YV-666 build

By Red Castle, in X-Wing Squad Lists

Here is 2 build I came up with, but I'm not sure about which one to bring to the next tournament (That's if I don't get another idea the day just before).

First one:

Moralo Eval with Ion Cannon, Bossk, Gunner, Tactician, Inertial Dampeners

IG-B with Crack Shot, Fire-Control System, Heavy Laser Cannon, Ion Cannon, Glitterstim, Autothrusters

Both are PS6. Good control with Tactician and Ion Cannons. Both with Gunner abilities with mods for the second shot, I see this team as an Ace killer team. Big weakness is against build with 4-5+ships, the YV can melt down pretty fast versus concentrated fire. I love the tricks they can pull, they feel very scum, but I fear going against a BBBBZ with it.

Second one:

Trandoshan Slaver with Bossk, Gunner

Syndicate Thug with Twin-Laser Turret

Cartel Marauder

Cartel Marauder

More straight forward. All PS2. It should be able to handle itself vs high ship build, and the slaver with Bossk/Gunner is there to help against the arc-dodger Aces. More bodies on the field and 30 health total. More fire power too. But it can't really pull tricks to control the battle field. Might have some trouble against the regen ships. As I said, more straight forward, a build of generic ships.

So I'm not sure, both is tempting, but both have their weaknesses.

Your first list is interesting. If you can kill enough ships, IG88 might be able to handle the remainder in a vs swarm match....

I think your 2nd list is less versatile, but nothing wrong with it. Decent damage but not very exciting (imho).

I guess if you know your meta well, pick the one that will deal better with the most lists you expect to face: 1st list vs 2 - 4 ship builds; 2nd list if 5+ ships are equally or more common...

Or you can always flip a coin! :P

Edited by blade_mercurial

Your first list is interesting. If you can kill enough ships, IG88 might be able to handle the remainder in a vs swarm match....

I think your 2nd list is less versatile, but nothing wrong with it. Decent damage but not very exciting (imho).

I guess if you know your meta well, pick the one that will deal better with the most lists you expect to face: 1st list vs 2 - 4 ship builds; 2nd list if 5+ ships are equally or more common...

Or you can always flip a coin! :P

The first list is really the one tempting me, I tried it once already and it was very fun to fly. It was against a 5 ships list, but the one flying it was not a very experienced player so, I don't really consider it a success. I think I'll ask my friend to take a BBBBZ list against it and see where it goes.

My real fear with it is against high HP list, since it can't deal a lot of damage (Max 7 per turn so it can't take a B-Wing or Y-Wing out in one turn). We'll see how my test with my friend goes this week.

Alternatively, I could also take this list:

Trandoshan Slaver with Bossk, Gunner, Tactician

N'Dru Suhlak with Lone Wolf, Cluster Missiles, Glitterstim

Kavil with Deadeye, Proton Torpedoes, Twin Laser Turret, R4 Aggromech

I really like that first list, and I think you should at least get a couple more practice rounds with it.

I like the first list, but wouldn't dropping Ion Cannon on IGB, and boosting Moralo's cannon to HLC be a bit stronger? I like the control aspect of tactician and Ion cannon, so if that is a must, you could leave it on, and either add Engine to Moralo, or maybe a prox mine, or seismic charge on the aggressor.

Looks fun though (at least for you ).

It's a shame to have Eval limited to 1 damage with his excellent ability. But it is nice that the enemy has to choose between being ionized or suffering the next volley with Bossk actions.

This does look fun. If Eval doesnt seem to be pulling his weight in that configuration, try him with HLC, Outlaw Tech, K4, dampeners, and (if yiu have the points) tactician.

I like the first list, but wouldn't dropping Ion Cannon on IGB, and boosting Moralo's cannon to HLC be a bit stronger? I like the control aspect of tactician and Ion cannon, so if that is a must, you could leave it on, and either add Engine to Moralo, or maybe a prox mine, or seismic charge on the aggressor.

Looks fun though (at least for you ).

