YV-666 build

By Red Castle, in X-Wing Squad Lists

So, I got an idea yesterday to help improve the team versus swarm or strong jousters list: give Counter-measures and Glitterstim to Moralo Eval. This way, once per fight, when at the start of the combat phase I see that my opponent will concentrate fire on the YV, I pop Counter-Measures and Glitterstim for the round. This way, the YV now have 2 agility with a Focus versus each attack and can also remove one target Lock my opponent might have. That could give me 1-2 more turn against them before they turn for IG.

2 sacrifices that I would have to make:

1- No more Inertial Dampeners on the YV. It means that I won't be able to stay stationary 2 turn in a row. During the first tournament, it was really helpful. But I think that survivability trump being able to pull it.

2- To get the 4 points needed for Counter-Measures and upgrade ID to Glitterstim, I need to remove the Ion Bomb (not too bad, it was useful, but never game changing) and drop the HLC for a Mangler (that's the part that really hurt). No more 4 dice attack for IG. On the other hand, I'll give more crits and will be able to use IG-B Gunner ability even in range 1. Also, if Moralo can survive longer, it means that it will be 1-2 more turns where he will be able to attack, so it might actually trump the dice missing from IG. One little advantage I found though, since I got rid of 5 points, it leaves me with 1 point and nothing to do with it so, it will give me a little initiative bid versus IG list (without VI, of course).

So, here's my old list: (100pts)

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

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

And here's the new: (99pts)

Moralo Eval with Ion Cannon, Bossk, Gunner, Tactician, Glitterstim, Counter-Measures

IG-88B with Wired, Sensor Jammer, Mangler Cannon, Autothrusters, Inertial Dampeners

So, what do you think is better? More survivability for Moralo or more firepower from IG?

Well, there IS another way to make the changes you want and keep the HLC:

Eval w/ ion cannon, bossk, gunner, tactician, glitter & counter-measures = 51

IG88B w/ wired, HLC, advanced sensors & autothrusters = 49

My feeling is that you'd want to keep the HLC. Compared to other IG88 builds, yours is not the punchiest (for example, those with FCS or predator have more consistent damage output in comparison). And so going to mangler without either predator or FCS leaves your IG a little on the weak side when it comes to consistent damage...

Well, there IS another way to make the changes you want and keep the HLC:

Eval w/ ion cannon, bossk, gunner, tactician, glitter & counter-measures = 51

IG88B w/ wired, HLC, advanced sensors & autothrusters = 49

My feeling is that you'd want to keep the HLC. Compared to other IG88 builds, yours is not the punchiest (for example, those with FCS or predator have more consistent damage output in comparison). And so going to mangler without either predator or FCS leaves your IG a little on the weak side when it comes to consistent damage...

Sensor Jammer is a must have, sorry. It was too useful last tournament to take it away. I can't count how many hit it saved me, especially versus TLT. Plus, I don't really like Advanced Sensors these days, too many R3-A2 and Tacticians lurking around that can paralize it. If I were to replace Sensor Jammer to save points, it would be for FCS.

I also realise that going from a HLC to a Mangler reduce firepower, that I will only have 2 ship with 3 attack dice, that's not much. But then again, yesterday I played 2 games with a Boba and Bossk build (2 ship with 3 attack dice) and about a month ago, I finished first in a tournament with Han and Poe, again 2 ship with 3 attack dice each. Both Moralo and IG have a gunner effect, which helps a little (well, a lot in the case of Moralo with Bossk crew) giving consistant damage. Also, IG might not have FCS or Predator, but he has Wired, I was really impressed how it helped during last tournament. And if I need to, I can trigger it with Inertial Dampeners, or by setting a k-turn even though I know I'll get blocked, or just keep the stress I already have if I'm already stressed.

In a perfect world, I would keep the HLC, but from the 6 times I tried the old list, I prefer to keep Sensor Jammer and Inertial Dampeners over one more attack dice. I guess I'll find out at the next tournament sunday if the lack of HLC really hurt the list, and if Counter-Measures+Glitterstim is as useful as I think it will be.

