Making the most of the YV-666

By malladin.ben, in X-Wing

I've been having some thoughts about the YV-666 and the possible different builds with it, but have only had the one chance to fly it yet, so I thought I might put a few ideas down here and see what people thought and get the benefit of some greater experience...

Firstly, some builds for the named pilots:

Bossk:

You want to cause crits, but also make sure you can hit things. I really like the idea of using HLC with Calculation or marksmanship to get the extra crit over a mangler cannon. I think the synergy with recon spec and calculation seems decent, with the chance to spend both focuses to get a decent chance of hitting for lots. I also think an engine upgrade is great on Bossk, given his high-ish pilot skill. I think this build is quite a glass cannon, so I'd be looking to pair it with something to distract attention away from him. TLT Ys seem appropriate atm.

Bossk (YV-666), Calculation, Heavy Laser Cannon, Recon Specialist, Engine Upgrade (50)

Syndicate Thug (Y-Wing), Twin Laser Turret, Unhinged Astromech (25)

Syndicate Thug (Y-Wing), Twin Laser Turret, Unhinged Astromech (25)

If you can afford a few more points on him, I wonder about K4 Security Droid and/or Outlaw Tech to maximise tokens, or Greedo to turn one of those hits back into a crit.

Moralo Eval:
With this pilot you really want a cannon. Personally, I value the HLC much more highly than the Mangler cannon, so I'd go for that as the starting point. At PS 6 without an EPT the advantage of the Engine Upgrade starts to become a bit more debatable, but given that one of its weaknesses will be swarmy low PS lists, I think it's probably still worth it. For crew, the recon spec seems less useful on a 1 agility ship, so I'll go for a K4 and tactician (which ties in nicely with the fact that you're going to be making good use of that extended firing arc with the HLC and his ability).
Moralo Eval (YV-666), Heavy Laser Cannon, K4 Security Droid, Tactician, Glitterstim (48)

Syndicate Thug (Y-Wing), Twin Laser Turret, R4 Agromech (26)

Syndicate Thug (Y-Wing), Twin Laser Turret, R4 Agromech (26)

Latts Razzi:
With Latts I like the idea of using her as a support ship, buffing the rest of the squad. As such I set a target points based on what I want to fly her with. At the moment I'm really enjoying flying my Khraxz swarm, so if I replace 2 of the Marauders with Latts it seems like a decent trade. A 40 point build then. K4 Security Droid and the Weapons Engineer seem like a decent combo, making it easy to get those target locks, and so you can spend one, but still have one left to shoot if you target something different. It leave 1 point left for something else, but the options are limited. Greedo is a possibility, but he seems best to me on the ship that's going to fire last, so will be less useful in this build. A point for an initiative bid seems the best bet.
Latts Razzi (YV-666), K4 Security Droid, Weapons Engineer (39)
Cartel Marauder (Khirazx) (20)
Cartel Marauder (Khirazx) (20)
Cartel Marauder (Khirazx) (20)

However, from the one outing I had with it, it seems very fragile for a (fairly) high cost large base ship. I think until Scum get a defensive buff card for it it's likely to work best as a stripped-down cheap build. The three upgrades that come to mind are Bossk, Gunner and Tactician. All 3 is 38 points has some good potential, but so has putting just the tactician on, and that leaves you room for glitter stim on 3 marauders.

Cheerio,

Ben

Trandoshan Slaver (YV-666)

I went 5-1 and second place with Tripler Slavers with K4 and Damps. None of my opponents knew how to deal with it. I'll have to wait a while to bring them again. :P

I like Moralo with Bossk riding shotgun.

I'm Krazzi for Razzi. I flew her with K4, Weapon's Engineer, Engine Upgrade, and Bossk pairing her with 2 PS 1 Vipers with Autothrusters. Wrecked stuff.

Going to try again with this Khirahz thingy - some coked out crackshot aces should make the bang big!

I like Moralo with Bossk riding shotgun.

My favorite is Moralo with Ion Cannon, Gunner, Bossk, Tactician, and Engine Upgrade.

Use EU to get into range two of something, fire the Ion Cannon without any modifications - if you land a hit you ionize and stress them - if you miss you get a second fully modified shot plus a second stress. Win-win situation for you.

Bossk:

You want to cause crits, but also make sure you can hit things. I really like the idea of using HLC with Calculation or marksmanship to get the extra crit over a mangler cannon. I think the synergy with recon spec and calculation seems decent, with the chance to spend both focuses to get a decent chance of hitting for lots.

HLC + Calculation + Recon Specialist is 11 points to get 4 dice with a (nearly) guaranteed crit. HLC + Marksmanship saves you a point for almost the same effect. Mangler Cannon sacrifices an attack die, but it works without other upgrades, and it's just 4 points.

