How does 4 YT 2400s do vs Fireballs?

By chriscook, in Star Wars: Armada

Does anyone have experience running 4 its vs Rymer/Fireballs. 3 or more games constitutes experience. lol

I can give you a perspective from the OTHER side of the equation!

YTs are irritating due to their staying power, because even with Flight Controllers and Vader they take forever to whittle through.

Edited by RazelKorr

I have a lot of experience with 4x YT-2400s.

I've pretty much slow creeped into 4x YTs as my mainstay fighter defense in all of my lists. Vs the Fireball, it's all about positioning and being able to get out a good alpha strike. I've even replaced Gunnery Teams for Flight Controllers on my MKII in the latest iteration of my list (M80, MKII, TRC90), and it's been working out quite nicely.

When you put out 20 dice on the alpha with 4 of them, they WILL definitely try to stop you before trying to just jump past and blast your ships. You can actually down a lot of their firepower, and possibly even gib Dengar if they're not careful.

It also depends on the composition of your fleet and your overall strategy with dealing with bomber lists. If you play carrier list yourself it means you have the capability of a lot of squadron activations. If this is the case then 6 A-wings works better than 4 YT-2400's so long as you keep them activated.

If you are trying to stall and hold back the bombers while your ships do all the work then the yt-2400's can be a good substitute for this. But generally eventually expect to lose the squadron battle.

On a personal note I prefer the 6 a-wings with flight controllers because I like to run squadron heavy lists, as I have come to the conclusion long ago that winning the squadron game means winning the game period. There are outliers of course, but a competent squadron player is extremely hard to match.

Depends. If they went all bomber minimal antisquadron then you should be able to lock it down pretty well. If they took a serious anti squadron component to protect a more modest bomber wing, it could be rough.

Rhymer balls at the moment are coming with a huge unproductive overhead.

They usually only bring 4 or so actual damage dealers.

I think 4 x Yt2400 is solid. 3 of them will kill one firespray on the first pass. Just snipe the firesprays while remaining outside dengars intel range (obviously don't clump up so Dengar can intel all of them).

Unless he has serious commanded antisquadron, it should take him a long time to dig you out.

Rhymer balls at the moment are coming with a huge unproductive overhead.

They usually only bring 4 or so actual damage dealers.

This is a matter of design. I can deal two damage from any of my six squadrons - Vader, Rhymer, or the Firesprays. A full 50% increase to your quoted numbers, all at medium range.

I have 8 YT-2400's I like to screw around with in various lists. Honestly? Sort of "meh." I appreciate the speed 4 and the extra range that rogue grants me.

At the end of the day, squadron commands during the ship phase are still better- shooting first is (roughly speaking) worth about another fighter, especially if you're shooting altogether. I now see why they nerfed the MC80 command back down to 4- squadron 5 with exp hangar and a token would start creeping into "i go, I win" 40k style play.

all depends on how many sq's are in the fireball if there are more then 6 they die in one turn :D

I have 8 YT-2400's I like to screw around with in various lists. Honestly? Sort of "meh." I appreciate the speed 4 and the extra range that rogue grants me.

At the end of the day, squadron commands during the ship phase are still better- shooting first is (roughly speaking) worth about another fighter, especially if you're shooting altogether. I now see why they nerfed the MC80 command back down to 4- squadron 5 with exp hangar and a token would start creeping into "i go, I win" 40k style play.

Throw Raymus on your EH MC80 if you think 6 squadrons is too strong. ;)

I have a lot of experience with 4x YT-2400s.

I've pretty much slow creeped into 4x YTs as my mainstay fighter defense in all of my lists. Vs the Fireball, it's all about positioning and being able to get out a good alpha strike. I've even replaced Gunnery Teams for Flight Controllers on my MKII in the latest iteration of my list (M80, MKII, TRC90), and it's been working out quite nicely.

When you put out 20 dice on the alpha with 4 of them, they WILL definitely try to stop you before trying to just jump past and blast your ships. You can actually down a lot of their firepower, and possibly even gib Dengar if they're not careful.

I like the YT 2400 a lot as they take over the duty of a clean up force that swoops around in the squadron phase to end wounded squadrons, and possibly heroes. However if you plan to alpha-strike with them and already paid for flight controllers which mean you probably will squadron command a lot, I feel that you pay pts for rogue that dont pay off. If your main concern is fireballs, speed 3 x-wings are perfectly fine for anti-squadron duty and bring the same armament at a cheaper price. If lack of speed worries you, go A-wing as Brikhouse stated.

I like to use command tokens even with my YT's (or other rogues). Shooting first with Flight Controllers is a big boost. Rogue gives me flexibility more than it does anything else, especially late game.

Rhymer balls at the moment are coming with a huge unproductive overhead.

They usually only bring 4 or so actual damage dealers.

This is a matter of design. I can deal two damage from any of my six squadrons - Vader, Rhymer, or the Firesprays. A full 50% increase to your quoted numbers, all at medium range.

Fair enough, but Rhymer and Vader are 37 points for two more dice. For those points, you could take two more firesprays, which with rogue I think are a lot more dangerous because six fire sprays can metasticise across the map and be very difficult to contain for a small or medium fighter wing. Depends what your overall fleet and strategy is of course.

But Ive seen people run 4 x firespray plus Rhymer, Dengar and Vader plus even more at times. That's 57 points of support that contributes nothing in comparison to the antiship task.

Rhymer balls at the moment are coming with a huge unproductive overhead.

They usually only bring 4 or so actual damage dealers.

This is a matter of design. I can deal two damage from any of my six squadrons - Vader, Rhymer, or the Firesprays. A full 50% increase to your quoted numbers, all at medium range.

Fair enough, but Rhymer and Vader are 37 points for two more dice. For those points, you could take two more firesprays, which with rogue I think are a lot more dangerous because six fire sprays can metasticise across the map and be very difficult to contain for a small or medium fighter wing. Depends what your overall fleet and strategy is of course.

But Ive seen people run 4 x firespray plus Rhymer, Dengar and Vader plus even more at times. That's 57 points of support that contributes nothing in comparison to the antiship task.

Rhymer is a bomber. He's contributing the same anti-ship firepower as a 9 point TIE Bomber would, with increased durability (brace) and an amazing ability.

Dengar and Vader are support ships, yes.