Your more firepower list is better. Much as I want to like stims with CM. Removing ships first is better especially when you only have 2 ships yourself. In this case one is forwarding your plan the other is delaying what will happen if you can't impose your plan.

Or look at it like this, your opponent will see both ships have 3 shots but one has nasty control AND is twice as squishy. Ironically the change will probably decrease it's lifespan..

Edited by Carnor Rex

Or look at it like this, your opponent will see both ships have 3 shots but one has nasty control AND is twice as squishy. Ironically the change will probably decrease it's lifespan..

But that's the thing, and why I consider giving Moralo CM+Glitterstim: I played the list 7 time now (first 3 time was a little different) and that's what is already happening.

If they go for IG, he has the speed, agility and tools to survive; if they go for Moralo, he go down very fast and I'm fighting an uphill battle depending on the damage I had time to deal with him (usually not a lot against a swarm). And from all the game I played, my opponent went for IG first only once, they always choose Moralo first because like you said, he has nasty control, is twice as squishy, and with Bossk crew can deal quite a punch. Meanwhile, IG with Sensor Jammer and Autothrusters is frustrating to shoot at, and if I play defensively with him (something I will do if they go for him first), he can take quite a while to take down, long enough for Moralo to do his thing.

So it's already the logical thing to do (and what pretty much everyone already do) to go for Moralo first. That's why I want to give him a way to survive longer, so that he can stay in the fight a turn or 2 longer. And I think that CM+stim might be the solution. But as crazy as it sound, I also want them to go for Moralo first, because in the end game, I prefer to have IG than Moralo.

But I would be lying if I said that I didn't share your doubt about the lack of firepower.

Ya I figured as much. It's worth a test or two but I think that's really the issue with that pairing. I've found my yv usually ends up going down early leaving the heavy lifting to my other ship at that point. Hopefully by then it's mop up time but if not that's where your really going to miss the hlc.

If you do test it out post your results.

Ya I figured as much. It's worth a test or two but I think that's really the issue with that pairing. I've found my yv usually ends up going down early leaving the heavy lifting to my other ship at that point. Hopefully by then it's mop up time but if not that's where your really going to miss the hlc.

If you do test it out post your results.

But the more I play those two ships together, the more I like the pairing. One is a fast agile fighter, the other is a controller with brute force. Just need to find the right balance between offense and defense.

EDIT: Added bonus for trying the second list, I need a 48 pts IG for a Wave 8 build I've been thinking about. That will allow me to try it out.

Edited by Red Castle

Just came back from the tournament and I went 4-0 with the new list.

IG-88B with Wired, Sensor Jammer, Mangler Cannon, Inertial Dampeners, Autothrusters

Moralo Eval with Ion Cannon, Tactician, Bossk, Gunner, Glitterstim, Counter-Measures

Counter-Measure+Glitterstim worked as intended and helped me soak a couple of damage in each game, or just clear some TLs that could have made my opponent's attack better. Dropping from a HLC to a Mangler was not that bad, the ''automatic'' crit allowed me to mess with my opponent when he had no shield left. In fact there was a time or 2 when I decided to shoot with my Mangler in range 1 instead of the primary, because I prefered to give a crit. Being able to use it again when in range 1 when I missed the first time was also a nice bonus over the HLC. I didn't went against Soontir in this tournament, but it's Moralo's job to deal with arc-dodger anyway, and he already proved he could do it in last tournament when I went against Palp with 2 Aces. I also finally went against a stress inducing ship and at one point, IG had 3 stress on him: thanks to Wired, it did not bothered me that much, he just took his time to come back into the fight. It's also worth noting that from all 4 game, I only lost a ship in the last game, and it was Moralo.

So verdict, I think I finally found the right balance, and I think the list can stand its ground against every current threats in the meta.

The list I went against today was:

-Chewie, Poe and a Z with Ion missile (MoV 175)

-Wedge, 2 B-Wing and a T-70 (MoV 200) (He decided to go against IG first)

-Han and Poe (MoV 175)

-Bossk, Y and HWK with TLT (MoV 149)

So, including the oldest versions, the list is now 10-1, and very fun to fly! I think that's actually the first time that I run a list that often.

