Share you thoughts.
If you don't know the build its 4 Y wings (syndicate thug) with BTL-A4 + Ion Cannon Turret + salvaged astromech, some use R4 agromech others the unhinged astomech, what do you prefer and why.
Edited by bmwriderShare you thoughts.
If you don't know the build its 4 Y wings (syndicate thug) with BTL-A4 + Ion Cannon Turret + salvaged astromech, some use R4 agromech others the unhinged astomech, what do you prefer and why.
Edited by bmwriderBoth work really well. Unhingy makes the Y-Wings much more manueverable (and unpredictable), the Aggro boosts their damage output.
Both work really well. Unhingy makes the Y-Wings much more manueverable (and unpredictable), the Aggro boosts their damage output.
Do you think the damage increase is significant considering the low number of dice rolled on the blaster and the fact that the ion only needs on hit? I have not tried both yet.
With stress becoming a very real part of the current meta, I favor any upgrade that does not require an action or helps to clear stress. A forward shooting only Y-wing NEEDS Unhinged.
If I'm running 4 ships I like the unhinged, but I only run 1 or 2 with BTL and ABs instead of Ions (I prefer to focus down and kill a ship dead rather than try to play the Ion game). With Soontir and his TIE-Int buddies making a comeback (thanks to Auto-Thrusters) that Green 3 band just gives them fits. It also gives you enough points that you can squeeze a bomb onto a guy for more shenanigans.
Normally though I like running the 5 PS2 Thugs with ABs (this was my original Thug Life that took me to Top 8 in the Store Championship series in SoCal)...with 2 having BTL 5 Y-wings (40 damage points) being able to potentially drop 10 unanswerable hits on a ship (enough to kill anything except a Falcon or Deci in 1 round) has an immediate psych effect and forces quite a few players to suddenly try to change up their flying as they endeavor to stay out of R1. Once you have your opponent outguessing himself it becomes a lot easier to stay in formation, accept damage on the way in, and pin ships down for the quick kill (unless the dice are being petulant that day...but them very few lists can survive the ill will of the Dice Gods).
Edited by kell553If I'm running 4 ships I like the unhinged, but I only run 1 or 2 with BTL and ABs instead of Ions (I prefer to focus down and kill a ship dead rather than try to play the Ion game). With Soontir and his TIE-Int buddies making a comeback (thanks to Auto-Thrusters) that Green 3 band just gives them fits. It also gives you enough points that you can squeeze a bomb onto a guy for more shenanigans.
Normally though I like running the 5 PS2 Thugs with ABs (this was my original Thug Life that took me to Top 8 in the Store Championship series in SoCal)...with 2 having BTL 5 Y-wings (40 damage points) being able to potentially drop 10 unanswerable hits on a ship (enough to kill anything except a Falcon or Deci in 1 round) has an immediate psych effect and forces quite a few players to suddenly try to change up their flying as they endeavor to stay out of R1. Once you have your opponent outguessing himself it becomes a lot easier to stay in formation, accept damage on the way in, and pin ships down for the quick kill (unless the dice are being petulant that day...but them very few lists can survive the ill will of the Dice Gods).
Gleep! Formatting, much?
If I'm running 4 ships I like the unhinged, but I only run 1 or 2 with BTL and ABs instead of Ions (I prefer to focus down and kill a ship dead rather than try to play the Ion game).
With Soontir and his TIE-Int buddies making a comeback (thanks to Auto-Thrusters) that Green 3 band just gives them fits. It also gives you enough points that you can squeeze a bomb onto a guy for more shenanigans.
Normally though I like running the 5 PS2 Thugs with ABs (this was my original Thug Life that took me to Top 8 in the Store Championship series in SoCal)...with 2 having BTL 5 Y-wings (40 damage points) being able to potentially drop 10 unanswerable hits on a ship (enough to kill anything except a Falcon or Deci in 1 round) has an immediate psych effect and forces quite a few players to suddenly try to change up their flying as they endeavor to stay out of R1.
Once you have your opponent outguessing himself it becomes a lot easier to stay in formation, accept damage on the way in, and pin ships down for the quick kill (unless the dice are being petulant that day...but them very few lists can survive the ill will of the Dice Gods).
FTFY
Edited by DraconPyrothayanIf i play the Y-Wings with Autoblaster turret, i take unhinged to pounce to range 1 asap.
If i play Blaster turrets, i play Agromech because you need the additional TL for your Blaster shot to be accurate.
