Y wings with missiles and targeting astros

By Caverius, in X-Wing

I'm thinking does the targeting astro and extra munition make loading a y wing with missiles viable now?

Has anybody tried it? Does this ordance buid work well in a turretless y wing?

Edited by Caverius

I think you mean torps not missiles. Can work but there is still the same problem with out a focus and target lock there not really any good

It might be ok... When guidance chips come out. And even then only protons, you need double modifier with most munitions

Gold Squadron Pilot

+ Targeting Astromech

+ Guidance Chip

+ Extra Munitions

+ Plasma Torpedoes
​+ BTL-A4 title (Because its funny and free)

.-=25=​-.

A meritous idea.

Also available:

Ion Torpedo (no EM)
​Proton Torpedo (no EM)

Autoblaster Turret (no EM)

Dorsal Turret + Flechette (no EM, no PT)

Heck, Targeting Astromech works great on the ship without using ordnance anyway, letting you use your 4 forward and 3 turns more freely.

Gold Squadron Pilot

+ Targeting Astromech

+ Guidance Chip

+ Extra Munitions

+ Plasma Torpedoes

​+ BTL-A4 title (Because its funny and free)

.-=25=​-.

A meritous idea.

Also available:

Ion Torpedo (no EM)

​Proton Torpedo (no EM)

Autoblaster Turret (no EM)

Dorsal Turret + Flechette (no EM, no PT)

Heck, Targeting Astromech works great on the ship without using ordnance anyway, letting you use your 4 forward and 3 turns more freely.

Not seeing the purpose of the tittle, but guidance chips could be great with the ordinance yay.

Im juts thinking that this ship could be the god of alpha striking(ok not the god but it could be fun) go 4 forward, TL and missile away on turn 1. Plasmas are good, but protons i think would be great since they give 2 guaranteed hits thanks to protons own ruling

​+ BTL-A4 title (Because its funny and free)

.-=25=​-.

Not seeing the purpose of the tittle

Gold Squadron Pilot

+ Targeting Astromech

+ Guidance Chip

+ Extra Munitions

+ Plasma Torpedoes

​+ BTL-A4 title (Because its funny and free)

.-=25=​-.

A meritous idea.

Also available:

Ion Torpedo (no EM)

​Proton Torpedo (no EM)

Autoblaster Turret (no EM)

Dorsal Turret + Flechette (no EM, no PT)

Heck, Targeting Astromech works great on the ship without using ordnance anyway, letting you use your 4 forward and 3 turns more freely.

Not seeing the purpose of the tittle, but guidance chips could be great with the ordinance yay.

Im juts thinking that this ship could be the god of alpha striking(ok not the god but it could be fun) go 4 forward, TL and missile away on turn 1. Plasmas are good, but protons i think would be great since they give 2 guaranteed hits thanks to protons own ruling

Only works in the first turn if the opponent is lower PS than you and has attempted to zoom forward.

This is usually not the case, so those target locks won't happen - and you'll be stressed for the next round, so it's either straight-ahead-or-no-TLs.

I won't say it isn't possible, but nor is it a good idea.

Im juts thinking that this ship could be the god of alpha striking(ok not the god but it could be fun) go 4 forward, TL and missile away on turn 1. Plasmas are good, but protons i think would be great since they give 2 guaranteed hits thanks to protons own ruling

A 4-straight won't do it most of the time. Your opponent will have to go even further than you do in order for you to attack on the first turn--and he or she will have to move that ship before yours in order for a Gold Squadron Pilot to pick up a target lock.

Basically, Guidance Chips and Extra Munitions solve one of the major problems with ordnance, but you still have to get a target lock on an enemy ship and get that ship in your firing arc at the appropriate range. It's easier said than done.

Gold Squadron Pilot

+ Targeting Astromech

+ Guidance Chip

+ Extra Munitions

+ Plasma Torpedoes

​+ BTL-A4 title (Because its funny and free)

.-=25=​-.

A meritous idea.

Also available:

Ion Torpedo (no EM)

​Proton Torpedo (no EM)

Autoblaster Turret (no EM)

Dorsal Turret + Flechette (no EM, no PT)

Heck, Targeting Astromech works great on the ship without using ordnance anyway, letting you use your 4 forward and 3 turns more freely.

Not seeing the purpose of the tittle, but guidance chips could be great with the ordinance yay.

Im juts thinking that this ship could be the god of alpha striking(ok not the god but it could be fun) go 4 forward, TL and missile away on turn 1. Plasmas are good, but protons i think would be great since they give 2 guaranteed hits thanks to protons own ruling

Only works in the first turn if the opponent is lower PS than you and has attempted to zoom forward.

This is usually not the case, so those target locks won't happen - and you'll be stressed for the next round, so it's either straight-ahead-or-no-TLs.

I won't say it isn't possible, but nor is it a good idea.

Love the last phrase jajaja it kinda epithomises most of my ideas. I play more for testing possibilities and fun than for any ambition to win. An idea doesn't need to be good to interest me ;D

I just thought it would be a fun little trick. also target lock doesnt get spent so you could fly stressed until you find a good position

Gold Squadron Pilot

+ Targeting Astromech

+ Guidance Chip

+ Extra Munitions

+ Plasma Torpedoes

​+ BTL-A4 title (Because its funny and free)

.-=25=​-.