Edited by Red Castle

Took 2nd at a 36 person store tourney this weekend with:

Latts+K4+tactician

pablo+TLT+glitterstim+crackshot

Kavil+TLT+crackshot+R4

This list hunted down aces really well. killed soontir first round of firing both times i faced him. Omega leader dropped like a fly. I had more diffculty with grindy lists (BBBBZ)

Congrats on the showing Red Castle. I would presume your skill with those ships played heavily into your 10-1 record. Good to see the stapler kicking ass.

So do you feel the value of CM was greater than the hlc could of been?

Oh and how are you getting along without EU? I've never flown a fat yv in a two ship build without it. I assume ion + evals ability helps.

Edited by Carnor Rex

Your list looks very interesting, Red Castle. I've been flying a Slaver with bossk/gunner/tactician for a while now, and I love the punch and control aspect, along with the 180 degree arc.

Could you please share your tactics in regards to asteroid placement, initial setup and approach vs different types of lists?

Someone I know finished 2nd in a large Store Champ, running:

Trandoshan Slaver - Feedback Array, Ion Projector x3

Is it just me, or is that list pretty hard to take down!?

Someone I know finished 2nd in a large Store Champ, running:

Trandoshan Slaver - Feedback Array, Ion Projector x3

Is it just me, or is that list pretty hard to take down!?

There you go, trying to get me to buy not just one, but two more YV's :-)

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!

I think the YV-666 will enjoy a bit of a renaissance after Wave 8. I'm currently flying the Slaver with Zuckuss, 4-Lom and Dengar. He sure does pack a wallop, and the other ships in the list are enough to protect his ass without the EU.

It took me a while to get my YV-666 list working well. I ran the following squad at a store championship on Saturday and came out first:

YV-666: Trandoshan slaver (29 + 9)
+ Bossk (2)
+ Gunner (5)
+ Tactician (2)

Y-Wing: Kavil (24 + 9)
+ Wired (1)
+ Salvaged Astromech (2)
+ Twin Laser Turret (6)

Y-Wing: Syndicate Thug (18 + 11)
+ Twin Laser Turret (6)
+ R4-Agromech (2)

+ Flechette Torpedo (2)

+ Munitions Failsafe (1)

Kavil is supposed to collect stress early and keep it for re-rolls. That way he's also less predictable since he doesn't need to fly green maneuvers. The stressing Buzzsaw-Slaver packs a nasty punch and benefits from it's huge firing arc (so no engine upgrade needed). The second Y-Wing is the second stress dealer with it's torpedo and has Agromech-enhanced twin lasers for the damage output.

At the store championship I played against 2 Soontir, Vader, Palp-Shuttle lists, an Aggressor + Boba list and against a double YV-666 list (Slavers with Ion-Cannons, missiles and other stuff).

Kavil is amazing with Wired on him and I love the firing arc of the YV-666!

Edited by Siddhi

what do you think about this?

Firespray-31: · Boba Fett (39)
Veteran Instincts (1)
Autoblaster (5)
Engine Upgrade (4)
Tactician (2)
Inertial Dampeners (1)
YV-666: · Bossk (35)
Veteran Instincts (1)
Engine Upgrade (4)
Tactician (2)
Gunner (5)

BOSSSSKKKKK

55 points


PILOTS

Bossk (55)
YV-666 (35), Calculation (1), Autoblaster (5), Saboteur (2), Greedo (1), Recon Specialist (3), Dead Man's Switch (2), Hound's Tooth (6)

what about this for a build, recon specialist gives you 2 focus tokens, spend one for calculation changing a focus to a crit, then cancel one crit for 2 additional hits fired from the autoblaster giving you 4 hits that cant be cancelled.

Lovely list Siddhi - I really like that Kavil build. Looks like it has enough to tank a few hits too before hitting back hard. TLTs are just so consistent and it looks like Kavil is a good one for hitting those aces. A friend of mine is going to chuck Opportunist on him at some point to get himself some 5 dice attacks at ranges 1 and 2 with the blaster turret. Combined with an Agromech this is a pretty scary ship!

