own it pretty hard. Whisper/Chiraneau never get caught in the Range 1 web, Han runs circles around it, BBBBZ just smacks it in the mouth. TIE Swarm wouldn't like it as an agility-based jouster, but you don't see swarms making the rounds much these days. It would counter Autoblaster Dash pretty well, however, though he could certainly pick his spots to minimize return damage. Soontir and other Interceptors would certainly ride the edge of danger with this one.

Overall, I'm not convinced it's the theme to use to maximize Y-Wings, but am willing to give it more time.

While this is obviously a subjective assessment, 5 auto-blaster Ys seems deadliest to the player using it because it looks incredibly boring

I've really taken a shine to auto-blaster Ys, but spamming five of them is really putting all eggs into a single Range 1 basket. I can't help but feel you'd be better off diversifying the list a little, even if it is only to swap some Ys out for Mangler Scyks

at the very least, it'll vary the lists strengths and playstyle

Edited by ficklegreendice

I'm not a fan of Autoblaster turrets and mines/bombs. The reason for this is, often times players will run from auto blasters, especially high agility low hull ships. If these ships are in front of you, you won't get your mines/bombs off. If you run bombs/mines, the Ion turret is much better. I also wouldn't recommend the BTL-A4 title with Autoblasters. The range 1 is limiting enough.

Edited by mrfroggies

Thanks folks! I don't know if I will ever get to play it, but it is good to hear it isn't completely crazy!

I think you have to fly this squad with the mentality that you are flying 5 mobile proximity mines with 8 hitpoints a piece.

I'll have to go home and play with against myself with 5 Y's with Autoblasters. I hear what some of you are saying, but it seems to me if you space them out properly, even Whisper is going to have a hard time darting in and out without, at some point, getting caught in a web of evade-less attacks. With a range 1 circle around each ship, that's a lot of real estate you can cover with autoblasters.

With this list while it wouldn't have the same name apeal, it might be worth taking bans pirate blockers

Binayre Pirate — Z-95 Headhunter 12

Inertial Dampeners 1

Binayre Pirate — Z-95 Headhunter 12

Inertial Dampeners 1

Syndicate Thug — Y-Wing 18

Autoblaster Turret 2

Syndicate Thug — Y-Wing 18

Autoblaster Turret 2

Syndicate Thug — Y-Wing 18

Autoblaster Turret 2

Binayre Pirate — Z-95 Headhunter 12

Inertial Dampeners 1

Three blockers can control pretty well for 4 potential unblocked shots.

It sure SEEMS good.

And heck, people are winning with the 7 x Feedback swarm. So why can't 5 x ABT Y Wings work? I'd fly it. Though it means another Most Wanted purchase...

The fourth ship should be called Delilah

Does getting that joke make me really old or really cool?

I've played this squad with some success. The 3 green's really helps to keep these guys a threat at all ranges and the prince is the heavy hitter passing off damage to the sponges.

Prince Xizor (31)
Advanced Sensors (3)
Autothrusters (2)
Virago (1)
Syndicate Thug (18)
Autoblaster Turret (2)
Unhinged Astromech (1)
Syndicate Thug (18)
Autoblaster Turret (2)
Unhinged Astromech (1)
Syndicate Thug (18)
Autoblaster Turret (2)
Unhinged Astromech (1)
Total: 100

I've played this squad with some success. The 3 green's really helps to keep these guys a threat at all ranges and the prince is the heavy hitter passing off damage to the sponges.

Prince Xizor (31)
Advanced Sensors (3)
Autothrusters (2)
Virago (1)
Syndicate Thug (18)
Autoblaster Turret (2)
Unhinged Astromech (1)
Syndicate Thug (18)
Autoblaster Turret (2)
Unhinged Astromech (1)
Syndicate Thug (18)
Autoblaster Turret (2)
Unhinged Astromech (1)
Total: 100

I flew this list in a store tourney, swapping Kavil + Blaster Turret + Agromech + Engine Upgrade + Push the Limit instead of Xizor. Range 1-2 4-dice target locked turret shots? Yes please!