What's a good counter to triple Y-wings w/ion cannons?

By lkb57, in X-Wing

Not officially, but it can be assumed that Rebel Vets will buff X-wings.

It is however, pure speculation.

Well, I can hardly imagine what else does BATWEDGE need

innate boost xD

Not officially, but it can be assumed that Rebel Vets will buff X-wings.

It is however, pure speculation.

I wouldn't say 'pure'. The devs have hinted that "next time there's an opportunity for an aces style fix, we'll take it" when questioned about if IA was the last fix.

As to the OP, yes, Wedge sucks atm. You can give him BB8 and PTL, but then you're stuck doing green maneuvers unless you want to throw all those upgrades on a bonfire for a turn.

And All Green And No Red Makes Wedge A Dead Boy.

I'd love to see that list across the table with my 4 x Scimitar Bombers. Three Homing Missiles to blast one Y-wing in the first round of shooting, unless I got lucky (or the various fixes come out).

High agility arc dodgers (with autothrusters) laugh at turrets! I'm a huge Starviper fan, and I've never had one successfully ion-ed in a tournament setting. Interceptors and A-wings are also great ships against turrets.

Also, other turrets work very well. They don't care that they have to move 1 forward. They have a 360 firing arc!

Hi, guys, based on the description I'm pretty sure I'm the OP's opponent. Here's the list, which I mainly put together to get some League cheevos:

Trip ident - 2 league points (99/100)

=====================================

Y-wing: Syndicate Thug (18 + 15) x 3

+ Ion Cannon Turret (5)

+ Extra Munitions (2)

+ Bomb Loadout (0)

+ Unhinged astromech (1)

+ Shield Upgrade (4)

+ Proximity Mines (3)

I'm still putting together the batrep but I have pics for each round, and I'm going to say that the biggest contributors to this list beating Wedge and the Bs were:

1) Sending Wedge off on a long J-hook. He flew up the left side of the board and ended up contributing very little until turn 3 or 4. When he got shots off he did major damage, so committing him sooner would probably have helped.

2) Jousting my 3 Ys with 2 Bs. With his forces split, I was able to focus fire on the B-wings, dropping three mines on or in front of the Ionized Bs in just two turns. Ions don't do much damage, but mixed with Prox Mines they do okay.

3) Failing to regroup. In turn... 2? he had one B ionized and pointed forward, but the other did a short K and then got ionized pointing the other direction. It took another 2 turns or so for all his ships to get back together and pointed in the same direction, which just made life for my turrets that much easier.

4) Probably more of a symptom of the first three points than a cause, but there was no focusing of fire. Positioning contributed to this. But I was able to dump 15 points of ordnance onto the field because damage was spread across all of my ships instead of just one, giving me time and opportunities to use all of my mines.

I think the advice to stand off and utilize the longer range on those cannons is good. If you could have ionized one of my ships at extreme range and poured shots into it over a couple of turns, the other two Ys would likely not have been able to take out one of your ships in retaliation. It was really the 3-on-2 CQC fight in the early turns that gave me an advantage.

Edit: and we were playing Ions correctly. But three turns of three damage a turn still kills B-wings dead, no matter where the damage comes from.

Edited by sleet01

As unofficial and self declared herald of the list I am required to say I think palp aces should handle a bunch of ion y's without thinking twice.

I missed Turn 2 but here's the overview.

Setup:

20160121_203155.jpg

After Turn 1:

20160121_203815.jpg

After Turn 3: (This is where I remembered every Y-wing had a Shield Upgrade and added a token to each dashboard).

20160121_205553.jpg

After Turn 4: (wherein Thug #3 takes three Hits from Wedge and rolls one Evade on his unfairly reduced defense die, but Blue 2 eats two mines before moving)

20160121_210304.jpg

After Turn 5:

20160121_211525.jpg

Edited by sleet01

for the record i want those wooden ship trays where did you get them

Part deux:

After Turn 6: (I don't remember who rolled those four natural Criticals, but they took Thug #3 right off the board. He did drop one more Prox Mine before his death, however)

20160121_212219.jpg

After Turn 7: (Thug #2 dropped his last Prox Mine on Wedge here, but his janky Y-wing's busted-ass cockpit didn't display this info for another turn ever [a.k.a. "I forgot"])

20160121_212933.jpg

After Turn 8: (I want to say Blue 1 went down to another mine and Thug 1 Ionized Blue 2 here)

20160121_213324.jpg

After Turn 9:

20160121_213821.jpg

After Turn 10: (wherein Wedge dropped to Ion fire and a lucky 2-ATK shot at extreme range)

20160121_214156.jpg

Edited by sleet01

for the record i want those wooden ship trays where did you get them

Those were from the War Mage Games X-Wing / STAW / D&D tournament box kickstarter. They're producing them regularly now.

WM_Warmage_MDF_Dashboards.jpg

photo-original.jpg?v=1437129346&w=1536&h

(Sorry for all the edits, I realized I'd linked the old design)

Edited by sleet01

lol lol lol
​lol lol lol
lol lol

The blue one is Howlrunner.

Pffft. You only suggest that build because it's highly effective and proven! >_>

As to the OP, yes, Wedge sucks atm. You can give him BB8 and PTL, but then you're stuck doing green maneuvers unless you want to throw all those upgrades on a bonfire for a turn.

And All Green And No Red Makes Wedge A Dead Boy.

lol lol lol

​lol lol lol

lol lol

The blue one is Howlrunner.

And 102 point, pretty sure I can make a lot of OP lists at 102.

As to the OP, yes, Wedge sucks atm. You can give him BB8 and PTL, but then you're stuck doing green maneuvers unless you want to throw all those upgrades on a bonfire for a turn.

And All Green And No Red Makes Wedge A Dead Boy.

Push the limit off the barrel roll and clear the stress in the same turn... Not sure how that cause upgrade shut down.

So, if you read my post I said "you're stuck doing green maneuvers"

So if you "Push the limit off the barrel roll and clear the stress in the same turn", You're doing a green maneuver.

If you perform a White maneuver, you get no barrel roll and no stress removal. If you then PTL after doing a white maneuver, BB8 doesn't trigger on your next green move, so you're locked out of using him for a turn at the bare minimum.

So, by taking BB8 + PTL, you get a combo barley better than just Wedge + Predator, but forces you to do green moves if you want to use any of those 5 points of upgrades you bought.

Fair enough, but just because you choose to forgo those upgrades for a turn does not mean you are in a bad position. Sometimes the best move is the unexpected, those upgrades give you a certain faint against the enemy that you normally wouldn't have. So no, I still don't believe you are tied to green, even though they are what activate your upgrades.

As to the OP, yes, Wedge sucks atm. You can give him BB8 and PTL, but then you're stuck doing green maneuvers unless you want to throw all those upgrades on a bonfire for a turn.

And All Green And No Red Makes Wedge A Dead Boy.

Push the limit off the barrel roll and clear the stress in the same turn... Not sure how that cause upgrade shut down.

lol lol lol

​lol lol lol

lol

The blue one is Howlrunner.

And 102 point, pretty sure I can make a lot of OP lists at 102.

...I can't count at 3 am.