It seems that the Slaver with Gunner/Bossk/Tactician is the current favourite in terms of consistency and value for points. I can certainly attest to the fact that it has always performed well for me.

Edited by Scrubby Guy

what do you think about this?

Firespray-31: · Boba Fett (39)
Veteran Instincts (1)
Autoblaster (5)
Engine Upgrade (4)
Tactician (2)
Inertial Dampeners (1)
YV-666: · Bossk (35)
Veteran Instincts (1)
Engine Upgrade (4)
Tactician (2)
Gunner (5)

I think that autoblaster is garbage.

I just recommend 'standard' Boba build, because it works so well:

VI, tactician, glitter & engine = 48.

If you have spare points, throw on a bomb (seismic, ion or proton).

Congrats on the showing Red Castle. I would presume your skill with those ships played heavily into your 10-1 record. Good to see the stapler kicking ass.

So do you feel the value of CM was greater than the hlc could of been?

Oh and how are you getting along without EU? I've never flown a fat yv in a two ship build without it. I assume ion + evals ability helps.

Thanks! It's true that I'm getting more comfortable flying the YV and what he can or can't do, so it probably help. He's definetly harder to take down now than when I started.

As for CM+Glitterstim versus a HLC and Ion Bomb on IG, yeah, I really prefer the CM+Glitterstim. Again, in the 4 game I played, they went for Moralo first in 3 of them. Without Glitterstim, I would not bother with Counter-Measures, but combining those 2 can save you from a world of pain. And added benefit of Counter-Measures is getting rid of a TL, I'll sure be glad to have it when I'll go against Vader again, or the futur Concussion Z swarm. It did the job. And dropping to a Mangler was not that bad either. Sure, rolling more dice is always nice, but always giving a crit is also very nice! Admitedly, I didn't go against high agility ship, so that might influence my impression. But like I said earlier, dealing with Aces is Moralo's job.

I play Moralo as a brawler that stand his ground, so I don't really need a EU. There is some moments that it could have been nice to have it, but never necessary. With Bossk crew and the fear of getting Ion on the first shot, you don't need your actions. So I exploit the Stationary maneuver, I get IG right in front to bump him (both ship being the same PS help a lot here. First turn I move IG first a get in front of Moralo, then I bump him. Second turn I move Moralo first to bump IG again, then I move away with IG), or I bump my opponent. I block the line. Admitedly, Inertial Dampeners on him is what I missed the most, because being stationary 2 turn in a row is great with that 180 firing arc. Also, since action is not that important, there will be moments when I'll be double stressed (Glitterstim after a stationary move, or tactician against me) or make a white even when stressed. When I play Bossk though, I prefer to take a EU, because I play him diferently, more like an arc-dodger, as much as you can be with a YV anyway.

Lovely list Siddhi - I really like that Kavil build. Looks like it has enough to tank a few hits too before hitting back hard. TLTs are just so consistent and it looks like Kavil is a good one for hitting those aces. A friend of mine is going to chuck Opportunist on him at some point to get himself some 5 dice attacks at ranges 1 and 2 with the blaster turret. Combined with an Agromech this is a pretty scary ship!

It seems that the Slaver with Gunner/Bossk/Tactician is the current favourite in terms of consistency and value for points. I can certainly attest to the fact that it has always performed well for me.

Thanks Scrubby Guy! Yep, the squad can take the heat long enough to deal out sufficient damage in my experience. The slaver + crew works great too and I really like that it's not only Bossk you see on the YV-666 all the time anymore. It took some fiddling to find a configuration that works against aces.

Edited by Siddhi

Your list looks very interesting, Red Castle. I've been flying a Slaver with bossk/gunner/tactician for a while now, and I love the punch and control aspect, along with the 180 degree arc.

Could you please share your tactics in regards to asteroid placement, initial setup and approach vs different types of lists?

