YV-666 build

By Red Castle, in X-Wing Squad Lists

Can I just interject and say that this is possibly my favourite thread on this forum to date. Let's keep it going. Am trying out some YV666 fun tonight and will report back. Very tempted to try your build Red Castle - thank you in advance.

Have also been working on a dual Slaver build with Torkil Mux support which may be of interest (slightly shifting the way in which this thread is developing, but would like to hear some thoughts on it!).

YV-666: Trandoshan slaver (29 + 10)

+ Bossk (2)

+ Gunner (5)

+ Tactician (2)

+ Inertial Dampeners (1)

YV-666: Trandoshan slaver (29 + 6)

+ K4 Security Droid (3)

+ Tactician (2)

+ Inertial Dampeners (1)

HWK-290: Torkil Mux (19 + 7)

+ Twin Laser Turret (6)

+ Greedo (1)

Cheers!

That looks familiar my 'Mux be a Slaver' list. Really want to get that one the board.

Red Castle. Thanks for carrying the space whale into the winner's circle. Hope to have some wins with it at event next week.

Okay, since I was bored today (and following the request from JaceDK and my inability to explain properly my initial setup thanks to english not being my native language), I decided to take some pics to show my initial turn with my build.

First, here's the setup. As I said in a previous post, if my opponent play a swarm or similar build, I will take the opposite corner for the YV to start as far as possible from them, and force them to move through the asteroid to get to me.

IMG_1730.jpg

For the YV, here's the initial plan for the first 4 turns. Of course it can change depending on what my opponent do. I could decide to go faster, but here's the general idea. The stress is there to show that I stay stationary for 1 turn, so it's: stationary, move, stationary, move, stationary, etc until the first engagement. For my first move (following the stationary turn) I can also move under the rock (bank left), then either bank right or do a 1 straight.

IMG_1732.jpg

Now, for IG. There is more possibility. First, if I think I might need to cut through the asteroid field, I will do a bank 2 or 3, depending on the side of the rock (if there is any): Large rock a 2, small one a 3 (followed by a hard 1 instead of a 2). I personally prefer the 3 since it's the speed I want to do for the other option (see after this pic)

IMG_1731.jpg

The above deployment is if I go againsrt arc-dodger that might want to flank. But normally, I will do a bank 3+boost 1, then another bank 3+boost 1 to get to Moralo's side and then we get to the interesting part with 3 options.

First option is to do a S-Loop or a K-turn, like this. That's if my opponent decide to come very fast at me and I need to turn around:

IMG_1733.jpg

IMG_1734.jpg

Other option, if they seems to prefer to go for IG is to do a straight 3, followed by a boost to go away.

IMG_1735.jpg

If I did the straight 3, but realise (because my opponent ship moved first) that they won,t chase IG, I won't boost, but wait next turn and do a S-Loop.

IMG_1736.jpg

After that I can come back by doing a bank and hopefully have a shot on my my opponent. Timed with Moralo stationary, bank, stationary, bank, stationary movement, here's how it would look like Turn 5. Moralo's 180 Cover a lot of ground and IG protect most of his back, while also having a good sight in front.

IMG_1737.jpg

After that, we start to get too many option to list them all, but one I like to do, is bank 1 right with IG then move 1 straight with Moralo to bump, so hardly move forward. Then next turn, I move with Moralo first so that he he bump again on IG and then move away with IG (or even pull the Inertial Dampeners if the situation is right so that Moralo can stay in place yet one more turn).

So I hope this help, and is more clear than my earlier post.

Edited by Red Castle

Okay, since I was bored today (and following the request from JaceDK and my inability to explain properly my initial setup thanks to english not being my native language), I decided to take some pics to show my initial turn with my build.

HOLY **** SUPER USEFUL. Plotting an Agressor to add to my collection harder now!

What would you run if you didn't have counter measures?

What would you run if you didn't have counter measures?