In particular, compare Mangler + K4 Security Droid against your HLC + Calculation + Recon Specialist. The Mangler build. Functionally, the Mangler will often be attacking with TL+focus, with a guaranteed crit result. HLC will be attacking with just focus, and will crit a little less often (you have a 15% chance of rolling no focus or crit results). So the Mangler combo will do about 10% less damage on average, but it saves you 4 points over the HLC combo. With those you can afford an EPT, or another crew.

(Importantly, the Mangler + K4 combo works even if you're stressed or bump.)

Also, keep in mind that Bossk likes to have a cannon, but he doesn't necessarily need one to be successful. Bossk + Calculation + Greedo + Outlaw Tech, for instance, is a relatively cheap build that still demands some early attention from your opponent.

Bossk:

You want to cause crits, but also make sure you can hit things. I really like the idea of using HLC with Calculation or marksmanship to get the extra crit over a mangler cannon. I think the synergy with recon spec and calculation seems decent, with the chance to spend both focuses to get a decent chance of hitting for lots.

HLC + Calculation + Recon Specialist is 11 points to get 4 dice with a (nearly) guaranteed crit. HLC + Marksmanship saves you a point for almost the same effect. Mangler Cannon sacrifices an attack die, but it works without other upgrades, and it's just 4 points.

In particular, compare Mangler + K4 Security Droid against your HLC + Calculation + Recon Specialist. The Mangler build. Functionally, the Mangler will often be attacking with TL+focus, with a guaranteed crit result. HLC will be attacking with just focus, and will crit a little less often (you have a 15% chance of rolling no focus or crit results). So the Mangler combo will do about 10% less damage on average, but it saves you 4 points over the HLC combo. With those you can afford an EPT, or another crew.

(Importantly, the Mangler + K4 combo works even if you're stressed or bump.)

Also, keep in mind that Bossk likes to have a cannon, but he doesn't necessarily need one to be successful. Bossk + Calculation + Greedo + Outlaw Tech, for instance, is a relatively cheap build that still demands some early attention from your opponent.

Big fan of the Mangler + K4 on Bossk because then I can VI bump him to PS9 without really tucking into his damage output. 2+ damage every turn from the Mangler is solid, the K4 is action economy, and PS9 allows me to really take advantage of how Bossk's ability works on shielded targets. I'm also a sucker for the Outlaw Tech and Manoeuvring Fins to round him out because I like options, but your mileage may vary. Calculation is a great substitute if you don't mind him at PS7, pairs well again with the Tech and K4 (honestly I just love the Outlaw Tech / K4 combo overall, it's almost unfair).

I like to keep the 666 as cheap as possible. So its a naked Trandoshan Slaver for me.

The 666 serves as the escort for The Prince, usually equipped with Virago title, AdvS and VI.

100 Points:

Prince Xizor [Veteran Instincts, Virago, Advanced Sensors] (36)

Mandalorian Mercenary (35)

Trandoshan Slaver (29)

Tactic is to slow play The Prince and his escort while trying to have the enemy follow the Firespray. This puts the enemy between your 3 ships with 3 attack dice. The Prince normally makes it to the end of the game...

Whenever I see 2 x TLT Y-wings, I keep thinking I would drop one of them to put in 2 Z-95's. I know that's just me as TLT spam is the new hotness.

I like to keep the 666 as cheap as possible. So its a naked Trandoshan Slaver for me.

The 666 serves as the escort for The Prince, usually equipped with Virago title, AdvS and VI.

100 Points:

Prince Xizor [Veteran Instincts, Virago, Advanced Sensors] (36)

Mandalorian Mercenary (35)

Trandoshan Slaver (29)

Tactic is to slow play The Prince and his escort while trying to have the enemy follow the Firespray. This puts the enemy between your 3 ships with 3 attack dice. The Prince normally makes it to the end of the game...

The Slaver is great but I actually like it loaded up. APL + Gunner + Bossk + Tac let's you use the YV as a damage dealing blocker with control abilities and doesn't care about actions.

I ran Bossk canonless at a local tourney, I was limited by my collection but ran him with K4, Outlaw tech, and predator, I did pretty well finishing 8th. I lost to Han shoots first with Miranda (mainly cos I'm a noob and hadn't worked out that Han was the easier target) and to Leebo and Chewie. I ran him with two syndicate thugs with TLT.

If my collection hadn't limited me I would probably take calculation, K4, rec spec and EU. I'm liking the look of Dengars Gonk droid if he's a shield booster too! Bossk with 9 shields would be sick.

Regardless of pilot, I have been having fun with anti-pursuit lasers and inertial dampeners. Fun to use the red 0, then next turn use the ID. Alot of free shots.

I like running the YV-666 cheap when I can.

I think my favourite build is:

Latts Razzi

Bossk crew

Gunner

Tactician

I like running the YV-666 cheap when I can.

I think my favourite build is:

Latts Razzi

Bossk crew

Gunner

Tactician

Three Slavers with K4 and ID are dangerous and have a lot of points to eat through. With 180 degree forward arch, they're tough to avoid as well. I've never flown this list for two reasons.... I'm not going to buy three of these and it just doesn't sound fun.