The Ion Cannon on both ship is one of the most important part of the list. It's one of my way to deal with Aces and since both ship have gunner with mod for the second shot, it's also a way to make my opponent pay for dodging the first shot.

For Moralo that's new since I just started experimenting with him, but that's what I always did with IG-B with a FCS. Without Mods (because I usually prefer to keep my Focus for defense, or boosted or evaded) I have an expected hit value of 2 with a HLC, that's not very hard to dodge, or worst, take only one damage and be done with it. In fact, when going against a ship with a Gunner, especially if the second shot will be deadlier than the first, is to try to take only one damage with the first shot. The Ion Cannon guarantee me that if he doesn't do his best to dodge the first shot, he'll get an Ion token with the damage. If he dodge it, then I shoot back with my HLC now with a TL (thanks to FCS), or the Ion Cannon if I really want it ionized.

The logic with Moralo is the same. Shoot first with the Ion Cannon without mods, or maybe a Focus, then shoot back with the primary if the first shot missed, but now with a Focus and a TL thanks to Bossk. So in both case you have a choice between getting ionized or facing a deadly shot. The added benefit of Moralo is with Tactician, if the target is in range 2, the choice is even worst. Get ionized and stress if the first shot hit, or double stressed if the first shot miss. If I were going with a HLC on Moralo, I would have to change all the setup of the ship (no need for Bossk and Gunner, now you want to make that first HLC do as much damage as possible, so probably K4 and outlaw Tech), and that would go against his purpose in the list.

There is not a lot of room for change in the first list, every upgrade serve a purpose. Glitterstim on IG to save his butt in case he's facing a swarm, Inertial Dampeners on Moralo so he can stay stationary 2 turns in a row. Crack Shot on IG to push one damage through, maybe finishing an opponent right before he had the chance to shoot (did it again yesterday).

It's a shame to have Eval limited to 1 damage with his excellent ability. But it is nice that the enemy has to choose between being ionized or suffering the next volley with Bossk actions.

This does look fun. If Eval doesnt seem to be pulling his weight in that configuration, try him with HLC, Outlaw Tech, K4, dampeners, and (if yiu have the points) tactician.

First game played, that choice between the ion or suffer Bossk wrath was a nightmare for my opponent.

It's all about the expected damage of the first shot. A lot of the time, even with a primary or a more offensive cannon, I expect 1 damage anyway without mods, might as well give a Ion with that damage.

The earlier combination I tried was IG-B with Latts Razzi. It was all about boosting IG's shot as much as possible by dropping the agility by one of the target on the second shot and then using crack shot if needed. A real pain for Aces, but Latts was not dealing enough damage. Also, when I was using the Ion cannon with IG because Ionizing the target was the better option, I felt like I was missing my turn, especially if the first shot missed without the target spending any token, do you go for the damage or the Ion? Now, with Eval Ion cannon, I can do both! For now, I prefer this combination.

Just got an idea, what if I switch Crackshot on IG for Wired?

Stresshog and tactician is very popular these days, it could help defensively against them. It would also help when making a SLoop or Kturn. I could also switch Glitterstim for Inertial Dampeners, not as great as Glitterstim but I could stay in place and still be able to modify my rolls.

That would leave me with one point. What to do with it?

Drop ID on Moralo and upgrade FCS on IG for Sensor Jammer?

Drop ID on Moralo and take a Ion Projector or Anti Pursuit laser instead?

Tactical Jammer on Moralo?

Initiative bid? Kinda useless at PS6...

Amything else? Feedback Array on Moralo?

Second one:

Trandoshan Slaver with Bossk, Gunner

Syndicate Thug with Twin-Laser Turret

Cartel Marauder

Cartel Marauder

More straight forward. All PS2. It should be able to handle itself vs high ship build, and the slaver with Bossk/Gunner is there to help against the arc-dodger Aces. More bodies on the field and 30 health total. More fire power too. But it can't really pull tricks to control the battle field. Might have some trouble against the regen ships. As I said, more straight forward, a build of generic ships.

I ran a list close to this one over the weekend, only substituting a HLC Scyk for the TLT Thug. I was pretty impressed by how effective it could be.