Then I would go back to the more aggressive list that ran in the first tournament:

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

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

I really liked that list too, but it has a weakness versus concentrated fire on Moralo: he go down a little too fast. But if you don't think you'll go against swarm, or BBBBZ or the likes, then it did great against Aces, TLTs and has the same tools against stress inducing ships. Counter-Measure+Glitterstim help against that weakness, but you pay for it by dropping the offensive value of your team.

Thanks for the detailed responses! I can see I usually play the yv differently but in gonna try the engineless fat eval soon. The difference is probably because I'm usually running bossk but I like to place asteroids on my side to limit their impact and move more aggressively. Then broadside with bossk via engines while arc dodging. If im running say fett I'll try to use him to draw fire up closer then use the rear arc. Works well although your yv looks to be living longer than mine lol.

This is interesting to see as I'm yet to buy an Yv and try these moves

How about Bossk with the Title, Calculation, and an Outlaw Tech?
That's a cool 44 points you can pair with a Kath Scarlet w/ HLC, bugzapper swarm, or a couple Aces (Talonbane/Serrisu).

Bossk deals out double hits with every eyeball, giving you a possible 4 damage in a 180 degree arc. Outlaw Tech keeps him focused up when he pulls the handbrake to use Calculation. And when he gets wrecked the Nashta Pup he keeps his EPT and becomes a Z-95 that can deal 3 damage. Not too shabby, IMHO.

Thanks for the detailed responses! I can see I usually play the yv differently but in gonna try the engineless fat eval soon. The difference is probably because I'm usually running bossk but I like to place asteroids on my side to limit their impact and move more aggressively. Then broadside with bossk via engines while arc dodging. If im running say fett I'll try to use him to draw fire up closer then use the rear arc. Works well although your yv looks to be living longer than mine lol.

I also like to place an asteroid in each of my corner, like I did on my example. I know I'll move pass them and what maneuver to do to move around. I usually aim for 3 corners with my asteroids, unless I really have another last minute idea in mind.

I agree that with Bossk, I would play differently, still start slow, but be ready to have a speedburst and exploit the Engine Upgrade. With Moralo, and can allow myself to move slowly and get no action because there is Bossk crew to give me my Focus+Evade if I miss the first shot, and the first shot is almost always made with the Ion Cannon so hitting with it should hurt my opponent. Most of the time, I expect to do only one damage anyway. In the game against the Falcon, I always started with the Ion Cannon, even in range 1. The reason was that with 4 dice+Focus (what I had when I had a shot), my expected value is 3; against 3P0+Evade, he could dodge 2 hit, so my expected damage (unless I got lucky and got 4 hit) was 1 anyway.

The way I setup, it could easily work with Fett with Engine too, he can be as fast as IG. I'll actually probably give it a try once Gonk is officially out, replace IG for:

Boba Fett with Lonewolf, Gonk, Glitterstim, Engine Upgrade

Anyway, Hope you'll have fun with Eval if you try it. Keep me inform please of your experience.

Edited by Red Castle

This thread gave me a thought...

YV-666 with Boba Fett, Greedo, Gonk.

Cheap for a large ship. First card is face up, allowing Boba to go. Gonk keeps a shield in place for that first damage each round.

This thread gave me a thought...

YV-666 with Boba Fett, Greedo, Gonk.

Cheap for a large ship. First card is face up, allowing Boba to go. Gonk keeps a shield in place for that first damage each round.

Don't know about Gonk. I see the synergy to protect against Greedo damage, but you would have no way to modify your attack if you use Gonk actions.

Fett/Greedo is good. Perhaps K4 would be better with them to help get damage through.

On another note, here is another iteration of the IG and 666 pairing.

Swap Eval for Razzi

Aggressor: · IG-88B (36)

Wired (1)

Heavy Laser Cannon (7)

Sensor Jammer (4)

Autothrusters (2)

Glitterstim (2)

YV-666: · Latts Razzi (33)

Gunner (5)

Tactician (2)

· Bossk (2)

· Hound's Tooth (6)

Razzi is the only pilot that I can see a small mount of use for the title - her ability is still usable when 666 is shot down. This give the IG a pseudo-crackshot each round.