With Ion cannon most of time i would go Agromech too, but i could also see the reasoning behind Unhinged!
I really like what the Unhinged Astro does for the Y-Wing dial, especially with an Autoblaster Turret and no title, but honestly I found the Agromech to provide much more consistent damage output, especially at Range 1, for an Ion A4. The Y-Wing has no trouble slowly following an ionized target, and while you're not always going to be able to focus (a K-Turn after the first pass works great if you can't come in from the flank), I found that often times I could hang onto the target lock for the following round. Two or three red dice plus the follow-up of three more ion dice did very well, and the Agromech provides some flexibility too (once I threw a hit and two blanks on my ion shot, so I spent the focus just to get the target lock to reroll those two blanks).
I really like what the Unhinged Astro does for the Y-Wing dial, especially with an Autoblaster Turret and no title, but honestly I found the Agromech to provide much more consistent damage output, especially at Range 1, for an Ion A4. The Y-Wing has no trouble slowly following an ionized target, and while you're not always going to be able to focus (a K-Turn after the first pass works great if you can't come in from the flank), I found that often times I could hang onto the target lock for the following round. Two or three red dice plus the follow-up of three more ion dice did very well, and the Agromech provides some flexibility too (once I threw a hit and two blanks on my ion shot, so I spent the focus just to get the target lock to reroll those two blanks).
I was wondering if you could spend a focus token without rolling any focus on your attack, is there an faq for that?
I was wondering if you could spend a focus token without rolling any focus on your attack, is there an faq for that?I really like what the Unhinged Astro does for the Y-Wing dial, especially with an Autoblaster Turret and no title, but honestly I found the Agromech to provide much more consistent damage output, especially at Range 1, for an Ion A4. The Y-Wing has no trouble slowly following an ionized target, and while you're not always going to be able to focus (a K-Turn after the first pass works great if you can't come in from the flank), I found that often times I could hang onto the target lock for the following round. Two or three red dice plus the follow-up of three more ion dice did very well, and the Agromech provides some flexibility too (once I threw a hit and two blanks on my ion shot, so I spent the focus just to get the target lock to reroll those two blanks).
Yes you can! They clarified (for Garvin Dreis, so a while ago haha) that even if you don't have any eyeballs to flip, you can still spend a Focus.
I really like what the Unhinged Astro does for the Y-Wing dial, especially with an Autoblaster Turret and no title, but honestly I found the Agromech to provide much more consistent damage output, especially at Range 1, for an Ion A4. The Y-Wing has no trouble slowly following an ionized target, and while you're not always going to be able to focus (a K-Turn after the first pass works great if you can't come in from the flank), I found that often times I could hang onto the target lock for the following round. Two or three red dice plus the follow-up of three more ion dice did very well, and the Agromech provides some flexibility too (once I threw a hit and two blanks on my ion shot, so I spent the focus just to get the target lock to reroll those two blanks).
I'm testing out my various "Thugzapper" lists, which is pretty much some combination of Thug+Unhinged+Autoblaster Turrets (21 points each) and Z95's with Feedback array. Unhinged all the way!
If you're running 4x BTL-A4s, you need more green on that dial. Otherwise, you're too predictable, and too vulnerable to being picked apart by a good player with maneuverable ships.
It doesn't matter how good your guns are when you can't bring them to bear.
really havent tried Thug Life: Is it really that good?
Esp: if you only get 1 Y at 20pts with Auto-turret is it worth it?
I use R4 with or without BTL: Without its a really really accurate ion shot, which is worth the points. Nearly always guaranteed. With BTL actually hasn't been that great. Being R2 for the double shot takes practice. Easy to run away from as the enemy and negate a large part of your list's firepower.
Also, Ys have sucky normal greens:
Unhinged with BTL or without are good and worth the 1 point.
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Now: Are Bombs with Genius on one worth it???
Still haven't tried bombs with Genius. I plan to very soon. ![]()
I swear by Unhinged+Autoblaster turret (no title) version of Thugs. Add Z's with Feedback array for flavor. ;-)
I can see the merits of either the agro or the Unhinged, but personally if your using Y-wings without turret then they really do need any extra help with movement they can get.
You can always be a Rebel and go with the R2 Astromech. Less speed than the Unhinged, but better knife-fighting ability.
I'm a fan of unhinged with title & ion.
Agro is standard with blaster (No title).
I like to mix one of each in a list.