The Slaver build is brutal. Does not care about stress, at all. Once Zuckuss crew arrives it'll be even nastier. The Marauders are both very solid ships for their points, and the TLT Thug is very reliable as well.

Less sure about the first list - I'm not a huge fan of two ship lists in general, and that's a lot of points invested on both ships.

Second one:

Trandoshan Slaver with Bossk, Gunner

Syndicate Thug with Twin-Laser Turret

Cartel Marauder

Cartel Marauder

More straight forward. All PS2. It should be able to handle itself vs high ship build, and the slaver with Bossk/Gunner is there to help against the arc-dodger Aces. More bodies on the field and 30 health total. More fire power too. But it can't really pull tricks to control the battle field. Might have some trouble against the regen ships. As I said, more straight forward, a build of generic ships.

I ran a list close to this one over the weekend, only substituting a HLC Scyk for the TLT Thug. I was pretty impressed by how effective it could be.

The Slaver build is brutal. Does not care about stress, at all. Once Zuckuss crew arrives it'll be even nastier. The Marauders are both very solid ships for their points, and the TLT Thug is very reliable as well.

Less sure about the first list - I'm not a huge fan of two ship lists in general, and that's a lot of points invested on both ships.

Second list is more a Jack-of-all-trade-master-of-none, I think it can hold its ground against a lot of list, but won't dominate against any.

I'm not a big fan either of 2 ships list, but I like to experiment and go to tournament with things I'm not used to. I feel like I will have more fun with the first list, so I think I'll go with it. The more I think about it though, the more I think I will switch Crackshot for Wired. If I go with Wired, I would have 2 ship that doesn't really care about stress. Now do I go with Sensor Jammer or FCS?.... Offense or Defense?

How about

IG-88A with Wired, Sensor Jammer, Heavy Laser Cannon, Inertial Dampeners, Autothrusters (51)

Moralo Eval with Ion Cannon, Bossk, Gunner, Tactician, Inertial Dampeners, Anti-Pursuit Laser (49)

Drop offensive power on IG for more survivability. Moralo is still there to take care of Aces. Added fun by using an IG less common.

How about

IG-88A with Wired, Sensor Jammer, Heavy Laser Cannon, Inertial Dampeners, Autothrusters (51)

Moralo Eval with Ion Cannon, Bossk, Gunner, Tactician, Inertial Dampeners, Anti-Pursuit Laser (49)

Drop offensive power on IG for more survivability. Moralo is still there to take care of Aces. Added fun by using an IG less common.

I think your first list is better...

Okay, played 2 games tonight with this list against 4 B-Wing:

IG-88A with Wired, Sensor Jammer, Heavy Laser Cannon, Inertial Dampeners, Autothrusters (51)

Moralo Eval with Ion Cannon, Bossk, Gunner, Tactician, Inertial Dampeners, Anti-Pursuit Laser (49)

First, Wired was wonderful. Made those time when I was stressed not as dreadful as they used to be, especially when paired with Sensor Jammer and Autothrusters. It also gave me some hit that I would not normaly had without it. So, yeah. It's taking the place of Crackshot. I found myself more willing to take risky S-Loop maneuver, if I was getting blocked, I was not totally screwed. And Inertial Dampeners helped a lot too. Even pulled it right after a S-Loop in one game, I didn't really cared about being doubled stressed.

Sensor Jammer also saved me from a couple of hit. The lack of FCS certainly hurt, but in a 2 ship build, I think that damage mitigation is even more important. Added benefit that if I go against so TLT, it will help at least against one of the two shot.

Moralo Eval did his job, he went down very fast in the second game, but it was expected. I will not take Anti-Pursuit Laser on him, I found that on a PS6, it's too situational. I'm keeping Inertial Dampeners though, being able to stay stationary 2 turn in a row is too good to pass up.

What I'm not sure is, which version of IG to take, and what to take with the 2 points left?