Hey guys, Red Castle, hope all you Scum are well.

Ran Red Castle's list (Moralo & IG88B) a couple of times last night (although I took an HLC on IG and gave him some Seismic Charges instead of running Counter Measures and Glitterstim on Moralo - this left room for Dampeners on both too).

Played a TLT heavy 5 ship Scum list with Torkil which I lost against and a Kavil, Palob and Torkil list which I defeated.

The first game was tricky. Moralo is a real sitting duck against TLTs, which is something I didn't bear in mind enough when deploying and moving. IG needs to be your trump card in this situation and keeping him alive is a must. Unfortunately got myself in a situation early with IG where he took a few too many shots from amassed Z-95s and Ys and got very unlucky on my green dice. It did not take long for him to go down after this. Note to self, do not play too aggressively with him in situations like this.

The second game I helped me get the hang of the list a little more. Here, I maneuvered as suggested in Red Castle's post and it worked wonderfully well against an opponent who had spread his ships across his side of the board. The initial forward move from him meant he had to swing round to the side in which both of my ships ended up 3 turns in, only to be eaten one at a time by focused fire and overlapping arcs.

What I learnt is that you must try your best to isolate the TLTs, or hunt them with IG if you are able to avoid mass fire with him, or suffer the consequences. Definitely avoid the above maneuvering against a list like this, as it will always give your opponent a viable target. Better to divide and conquer. The list has the wonderful ability to act as a hammer and anvil provided your opponent takes the bait of going after Moralo but, should they not, the YV can move pretty fast when it wants too (although you must be wary of lunging too far across the board, because turning that beast takes an age).

It's a very fun list to play and I'm planning to take it to a 50-man store championship this weekend for the hell of it. Thanks Red Castle!

On another note, here is another iteration of the IG and 666 pairing.

Swap Eval for Razzi

Aggressor: · IG-88B (36)

Wired (1)

Heavy Laser Cannon (7)

Sensor Jammer (4)

Autothrusters (2)

Glitterstim (2)

YV-666: · Latts Razzi (33)

Gunner (5)

Tactician (2)

· Bossk (2)

· Hound's Tooth (6)

Razzi is the only pilot that I can see a small mount of use for the title - her ability is still usable when 666 is shot down. This give the IG a pseudo-crackshot each round.

That's actually close to the first list I tried with those two ship when the YV came out:

IG-88B with Lonewolf, Sensor Jammer, Heavy Laser Cannon, Glitterstim, Autothrusters

Latts Razzi with K4 Security Droid, Weapon Engineer, Tactician, Hound's Tooth

With the K4 droid and Weapon Engineer, Latts can tag two enemy per round, even when blocked, and drop their agility when IG shoot them with his HLC. Once she's down, she can continue to tag enemy ship in her Z-95. It did work, and I considered going back to this duo for a while, but I prefer the advantage of a 180 ion cannon and both my ship being the same PS, it's very helpful when I want to block my YV. But I agree that Latts is pretty much the only pilot I will consider taking the title, maybe Bossk too, but I will usually prefer to put the points elsewhere. On Latts though, her ability still make her relevant, so even though the ship is worth no point anymore, your opponent might continue to still shoot at it just to get rid of her ability: she does give every ship (up to 2 per turn) in your team the same ability as Wedge, that's something you want to exploit as long as possible.

@ Castle. It is too bad that PS isn't the same but it looks like fun to play.

Hey guys, Red Castle, hope all you Scum are well.

Ran Red Castle's list (Moralo & IG88B) a couple of times last night (although I took an HLC on IG and gave him some Seismic Charges instead of running Counter Measures and Glitterstim on Moralo - this left room for Dampeners on both too).

