3 yv666

By TheOz, in X-Wing

Hi everyone! This my first post, but I've been a long time reader for this forum. I would love some input and opinions on a 3 yv666 build. I got the idea yesterday and can't help but think it should really lay down some fire power and be one hell of a tank build. My upgrade thoughts were mercinary copilot and tactician on all three, but other suggestions are all welcome.

3x trandoshan slaver, tactician and mercinary copilot (99points)

Could be a solid build but I don't think the co-pilot is pullin' much weight. I'd recc. doin somethin like: intel agent and fins on all 3 or mixing up upgrades. Throw Greedo on 1, and K4 sec droids on the other 2.

might i Reccomend

Razzi with K4 and weapons Engineer

Scrub yv- greedo Tact Jammer

Scrub yv- Tact jammer

Fly Razzi behind the scrubs, using them to give her more defense dice (as she'll be the target) allowing the TL's she has to be used to assure scrubs attacks hit.

Welcome! In my opinion I think you will definitely need to come up with a pretty good deployment solution. Because the dial is pretty bad. Most likely enemy ships will stay out of range as long as possible then kturn behind you where you can't shoot and just follow you around. You will need to have each YV covering each other's back and that makes for some difficult flying especially with a limited dial and asteroids. IMO I think it will fit nicely with either a firespray and some z95s/turreted hwks or ywings or paired with an IG and some filler ships. Against fat turrets it May do well but against agile ships it will get shredded.

Edited by Jaden Ckast

Thanks for the suggestions and I would love to try it. It would be a challenge but I can't help but look at those numbers and think this is a lot of ship for the points, and yes they are not turrets but 180 takes up a lot of range. And that's kind of why I like those crew cards, range 3 boosts crits, range 2 deals stress, and range 1 rolls 4 dice. And the 3 equal ships does mess with target priority, which is good as well, I mean they gotta burn through 36 hp. But if their piloting becomes too difficult against arc dodgers then I could just try engine on all of them lol. Yeah only time will tell how good the generic really is but I feel it would be a pretty crazy to sit across from this list or to pilot it lol, but hey if people can have fun with shuttle filled lists of the past, I feel this is clearly better then at least that.

My current go to is: K4 Security Droid and Inertial Dampeners on each. It's done very well for me.

Thanks for the suggestions and I would love to try it. It would be a challenge but I can't help but look at those numbers and think this is a lot of ship for the points, and yes they are not turrets but 180 takes up a lot of range. And that's kind of why I like those crew cards, range 3 boosts crits, range 2 deals stress, and range 1 rolls 4 dice. And the 3 equal ships does mess with target priority, which is good as well, I mean they gotta burn through 36 hp. But if their piloting becomes too difficult against arc dodgers then I could just try engine on all of them lol. Yeah only time will tell how good the generic really is but I feel it would be a pretty crazy to sit across from this list or to pilot it lol, but hey if people can have fun with shuttle filled lists of the past, I feel this is clearly better then at least that.

The shuttles are similar since their dial is not very good as well except they still have a kturn and also they are only 21 points meaning you can field 4 of them if you wanted and still have room for upgrades. With the YVs if you run 3 that leaves 13 points which gives you a little play with upgrades but you'll need to be very selective. Also having no kturn and a limited dial, piloting them efficiently will be crucial to its success. There will be very little room for errors even with engine upgrade. Basically the key to this list will be how well you pilot them and wether or not you allow enemies to get behind you. Once they are behind you better believe they are gonna stay there for as long as possible. I think the yvs will really shine when used with only 1 in a list. Think of a firespray staying at the rear of the YV the whole time or as much as possible. Kath fills this roll perfectly! The YV focuses on anything in the front while Kath shoots anything that decides to come at the YV in the rear with an extra red dice mind you. This leaves you with 33 points to fit whatever else you want in there or up your pilot of the YV to one of the named pilots. Either way I think you'll want something following the yv's tail preferably a turret or aux arc. I think 2 yv's would be the max I would do and then plunk some ywings or hwks behind with turrets. 3 yvs is pushing it tho IMO.

Shuttles don't have a k-turn

I'd probably run...

Trandoshan Slaver
Trandoshan Slaver + Greedo
Moralo Eval + HLC

My current go to is: K4 Security Droid and Inertial Dampeners on each. It's done very well for me.

The 666 has a native 0 on the dial. It's a waste of points to put Dampeners on all 3. The only possible use would be a native stall one turn, followed by (white) stall from the discard and second stress that would leave you in bad way. It's a one off trick as the first time you double stall you've telegraphed your entire squads surprise ability.

If you really like that double stall there are more efficient ways to do it - such as a support ship with Wingman EPT to clear the stress.

Alternatively, run one 666 as per your setup and partner with some ionisers to maximise your enemies in arc time while you're stalled. It would take some setting up/practice to pull off, but even if you don't manage it you've still got the control element as a backup.

Dampeners seems like a waste on a ship with a 0 maneuver - until you run it and decide you need to change your maneuver - albeit this works better on higher pilot skill ships than on the slaver.

Shuttles don't have a k-turn

Your right, just shows how long it's been since I've flown one hahaha. Too much scum for me.

Actually, the Damps are there in case you need to stop and you're already stressed for some reason. Not all of them are going to use it at the same time. I've only used it about 50% of the time, usually on one ship the entire game, but when I did use it I'm glad I did.

Edited by MegaSilver