YYYYY + Autoblaster Squad?

By megamen, in X-Wing

My personal Y-wing experience came through

guri (predator, thrusters)

cartel (title, mangler, hull)

thug (auto-blaster, unhinged) X 2

it's perhaps my favorite scum squad alongside Xizor's exterminators, but I need more time with them

So far, they've been run in several games against whisper + kath, and they've been the ones to drag whisper down both times (though it's really bloody difficult to get them in range 1, it's less difficult to corral the phantom into the arcs of guri and the cartel and then finish her off when she gets cocky/desperate). Most surprisingly, though, they were actually really solid against the firespray.

The basically 2 damage per shot is not at all bad when there's no lucky evades canceling damage, and kath isn't exactly a very efficiency points per health ship. Plus, while the range is puny, having the turret advantage still turned out to be very nice when engineering blocks (and, unlike feedback, you can actually use the 360 degree benefit without frying your Z like an idiot against ships with far more health)

Behold, my newest idea! Barrel Rolling Kavil with Autoblaster!

Kavil + Autoblaster Turret + Expert Handling

Syndicate Thug + Autoblaster Turret

Syndicate Thug + Autoblaster Turret

Syndicate Thug + Autoblaster Turret

Binarye Pirate

100 pts

It is literally 1 pt from perfection though, since that Kavil REALLY wants Unhiged Astromech. So I guess we do some cannibalizing somewhere. I'll have to decide on something...

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).

I flew this once in a casual untimed game. It was surprisingly effective, but it was a bore to play. Basically what you do is move your blob of 40 hit points towards your opponent in a spread out loose formation and grind your 40 hit points against theirs until you win. There really isn't any strategy involved and it wasn't very fun to fly.

Behold, my newest idea! Barrel Rolling Kavil with Autoblaster!

Kavil + Autoblaster Turret + Expert Handling

Syndicate Thug + Autoblaster Turret

Syndicate Thug + Autoblaster Turret

Syndicate Thug + Autoblaster Turret

Binarye Pirate

100 pts

It is literally 1 pt from perfection though, since that Kavil REALLY wants Unhiged Astromech. So I guess we do some cannibalizing somewhere. I'll have to decide on something...

Drop the Pirate, and Give the Thugs Unhinged Astros and Bombs/Mines of some variation.

~MegaSilver, who generally argues for more ships in general, but those Ys needs some Greens.

Edited by MegaSilver

The fourth ship should be called Delilah

It's the name of the gun.

Here we go:

Kavil + ABT + Expert Handling + Flechette Torp + Unhinged

3 xThug + ABT + Unhinged + Flechette Torp

Maybe the Flechette Torp has a use on the ABT Y Wing? Idk. I feel like if I'm putting 5 pts of upgrades on the Y Wing, I am better off running ICT + BTL-A4 for the same cost.

I think the original list will just have to be deemed a bust, but r at least "near perfect". If Kavil is thrown in as an ABT carrier, I just can't think of much else to spend those 2 pts on besides Expert Handling. Maybe R4 on Kavil to make the 3 dice ABT even more deadly.

The fourth ship should be called Delilah

Delilah's not the name if the ship.

It's the name of the gun.

Six men came to kill me one time. And the best of 'em carried this. It's a Callahan full-bore auto-lock. Customized trigger, double cartridge thorough gauge. It is my very favorite gun.

...I call her Vera

More games!

Had the ultimate test today versus soontir, thurr, and whisper (jesus...) against the guri/cartel/double Y list. I gushed about the cartel in the Scyk thread, so now it's the Y's turn. Sadly, they were gunned down with extreme prejudice, but not without first causing considerable damage (would've been more without some particularly fortunate opposing red dice...)

Y-wing 1 plopped two damage on soontir, kept Thurr in range 1 of Guri (who one-shot the little bastard), and later blocked Soontir to let the Mangler Scyk mangle him at range 3.

Y-wing 2 should have murdered soontir the turn after Y-wing 1 plopped two damage, but he got 2-shot by whisper.

Auto-blaster Ys are incredibly fun and indicative of a really great S&V theme ("relevant" generics, meaning even Whisper is scared of these guys) but it's by no means a done deal. Interceptors are far more manageable than Ms. de-cloak and barrel-roll, to the point where they're more of an asset when it comes to controlling the phantom's positioning than blasting through its dice. Having two ships that are effective at long range (Mangler Scyk and Guri) seem to be integral to getting them to work.

Edited by ficklegreendice

I had the chance to play 'Thug Life' tonight. Went 2-1 and finished 4th due to low MOV. I didn't get tabled, but I didn't table anyone either. I managed to beat a 3 tie interceptor list (Carnor, Fel and Turr) and a Chewie/Leebo list. I lost to 2 B-wings and an E-wing (Etahn, Ten, and blue).

I thought it was really fun to play, it was interesting watching so many heavy hitters running from Y-wings. Still not enough firepower for the most part. The Chewie player flew his falcon into 4 range 1 shots in 1 round, then split his fire the next round trying to set leebo up. I was able to drop chewie and strip leebo's shields while losing 2 Y's.