In my experience (flying against it), it is folly to try to make a fat ship out of the YV-666

*it's got no defenses apart from being an 133% B-wing

*it's got a shite dial no matter what you do

*it starts out relatively cheap (out of all the large ships, only more expensive than the shuttle...OARs doesn't count cause it sucks)

I constantly compare the YV to a "Super Shuttle" because that is basically what it is. It's a big gun on a bad dial, only now refurbished with scummy tech and a wider arc.

So far, the most competitive players have been praising the Slaver w/gunner + bossk (aka, buzzsaw 2.0) as a relatively inexpensive way to put holes in imperial ace de jour

So remember,

keep it punchy

keep it cheap

remember that it's not an Aggressor!

and it should do fine :D

also, Bossk hurts; just try to keep him reasonably priced. Mangler is pretty sweet.

Edited by ficklegreendice

I flew a slaver with Bossk/Gunner combo and two TLT y-wins the other day against emperor shuttle, Soontir and Carnor. I killed of the shuttle and Carnor, but still all my list could not get Soontir down. He keept flying behind the slaver and the TLTs could not get trough the greens and autothruster/stealth device combo. It was a good game and my opponent flew well, but its a rotten feeling one little interceptor slowly killing of your entire list.

truth be told, I'm not entirely impressed with TLTs + cereal box

the thing with TLTs is that they love love love obstacles; it's the only way to keep anything at least as maneuverable as an X-wing (which is a lot of things, turns out) off of their asses.

Cereal boxes do not like obstacles :(

so, bit of a mismatch there. not sure what else one would substitute in.

I mean, we could speculate but I'm very OCD about squad building and I can't have a squad that doesn't have at least one roll/boost/de-cloak.SLAM, which basically leaves me stuck with the Viper :P

Xizor and the cereal box should get along quite well, the only problem is points

I used a trandoshan slaver with engine upgrade, saboteur and outlaw tech.

I didnt actually use the EU and OT at all, but the saboteur was great, his low PS allowed me to move, get in close and flip a card, chased a PS10 xwing with that, stressed him with the first flip, then got a direct hit with the second flip.

The wide arc meant i could move it to harrass the enemy with my action card while still being able to fire at them.

It does get hammered by multiple shots, but 12 HP is quite a lot to burn through so it can tank while the smaller ships do the damage. 3 crew cards make it an excellent support ship, kind of like the hawk but WAY tougher and actually pretty cheap for its size.

I like running the YV-666 cheap when I can.

I think my favourite build is:

Latts Razzi

Bossk crew

Gunner

Tactician

that same loadout on slaver is very good. the new buzzsaw. nasty action economy. add a mangler into the mix and a shieldless target is left with two bad choices. wear a crit or risk taking more damage and another stress.

I've had a ton of success using the YV with:

Bossk

Marksmanship, Heavy Laser Cannon, Hound's Tooth

....though my preference for the Nashtah might have to do with the time spent doing a repaint. That little ship has won me three games so far out of maybe six or seven where it gets deployed though. Typically a pair of Y-Wings accompany him, but I've tried this as well which worked pretty solidly:

Bossk

Marksmanship, Heavy Laser Cannon, Outlaw Tech, Hound's Tooth

Kath Scarlet

Lone Wolf, Engine Upgrade, Gunner

I don't even know why but despite the YV-666's crap-ish dial and 'super shuttle' feel it's fast becoming my favourite ship.

Having seen how it moves the thought of a cannon on the yv666 leaves me cold, as an imp player I know I can deny you a shot with it most turns.

I'd rather boost its native attack.

Sorta related - I rarely fly S&V squadrons. Are there any upgrades in the YV-666 that are of much use to Rebel/Empire ships?

Sorta related - I rarely fly S&V squadrons. Are there any upgrades in the YV-666 that are of much use to Rebel/Empire ships?

It's a good way to get Lone Wolf or Stay On Target if you don't have them already, as well as another Engine Upgrade. I'm partial to the two Ion Projectors for use on Shuttles too, over the Anti-Pursuit Lasers, but those still aren't quite competitive I feel.

Honestly, the main thing I notice is that it has the same number of white maneuvers as it fits red+green. K4 and an outlaw tech seems to be a good bet on any YV-666

I've flown it w/ Title and must say that you simply have to leave the PUP some support/mini-swarm to join up with or a lone PUP will be dessert.

This means kamikaze YV-666 that must ensure it deals great trade-dmg WHILE keeping heat off its support-swarm so the PUP becomes part of something with TEETH and not just a late-game snack.

The following list is fun in casual (no time limit) matches where you can focus on endgame (suicidal YV-666, AOE kamikaze, pristine swarm + pup):

https://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v3!s!134:-1,-1,122,-1,-1,111:24:-1:;115:-1,-1:-1:-1:;115:-1,-1:-1:-1:;115:-1,-1:-1:-1:;115:-1,-1:-1:-1:;115:-1,-1:-1:-1:


Edited by lazycomet