Played a TLT heavy 5 ship Scum list with Torkil which I lost against and a Kavil, Palob and Torkil list which I defeated.

The first game was tricky. Moralo is a real sitting duck against TLTs, which is something I didn't bear in mind enough when deploying and moving. IG needs to be your trump card in this situation and keeping him alive is a must. Unfortunately got myself in a situation early with IG where he took a few too many shots from amassed Z-95s and Ys and got very unlucky on my green dice. It did not take long for him to go down after this. Note to self, do not play too aggressively with him in situations like this.

The second game I helped me get the hang of the list a little more. Here, I maneuvered as suggested in Red Castle's post and it worked wonderfully well against an opponent who had spread his ships across his side of the board. The initial forward move from him meant he had to swing round to the side in which both of my ships ended up 3 turns in, only to be eaten one at a time by focused fire and overlapping arcs.

What I learnt is that you must try your best to isolate the TLTs, or hunt them with IG if you are able to avoid mass fire with him, or suffer the consequences. Definitely avoid the above maneuvering against a list like this, as it will always give your opponent a viable target. Better to divide and conquer. The list has the wonderful ability to act as a hammer and anvil provided your opponent takes the bait of going after Moralo but, should they not, the YV can move pretty fast when it wants too (although you must be wary of lunging too far across the board, because turning that beast takes an age).

It's a very fun list to play and I'm planning to take it to a 50-man store championship this weekend for the hell of it. Thanks Red Castle!

Glad you like the list!

Against TLT list, your weapon is definetly IG. With Sensor Jammer, Autothrusters, Wired and some decent maneuvering, he should have no problem dealing with them. But you have to accept that Moralo will go down very fast. Hopefully, you can use the time they shoot for him to get IG in a good position. It will also happen when up against a swarm, that's why I took Counter-Measures and Glitterstim.

With this list, you are not going for the best MoV, you are going for the win. Moralo will die, or at least dropped to half health, in most games. It's a list that must be played defensively, moving too fast to attack is generally not a good idea with it. By blocking yourself sometimes, or using your opponent ship to do so, you can stay in the fight for a long time with Moralo, but it's true that once you move past your opponent ship with him, it can takes a while to get back into the fight. I like how you put it, it is a Hammer and Anvil list. Try to see who your opponent is going for, and make him pay with the other. They generally go for Moralo first because he's the easiest to gun down and is an offensive controller beast. He'll make you pay dearly for leaving him alone. But since IG can be a pain to bring down, you have to consider that sometimes your opponent will go for him first instead.

I'm very glad you liked to use the list and consider bringing it to a Store Championship. If I have a suggestion to make (if you decide to not take CM and Glitterstim), do exactly as you said (HLC instead of Mangler on IG and ID on Moralo), but change the Seismic for a Ion Bomb. That's what I did in my first tournament with the list and the control it brought helped me get one more shot with Moralo one time, or get away from a dire situation with IG in another game. I think it can be more useful than the 1 damage given by the Seismic Bomb.

But either way, please tell me how it went for you!

@ Castle. It is too bad that PS isn't the same but it looks like fun to play.

What was the best is when Latts got destroyed by a higher PS ship (Soontir I think) than IG only to get out with the Nashta Pup and a take a TL on the ship I was planning to attack with IG and dropped his agility for the kill. Then I used the Nashta only to block and tag for IG. It was actually very fun to use the Nashta Pup efficiently and keep it relevant all game, instead of just being a Z. If you have trouble keeping your YV alive, I think that Latts with Hound's Tooth is probably your safest bet, other than go cheap with a Slaver, of course.

Fun list, and very scummy too. I love those scum ability that mess with your opponent's ship stats.

Edited by Red Castle

I will definitely need to try it out. Just theorycrafted it after hearing Nova Squadron bash on the title for awhile. Not saying it's top tier. I guess I'm just more like Chris Sheriff than Bob Randle. Ships and pilots that aren't viable according to the Gospel of Mathwing can still be potent and fun.