I love the Y-wing so I'll keep tweaking lists. My 3 loaded up Y's with Kavil and 2 thugs went 1-5 at the SC so that list is dead to me!

I purposely went out of my way to acquire the Ys for this nuild and I have run the 5 Ys with Autoblaster Turrets to some very strong results.

The secret is flying the Ys very aggressively and blocking opponents. Flying through rocks and doing crazy red maneuvers constantly keeps the opponents from avoiding you too easily.

I have flown it twice so far and beat a Fat Chiraneu with Soontir squad and a dual IG2000 squad. Both games I won at the 60 minute and 75 minute mark on points. This squad has the benefit of being very viable at both time limits since it's hard to kill in 60 and yet has the staying power to hang on through 75 and turn around a potential loss. Something that not all squads excel at.

Yes it sucks rolling crits on the autoblaster shots, but the overall tankiness of the Ys keeps you in the game even with bad luck rolls. i had some issue tracking down quicker ships, BUT if you have all 5 Ys it is much easier to get shots on the arc dodgers. You need to go right at any dodgy ship right away with all 5 Ys before going against any slower targets to get best results.

The biggest weakness I can forsee was the mentioned horrible match-up against any squad with multiple B Wings, especially 4 of them. Bs are great for the same tanky reasons and the autoblasters provide little benefit against them. It's not a totally lost cause though, but it would be a tricky match-up that I will need to formally play-test before I would commit to this as a tournament list.

I have to say, "aggressive" is definitely the right word for it, followed closely by "unhinged" :P

I just love S&V generic Zs and Ys. They're so cheap and unassuming, but out of all the ships in X-wing they're the least afraid of a good old fashioned slugfest ^_^

YYYY unhinged, titles, two ion turret two blaster turret, ions fire free, blasters fire on focus. Slide forward and push out hard to k turn before edge and 're engage w, unhinged to deal with Dodgers and roll 5 dice per with ions from two.

Two rounds 61 pt deci and that many hits and ion on the nippy arcers works wonders

Played against in a recent tourney. It is a tough list. Ecked out a modified win using phantoms and tie's.....really tough to play against.

YYYY unhinged, titles, two ion turret two blaster turret, ions fire free, blasters fire on focus. Slide forward and push out hard to k turn before edge and 're engage w, unhinged to deal with Dodgers and roll 5 dice per with ions from two.

Two rounds 61 pt deci and that many hits and ion on the nippy arcers works wonders

I literally have no idea what you're trying to say, here.

Well, I am glad to hear it is somewhat viable. At least it provides an alternative to BBBBZ.

To those who recommend dropping down to 4 ywings, I think that list would easily fall to a four bwing squad (bwings are better than ywings).

Well, I am glad to hear it is somewhat viable. At least it provides an alternative to BBBBZ.

To those who recommend dropping down to 4 ywings, I think that list would easily fall to a four bwing squad (bwings are better than ywings).

eh......no they're not

B-wings are more effective in certain capabilities than Y-wings and vice versa. In the specific case of auto-blaster Y-wings, B-wings are about the last ship you want to run into because they have a crapton of health and only one green die to lose (plus the amount of dice they spit out per points makes them more fearsome than the 0 agility decimator). In the case of ion cannon turret Y-wings, however, the situation is flipped right the **** around.

The specific case of the B versus Y match-up is just another reason why one should aim for variety in your squadrons rather than rely on spam. When you run the exact same thing, you stack the same strengths and weaknesses and skew your lists against specific match-ups.

YYYY unhinged, titles, two ion turret two blaster turret, ions fire free, blasters fire on focus. Slide forward and push out hard to k turn before edge and 're engage w, unhinged to deal with Dodgers and roll 5 dice per with ions from two.Two rounds 61 pt deci and that many hits and ion on the nippy arcers works wonders

I literally have no idea what you're trying to say, here.

Simplifying for you

Y wing

unhinged astromech

title btl

ion turrets and blaster turrets (2 of each)

Gets you a nice open green dial, sure you have a red k turn at 4 but it allows for the instant use of secondary after offloading primary shots albeit you need focus to do so with the blasters and all in front arc but you still get a heavy roll of damage that should put anything down very fast and facing a swarm rather than approaching a large fat ship of mass health you have your free dial to fall back on, in the event of passing your target, lock on before you do and shoot away at 3 then 4kturn and start at 1 to close in,

Yes this is scum list but it makes for a very strong 4 ship list, the only problem being blockers and chosing your dial well

YYYY unhinged, titles, two ion turret two blaster turret, ions fire free, blasters fire on focus. Slide forward and push out hard to k turn before edge and 're engage w, unhinged to deal with Dodgers and roll 5 dice per with ions from two.Two rounds 61 pt deci and that many hits and ion on the nippy arcers works wonders

I literally have no idea what you're trying to say, here.

Simplifying for you...

I didn't need it simplified, I needed it written using English grammar.

As for the actual content, I don't like Blaster Turrets without either Recon Specialist or R4 Astromech, and I don't think four Y-wings with the BTL-A4 title are a good plan at all. They're excellent jousters, but they get taken apart by ships that are able to maneuver and reposition at PS3 or higher.