A meritous idea.

Also available:

Ion Torpedo (no EM)

​Proton Torpedo (no EM)

Autoblaster Turret (no EM)

Dorsal Turret + Flechette (no EM, no PT)

Heck, Targeting Astromech works great on the ship without using ordnance anyway, letting you use your 4 forward and 3 turns more freely.

Not seeing the purpose of the tittle, but guidance chips could be great with the ordinance yay.

Im juts thinking that this ship could be the god of alpha striking(ok not the god but it could be fun) go 4 forward, TL and missile away on turn 1. Plasmas are good, but protons i think would be great since they give 2 guaranteed hits thanks to protons own ruling

Only works in the first turn if the opponent is lower PS than you and has attempted to zoom forward.

This is usually not the case, so those target locks won't happen - and you'll be stressed for the next round, so it's either straight-ahead-or-no-TLs.

I won't say it isn't possible, but nor is it a good idea.

I would actually wait until Range 3 was achieved, and then Koiogran behind them.

​Much easier to control speed and range when both parties are heading the same direction, ya?

Tittle: the dot above the main part of the lower case letters 'i' and 'j', the purpose of which is to help differentiate the lower case from the capital.

Oh, you mean title. Uh, nvm.

Gold Squadron Pilot

+ Targeting Astromech

+ Guidance Chip

+ Extra Munitions

+ Plasma Torpedoes

​+ BTL-A4 title (Because its funny and free)

.-=25=​-.

A meritous idea.

Also available:

Ion Torpedo (no EM)

​Proton Torpedo (no EM)

Autoblaster Turret (no EM)

Dorsal Turret + Flechette (no EM, no PT)

Heck, Targeting Astromech works great on the ship without using ordnance anyway, letting you use your 4 forward and 3 turns more freely.

Not seeing the purpose of the tittle, but guidance chips could be great with the ordinance yay.

Im juts thinking that this ship could be the god of alpha striking(ok not the god but it could be fun) go 4 forward, TL and missile away on turn 1. Plasmas are good, but protons i think would be great since they give 2 guaranteed hits thanks to protons own ruling

Only works in the first turn if the opponent is lower PS than you and has attempted to zoom forward.

This is usually not the case, so those target locks won't happen - and you'll be stressed for the next round, so it's either straight-ahead-or-no-TLs.

I won't say it isn't possible, but nor is it a good idea.

Love the last phrase jajaja it kinda epithomises most of my ideas. I play more for testing possibilities and fun than for any ambition to win. An idea doesn't need to be good to interest me ;D

I just thought it would be a fun little trick. also target lock doesnt get spent so you could fly stressed until you find a good position

And 4-forward isn't actually fast enough to get one unless the enemy actually zoomed into the board even faster than you did - and did it at a lower PS to boot.

You see the problem?

Proton Torpedos, Extra Munitions and Guidance Chimps actually seems like a pretty solid loadout for a Y-Wing. The problem, of course, is that it costs as much as a Twin Laser Turret. Is it anywhere near as strong? I'm thinking this would work well with Horton or Nera, but generics?

Heck, Targeting Astromech works great on the ship without using ordnance anyway, letting you use your 4 forward and 3 turns more freely.

Can't really agree on that, sadly

The freedom ends the moment you look at the greens.

and scratch your head trying to figure out where the greens are xD

And then the imps say Defender greens suck :lol:

See I'd use Targeting+Dorsal+title and just have the droid be there for when you really need to use a red to get into a good range 1-2 position. Let's you do that and still get an action (even if you bump someone)

I don't think it's the ultimate choice now for Y-Wings, I just think that, for me at least, the R2 astro has a little competition for 'cheap, non-unique astro' on a Y-Wing.

I really look forward to (at least casually) running 4 Greys with that combo. Or 4 Y's with that combo, plus Flechettes and Chips OR 2pt bombs. Just for fun.

Horton rerolls blanks at Range 2-3 which is quite good with torps, chimps and extra munitions. PS8 means he has a good chance of getting a TL as well. If there were an easy way to give him a Focus Token at the same time then he would be pretty much guaranteed 4 hits. If you pair him with Dutch for a free target lock then he can use his action to Focus and then he becomes pretty strong.

Chuck on TLT and stressbot for when he is out of Torpedoes. Quite pricey but fairly versatile and tough.

Alternatively if you want to run him solo, give him R2-D6 so you can give him either PTL or Deadeye.

Someing like this maybe? Lots of variations are possible, but the basic idea is that Dutch and Hobbie perform a red maneuver.

"Hobbie" Klivian (25)

Flechette Torpedoes (2)

R3-A2 (2)

Munitions Failsafe (1)

"Dutch" Vander (23)

Twin Laser Turret (6)

Targeting Astromech (2)

Wedge Antilles (29)

Push the Limit (3)

BB-8 (2)

Engine Upgrade (4)

Total: 99

I think you have your astromechs the wrong way around. As it stands, Dutch and Hobbie have to hug each other at range 1-2 and Dutch needs to pull a red to trigger his astromech despite it not being very beneficial for a Y-wing to do so.