I'm happy you've been successful with the YV. I'm in a SC on Saturday. Gonna bring YV. Considering several lists but haven't had a chance to play test much. Think I'll stick with a variant if a list I've flown a few times.

Y-Wing: · Drea Renthal (22)

Twin Laser Turret (6)

· R4-B11 (3)

HWK-290: · Palob Godalhi (20)

Wired (1)

Twin Laser Turret (6)

Tactician (2)

YV-666: Trandoshan Slaver (29)

Gunner (5)

· Bossk (2)

Tactician (2)

Inertial Dampeners (1)

-- TOTAL ------- 99/100p. --

Has to rely on stress and threat of stress to manage aces. Has some decent damage output and hit points. I'm a little worried about BBBBZ which I think I will see. Never faced it on table. Any specific advice?

I will definitely need to try it out. Just theorycrafted it after hearing Nova Squadron bash on the title for awhile. Not saying it's top tier. I guess I'm just more like Chris Sheriff than Bob Randle. Ships and pilots that aren't viable according to the Gospel of Mathwing can still be potent and fun.

Oh you're right, it's not Top Tier. And except for Latts, I probably would never consider taking the title in a tournament. Those 6 points can be spent elsewhere where you'll get a constant value every game. But I'm like you, it's not because a ship is considered overpriced or unviable that I will not take it. In fact, that's always been my motivation when designing a team: Choose a ship or upgrade that is not considered competitive and try to make it work. I prefer to make my own judgement, and this game is still more reliant on player skills than list building. Too many players take for granted the opinions of others, mathwing in particular, without testing it themselves.

Has to rely on stress and threat of stress to manage aces. Has some decent damage output and hit points. I'm a little worried about BBBBZ which I think I will see. Never faced it on table. Any specific advice?

BBBBZ is a jousting team in his purest form: lot of health and lot of attack dice. You need to drop them as fast as possible. Concentrated fire is a must, you can't allow yourself to split damage or you'll end the game with 2-3 cripple B-Wing and maybe one destroyed. TLTs should have no problem hitting their 1 agility, and with a turret should be able to constantly do so. If I was playing BBBBZ against your team, I would probably go for your TLTs first, probably Palob since he's the easiest ship to destroy with only 5 health. Don't count on his ability, BBBBZ love to take TLs or Barrel Roll.

Played in the store championship at Limited Edition Comics in Cedar Falls, Iowa. Fourteen players. Lots of imperial aces. A BBBBZ. A Headhunter hot shot Blaster swarm. And some odds and ends.

Used my Palob, Drea, and Slaver list above. Played 4 rounds with no cut.

1st game. Demolished OL, Vader, Maarek, and Wompa. Losing only Drea. Forgot to trigger Palob and Drea multiple times. Slaver was great at doubling stress on aces and pushing damage through with 2nd shot.

2nd game. Faced Horton with TLT and 3x BTL-A4 Y-Wing with ICT. I was happy to have 99 pt initiative. Got right down to end 2 health Horton finishing Palob. Should have lost sooner due to a poorly thought out move where I tried to have slaver run forward to cause pile up (hoping to reduce BTL shots but fell short). Drea's defense die was on fire. This list was not an optimal match up and I had a couple errors. Opponent took advantage and punished me with lots of concentrated fire.

3rd game. Faced an odd host of generics. Two PS 1 E-wings, a PS 2 B-Wing, and a PS2 T-70. No upgrades...scrapped then but lost Palob to poor planning. Slaver wrecked ships with Bossk putting 3-4 damage on more than once.

4th game. Against OL, Whisper (FCS, VI, Agent Kallus, adv cloaking), capt Yorr with Palp. Love the use of Yorr to protect from the disaster of stress mechanics on a phantom. Well crafted list. Anyway, Slaver obliterated Whisper with extreme prejudice. But I am rather inexperienced against patient adversaries so I was the first to slip up. We set up in opposite corners and both wanted to slow roll. I drew OL away from the other two with Drea (should have been Palob). I flew 666 well but Palob got himself in poor position (out of enemy arc but in R1 so no TLT). Slaver weathered fire and put down fully tokened Whisper with Palp down in 2 rounds. Lucky too, because phantom was almost behind 666.