We all know the value of IG-B, and with a HLC, I'm pretty sure he will be useful. Also, I didn't go against an Ace with the build, and that's where B really shine. But, I found A interesting, that regen came handy. Even if you regen only 1 or 2 shield, that's still 1-2 more shield your opponent have to get through before you go down. Just like with Sensor Jammer vs FCS, in a 2 ship build, damage mitigation is very important. But there is also D, I'm thinking that with Wired and less worries about getting stressed, that hard k-turn could come in handy, especially since you decide only when you are about to pull it off. If you see your S-Loop will be block, maybe you can pull the hard one, or maybe you can use your Inertial Dampeners. So, I'm really not sure about A, B or D.

As for the 2 points left... there is not many option...

a Flechette Cannon on IG. Combined with Moralo Ion Cannon and Tactician, it could really screw the day of a ship by attacking first with the Flechette Cannon, give a stress then attacking with Moralo Ion Cannon, giving a second stress if at range 2. If I go this road, I'll definetly take IG B.

a Bomb, either a Seismic or a Ion, on IG. It could be interesting, it would make my opponent think twice before moving behind me.

For those interested, I just came back from the tournament and I finished 4th with the build (19 players I think), 3-1, MoV 499 (?Not sure about the MoV).

Here's the exact build I decided to bring:

Moralo Eval with Ion Cannon, Bossk, Gunner, Tactician, Inertial Dampeners

IG-88B with Wired, Sensor Jammer, Heavy Laser Cannon, Autothrusters, Inertial Dampeners, Ion Bomb

First match was against the build I didn't want to face, BBBBZ. It went as expected, I lost. Moralo went down without much effort from my opponent, and I only managed to do 2 damage first round of combat. I managed to pull some good move with IG, but it was too little too late. It was not looking good for the rest of the day. But, I managed to win my next 3 games Vs 2 IG and a Z, 4 TLT Y-Wing and Palpatine with Aces. Second game I made a very dumb mistake that almost cost me the game, I was left with Moralo against the Z and a crippled IG, but the last 2 game was where this build really shine.

With Wired, Sensor Jammer, Autothrusters and the possibilty to boost into the range 1 bubble. There was not much the TLT could do against my IG. While Moralo went down really fast, he only managed to do one damage to my IG and that's not because he was not trying. I would have felt bad if it was not that **** 4 TLT list.

As for Palpatine with Aces (classic build with Soontir and Vader), my opponent made some early mistake that helped me a lot to control the game. Stationary maneuver followed by Inertial Dampeners, then IG coming next turn (2 in a row in fact) to block Moralo allowed me to stay in place 4 round in a row with Moralo. My opponent didn't expect it and it allowed me to block Vader 2-3 turn and shooting at him tokenless with IG. I know I won't that lucky next time, but it was nice to see that this build works as intended against aces.

So verdict, I really like it. And with the 2 practice games, I'm now 5-1 with it. The Ion bomb also came useful in 3 games. I'm not sure what I could change, every upgrade play a part. The only problem is versus concentrated fire. I could change Moralo for Boba I guess, or maybe Latts Razzi, but even having both ships at PS6 was useful, it allowed me to block myself to stay in place or clear the way. And that 180 degree firing arc is great! It really made my opponents think twice (except for those **** B-Wings) about how to approach, especially with the Ion Cannon, tactician and the Bossk Gunner combo. An ace really don't want to be in range 2 so he might boost or barrel roll to clear it, and that means one or two less token to go through. I had so much fun playing this build that I might actually bring it to my next tournament, something I never do.

Sounds like you had good time and the list sounds fun. It is nice to see something fresh. This is not your typical build.

Good work. So how will you calibrate to bring down 4BZ? Put IG in front of Eval to screen? IG can take the shots at R3, especially with your build.

Do you have a name for the list?

Edited by Rhoaran

Sounds like you had good time and the list sounds fun. It is nice to see something fresh. This is not your typical build.

Good work. So how will you calibrate to bring down 4BZ? Put IG in front of Eval to screen? IG can take the shots at R3, especially with your build.

Do you have a name for the list?