Asteroid placement is quite simple really. You need space with those to ship. IG needs it for his S-Loop, or boosting after moving; Moralo needs it when he'll finally have to trun around, because that hard 3 with a large base takes a lot of space. So I bring the 3 smallest one with me, in prevision that most players will bring the largest ones. 3 Large is no problem, but 6 of them, heh. When it's time to place asteroid, I'll pick the largest first and place them in the corners, so there will usually have one or two large in the middle (depending on initiative and who chose the first obstacles, being 99 pts help here). This way, there will usually have at least one big space where I'll be comfrotable to do my moves.

For my initial setup, I place both ship in each corner of the map with a 45 degree angle facing in the middle. If I'm up against a group of lower PS ship (like BBBBZ) that start in a corner, I'll take the opposite corner with Moralo and IG will start in front of them. When playing against Palp Ace, I'll start with Moralo in the same corner of the Shuttle, since they usually start with their Aces close to it, and Moralo is there to deal with Aces.

As for my approach, it might change depending on how my opponent decided to setup and asteroid field, but here's how it will usually go. First turn with Moralo, I'll stay stationary, see where my opponent is going, maybe get a feel on who will be his priority target. IG will bank 2 (if I think that cutting through the asteroid next turn might be a possibility) or 3 to stay in my deployment zone to join up with Moralo, probably boost after the move. Next turn Moralo do a green bank either up or toward the deployment zone, depending on what my opponent did. At this point IG will either cut through the asteroid to flank or move as fast as possible to go on the opposite side of the field (the one where Moralo started), prepare to either k-turn/S-Loop next turn, or continues up torward the opponent deployment zone next turn. Moralo 3rd turn will usually be another stationary, then the 4th one a 1 bank torward my opponent ship, and that's usually when we'll start exchanging fire. Rest is improvisation depending on the results of the first exchange and how my opponent played. Moralo stay in the fight as long as possible by staying stationary or bumping, while IG do some hit and run. The important thing for the first exchange, if you are not sure who he will shoot first, is to try to keep IG in range 3 for it. This way Range 3 fourth dice, Autothrusters, Sensor Jammer and a Focus should do the job to protect him if they choose him. And keep yourself an exit door, because if they choose IG, you don't want to get blocked or in range 1 of concentrated fire next turn. When in doubt, Inertial Dampeners is there to save your skin, and with Wired, the stress will allow you to modify each defense roll made.

Keep in mind though that I'm not a great player, so there might be flaws in all this, but for now, it served me well.

It took me a while to get my YV-666 list working well. I ran the following squad at a store championship on Saturday and came out first:

YV-666: Trandoshan slaver (29 + 9)

+ Bossk (2)

+ Gunner (5)

+ Tactician (2)

Y-Wing: Kavil (24 + 9)

+ Wired (1)

+ Salvaged Astromech (2)

+ Twin Laser Turret (6)

Y-Wing: Syndicate Thug (18 + 11)

+ Twin Laser Turret (6)

+ R4-Agromech (2)

+ Flechette Torpedo (2)

+ Munitions Failsafe (1)

Kavil is supposed to collect stress early and keep it for re-rolls. That way he's also less predictable since he doesn't need to fly green maneuvers. The stressing Buzzsaw-Slaver packs a nasty punch and benefits from it's huge firing arc (so no engine upgrade needed). The second Y-Wing is the second stress dealer with it's torpedo and has Agromech-enhanced twin lasers for the damage output.

At the store championship I played against 2 Soontir, Vader, Palp-Shuttle lists, an Aggressor + Boba list and against a double YV-666 list (Slavers with Ion-Cannons, missiles and other stuff).

Kavil is amazing with Wired on him and I love the firing arc of the YV-666!

Wired is a wonderful EPT, I'm surprised we don't see it more often in the actual stress meta we currently have. I guess PS is still overrated and people prefer Veteran Instinct, or Crack Shot to snipe. But the wonderful thing about Wired is that it allows you to modify every roll you make when stressed, independantly of actions. It helped me push some damage through and soak some damages in most games I played with it. It's definetly on my Top EPT list now.

I agree, Wired really is great! Especially for ships that don't have a lot of green maneuvers. Also it costs you only 1 point.