Sorry for rambling, nonsensical report but the take away is that the 666 is pure gold. Fun to fly. Tactician is fantastic on it. Bossk crew is very powerful. The 180 arc is as vast as a Midwest horizon. And I think the dial has plenty to offer a decent player.

Ended up 7th of 14 wit 2 wins/2 losses. I'm fine with that. First time out on table in 12 months against top of the group players. I appreciated the opportunity to face new lists and truly enjoyed flying my space whale. I'll definitely keep at it.

Edited by Rhoaran

Thanks for the report Rhoaran!

I'm glad to hear that you had a good time! If I get it right, you won your first and last game? So both game against Aces was a win, but you had more trouble with generics and lots of fire. Is there something you would change now, or do you think that simply practicing with the list will be enough?

Thanks for the report Rhoaran!

I'm glad to hear that you had a good time! If I get it right, you won your first and last game? So both game against Aces was a win, but you had more trouble with generics and lots of fire. Is there something you would change now, or do you think that simply practicing with the list will be enough?

Won first against aces and third against generics. Got really close against 4 Y-Wing build. Got out played on last game against shuttle and aces.

I think build is sound. Need some more reps and competitive opponents.

I've been thinking about my build and what change I could make, and I came with this:

IG-88B with Wired, Sensor Jammer, Mangler Cannon, Autothrusters, Inertial Dampeners (basically the same loadout)

Trandoshan Slaver with Gunner, Bossk, K4 Security Droid, Inertial Dampeners

Binayre Pirate

I'm losing the control that I had with Moralo and the PS synergy on both ship. But what I gain is a better shooter that can possibly shoot twice with F+TL (do a green move, take a TL, do a Focus action, miss, gain both a TL and a Focus with Bossk) and a blocker that also give me a third attack.

Now, there is some things I'm still not sure about:

1-I could take Weapon Engineer instead the Security Droid. It means that while my first shot would not be as devastating, I could gain a second TL when I trigger Bossk. It means that I could actually exploit his high agility ship to give me a TL on the ship I really want to shoot. Exemple: Shoot on Soontir first because I'm sure I'm gonna miss, and if I hit then it's even better because I just hit him, gain a Focus and a TL, gain a second TL on the ship I really want to shoot with maximum damage, like the Emperor Shuttle. But, the bad news is if I go against a build with low agility ship, like 4TLT or BBBBZ, based on my previous experience with Moralo, I will do just 1 maybe 2 damage because my first shot won't be modified and I still hit them. That's actually why I decided to go for the K4 droid, in case I face low agility ship.

2-Go back to Tactician instead of the Security droid and drop Inertial Dampeners on the Slaver to give a Feedback Array to the Pirate. This give me back some control with Tactician and the Z is suddenly very annoying if left alone.

3-Go back to Tactician instead of the Security droid and drop Inertial Dampeners on the Slaver and take Anti-Pursuit Laser instead to black and maybe do some damage while doing so.

I like option 2 of those you presented, although I still think you should try to get HLC on IG88 ;)

I like option 2 of those you presented, although I still think you should try to get HLC on IG88 ;)

Yeah I know, but I feel like I would give up more to do so, so Mangler it is! :P

It's really not that bad, trust me! ;)

How about this?

100 points

Kavil (31)

Y-Wing (24), Twin Laser Turret (6), Veteran Instincts (1)

Drea Renthal (31)
Y-Wing (22), Twin Laser Turret (6), R4-B11 (3)

Latts Razzi (38)
YV-666 (33), K4 Security Droid (3), Feedback Array (2)

​Die for arc dodgers :P