Put the Targetting astromech on Hobbie and then whenever he pulls a red, the astromech gives him an TL and automatically clears his stress. It even leaves him free to take a 2nd action so you can Focus as well as TL.

Give Dutch R3-A2 and use him as super-stresshog. He will work even better if you can find 2 spare points to upgrade him to Horton Salm who will give you rerolls on the TLT, even when stressed.

Edited by Karhedron

I think you have your astromechs the wrong way around. As it stands, Dutch and Hobbie have to hug each other at range 1-2 and Dutch needs to pull a red to trigger his astromech despite it not being very beneficial for a Y-wing to do so.

Put the Targetting astromech on Hobbie and then whenever he pulls a red, the astromech gives him an TL and automatically clears his stress. It even leaves him free to take a 2nd action so you can Focus as well as TL.

Give Dutch R3-A2 and use him as super-stresshog. He will work even better if you can find 2 spare points to upgrade him to Horton Salm who will give you rerolls on the TLT, even when stressed.

Targeting Astromech is indeed a really good choice on Hobbie, but R3-A2 is a bad one on Dutch: his pilot ability is wasted if he's got a stack of stress tokens, so you're spending 5 points (in comparison to Gold Squadron) for the PS bump.

​+ BTL-A4 title (Because its funny and free)

.-=25=​-.

Not seeing the purpose of the tittle

As Vorpal stated, the Guidance Chip really helps with one aspect, which is adjusting dice. Proton Torps will be your best bet as you get to change one eyeball and one other to hits/crits. The next problem comes in with having someone with a lower PS than you. There are ways around this and good flying could account for it, but you would have a hard time when you face 3 aces or something similar.

You could go with Horton, who is PS 8, and has a great ability. He would be amazing for Proton Torps. He is a lot of points, though. Not bad, but you might still have a problem if you face all PS 9+.

Most people still don't like ordnance and don't see the alpha strike as worth it. Y-wings can take TLT's, which is highly regarded in today's meta. Still, the alpha strike is not bad at all, especially with Horton. The ability to fire 4 red dice, re-roll blanks, change one eyeball to a crit, and one anything else to a hit means you are going to do damage. If I could hit the X-wing probability matrix at work, I'd look at that. So, Horton can smash something with a hit really early. You can probably do a 1 green and still have a shot on someone. Two shots in the first two rounds with his bonus means you will really cripple something. Horton could smash a TLT Y-wing in two rounds on his own, or do half damage on one and let the rest of his list finish that one off. Do the same next round.

I'll be curious to see if Ordnance Horton picks up after a while with Guidance Chip out. It will take people a while to get over their prejudice of ordnance, but I see people using it.

Still a lot of points. I'd probably offset it with some Z-95's or something.

Targeting Astromech is indeed a really good choice on Hobbie, but R3-A2 is a bad one on Dutch: his pilot ability is wasted if he's got a stack of stress tokens, so you're spending 5 points (in comparison to Gold Squadron) for the PS bump.

I am not sure I would bother with the Flechette Torps + MF to be honest. For the same points you can Plasma Torps and Chimps which I think will serve a lot better. 4 red dice with a Focus token and an extra crit from the Chimps is nice. The extra shield is gravy against large targets.

I think you have your astromechs the wrong way around. As it stands, Dutch and Hobbie have to hug each other at range 1-2 and Dutch needs to pull a red to trigger his astromech despite it not being very beneficial for a Y-wing to do so.

Put the Targetting astromech on Hobbie and then whenever he pulls a red, the astromech gives him an TL and automatically clears his stress. It even leaves him free to take a 2nd action so you can Focus as well as TL.

Give Dutch R3-A2 and use him as super-stresshog. He will work even better if you can find 2 spare points to upgrade him to Horton Salm who will give you rerolls on the TLT, even when stressed.

Targeting Astromech is indeed a really good choice on Hobbie, but R3-A2 is a bad one on Dutch: his pilot ability is wasted if he's got a stack of stress tokens, so you're spending 5 points (in comparison to Gold Squadron) for the PS bump.

Actually, I'm not a fan of TA on Hobbie; his K-turn is not, in my experience, a winning move, and he already sheds stress quite easily. A bit of foresight can come a long way here. It is true that Dutch will be restricted because of his few green moves, but that is why I make him a TLT carrier rather than an ordnance carrier.

​+ BTL-A4 title (Because its funny and free)

.-=25=​-.

Not seeing the purpose of the tittle
really???

Okay, with no Turret it adds nothing, but it also doesn't worsen the ship.

​It plays identically with or without the free title, so why not add it?

​+ BTL-A4 title (Because its funny and free)

.-=25=​-.

Not seeing the purpose of the tittle
really???

Okay, with no Turret it adds nothing, but it also doesn't worsen the ship.

​It plays identically with or without the free title, so why not add it?

It also serves an intimidatory purpose. If you mention the tittle people might think you actually have a turret and try to evade you or something which is useful