Thanks! I love to experiment and play builds different from what we usually see on these board. It was very fun to fly, all the shenanigans that it could pull, it felt very Scum: ''Okay, so I'll use Inertial Dampeners to stay here a second round'', ''Alright, I'll shoot you with my Ion cannon and you're taking a stress since we're at range 2. You dodged? Then I'll shoot you again with a Focus and TL and you'll take a second stress'', ''2 Hits? Would you change this one for a Focus, I have Sensor Jammer'', ''So, before moving I'll just drop my Ion Bombe here'', ''Well, since I'm stressed and I have Wired, I'll reroll those Focus that I just rolled''.

As for BBBBZ or the like, I guess I'll just have to practice with a different approach. Maybe slowroll a little bit more with Moralo, or flank better with IG. It's a hard battle, but I'm sure it's doable. I know I made some error during the game, and 60 minutes round kinda forced me into an aggressive mode, because that's not a lot of time to destroy 36 HP. So maybe time my approach so that first round only IG is in range 3 on the flank (if they aim for Moralo, which they should). Practice makes perfect they say, but this will definetly still be a bad match-up. Maybe once Tractor Beam hit the table, I'll switch the Ion Cannon for a Tractor Beam and drop the Ion Bomb so that I can give an Engine Upgrade to Moralo, but I'm not sure about it, I,ll have to give it a try.

Since I almost never play the same thing twice, I never gave a name to a list. But since I'll probably make an exception with this one, I might do it eventually. Any idea?

60 minutes round kinda forced me into an aggressive mode,

This is the problem. FFG moved to 75 min rounds for a reason. Inform the TO that 75 min rounds is the standard and playing 60 min rounds skews results by encouraging lists that 'game the system'.

60 minutes round kinda forced me into an aggressive mode,

This is the problem. FFG moved to 75 min rounds for a reason. Inform the TO that 75 min rounds is the standard and playing 60 min rounds skews results by encouraging lists that 'game the system'.

Well, the tournament was not in my hometown so I don't think I have a word to say about how they should run their tournament. They also have to deal with the stores schedule closing at 5pm, so going with 60 minutes rounds means they can play one more game per day. And to be fair, it's the second time I go there and of the 9 match I played there, it never went to time. You just have to play differently. But it's true that it favors some kind of build, and the one I was running was not part of them.

That 15 minutes would have helped me in the match up, as I said, 60 minute round forced me into a more aggressive mode and in the end, when I saw that there was only 5-10 minutes on the timer, I started to take big risk that I would not have taken otherwise. Learn and adapt. I will give this build another go in the next tournament at my FLGS, this time with 75 minutes round.

Well, the tournament was not in my hometown so I don't think I have a word to say about how they should run their tournament. They also have to deal with the stores schedule closing at 5pm, so going with 60 minutes rounds means they can play one more game per day. And to be fair, it's the second time I go there and of the 9 match I played there, it never went to time. You just have to play differently. But it's true that it favors some kind of build, and the one I was running was not part of them.

That 15 minutes would have helped me in the match up, as I said, 60 minute round forced me into a more aggressive mode and in the end, when I saw that there was only 5-10 minutes on the timer, I started to take big risk that I would not have taken otherwise. Learn and adapt. I will give this build another go in the next tournament at my FLGS, this time with 75 minutes round.

The amount of 'time' spent playing x-wing doesn't change much. 3 x 75 vs 4 x 60 is pretty close to the same, and 4 x 75 vs 5 x 60 IS the same amount of time. Personally, I'd rather play one less game and have each one a more complete experience rather than playing an extra 'half' game. Games that end on time are less satisfying for either player then games that finish (in my experience anyway).

I realize you don't have much control over it, but doesn't hurt to say something, since there may be other players that don't like it much, but just haven't spoken up...

Well, the tournament was not in my hometown so I don't think I have a word to say about how they should run their tournament. They also have to deal with the stores schedule closing at 5pm, so going with 60 minutes rounds means they can play one more game per day. And to be fair, it's the second time I go there and of the 9 match I played there, it never went to time. You just have to play differently. But it's true that it favors some kind of build, and the one I was running was not part of them.

That 15 minutes would have helped me in the match up, as I said, 60 minute round forced me into a more aggressive mode and in the end, when I saw that there was only 5-10 minutes on the timer, I started to take big risk that I would not have taken otherwise. Learn and adapt. I will give this build another go in the next tournament at my FLGS, this time with 75 minutes round.

The amount of 'time' spent playing x-wing doesn't change much. 3 x 75 vs 4 x 60 is pretty close to the same, and 4 x 75 vs 5 x 60 IS the same amount of time. Personally, I'd rather play one less game and have each one a more complete experience rather than playing an extra 'half' game. Games that end on time are less satisfying for either player then games that finish (in my experience anyway).

I realize you don't have much control over it, but doesn't hurt to say something, since there may be other players that don't like it much, but just haven't spoken up...

It has been expressed by some players in that community, but the majority prefer that format (being able to play one more game of swiss), and I think the BBBBZ player would prefer 75 minute round, so it's not about trying to get an advantage but a community preference. Gotta respect democracy.

As far as ''gaming'' the system. I looked back at the tournament results, and it shows that high ship count/body is favored by the 60 minutes round. The Top 4 consisted of:

1st: Soontir with Chiraneau

2nd: BBBBZ

3rd: BBBBZ

4th: IG with Moralo

During swiss, one of the BBBBZ list went undefeated and the other only lost once and it was against the other BBBBZ list. The undefeated list finally lost in final vs Soontir Chiraneau, but it was an untimed match and if it had ended at the 60 minutes mark, Chiraneau and Soontir would have lost because it was down at this point to Soontir vs 2-3 B-Wing.

I'll just have to take it into account next time I'm going to play there, but in my FLGS, that confirmed to me that it is better to stick with 75 minutes round.

I love the YV-666. So versatile. Came 4th in a league match with a Boosk, N'dru, Kavil build. Now I am looking at this build for an upcoming tourney.

YV-666: · Latts Razzi (33)

Cluster Missiles (4)

Weapons Engineer (3)

Tactician (2)

K4 Security Droid (3)

Glitterstim (2)

YV-666: · Bossk (35)

Crack Shot (1)

"Mangler" Cannon (4)

Tactician (2)

Gunner (5)

K4 Security Droid (3)

-- TOTAL ------- 97/100p. --

Not final yet but the theme is similar to Red Castle's build. Make the opponent choose between allowing the crit from Bossk to hit or risk getting another stress. Palp aces is a real common build here.

I love the YV-666. So versatile. Came 4th in a league match with a Boosk, N'dru, Kavil build. Now I am looking at this build for an upcoming tourney.

YV-666: · Latts Razzi (33)

Cluster Missiles (4)

Weapons Engineer (3)

Tactician (2)

K4 Security Droid (3)

Glitterstim (2)

YV-666: · Bossk (35)

Crack Shot (1)

"Mangler" Cannon (4)

Tactician (2)

Gunner (5)

K4 Security Droid (3)

-- TOTAL ------- 97/100p. --

Not final yet but the theme is similar to Red Castle's build. Make the opponent choose between allowing the crit from Bossk to hit or risk getting another stress. Palp aces is a real common build here.

I would personally drop the Cluster on Latts and the Mangler on Bossk for an Engine Upgrade on both. I know that the Mangler is there to give crits with Bossk, but since it is only limited to the front arc, Arc-Dodger don't really have a problem to dodge it, especially if you move before. If you decide to still take it, maybe change Crackshot for VI and keep your initiative bid so that you can move after the Aces.

Yeah

Crack shot, VI and wired all fighting for the same slot. The main theme for the build is to reduce the amount of green dice the opponent gets to roll.

Edited by 2Hard

Well. Got pummled in 2 games last night. Against Chewie, Leebo and X,A,A.

Cluster missiles worked great....once. So definitely dropping that and popping Eu on Bossk. Will probably swap crack shot for Vi on Bossk as well. Though I do like denying evades on those pesky A-wings.

Gunner did not trigger, not once. Either Bossk did not have the shot or he didn't miss.