What Upgrades are people using with Youngster

By Cubanboy, in X-Wing

So I am getting back into playing X-wing which I was also able to pick up a couple of ships.

Today I ordered an assault carrier and see this wonderful Tie named Youngster. My question is what are people using as an EPT. I really like the idea of using wingman and Experimental Interface in a 5 tie build. What are the great combos and such.

Thanks for any input.

Wingman doesn't have the "Action:" header, so Youngster's ability wouldn't allow the other ships to share it.

Unless you're talking about Wingman on one of the other TIEs.

Edited by DailyRich

Wingman doesn't have the "Action:" header, so Youngster's ability wouldn't allow the other ships to share it.

Unless you're talking about Wingman on one of the other TIEs.

I should learn how to read one day. Any thoughts past that, is Marksmanship a good idea?

Edited by Cubanboy

Nothing. Fly scourge instead.

Edited by buddyfett

Expose and a bunch of Tie/Fo's with a comm relay.

I was running a Crackswarm variant with Youngster/Marksmanship and Wampa in place of the usual 2 Tie/Fos. It was rubbish. I think once Rage comes out the rage swarm might be a thing but as it stands there aren't really any great EPTS that make Youngster worth playing.

Here is a different idea,

''Youngster'' - Squad Leader (17)
Howlrunner - Calculation (19)
''Wampa'' (14)
''Omega Leader'' - Veteran Instincts - Weapons Guidance (24)
''Zeta Leader'' - Veteran Instincts - Weapons Guidance (23)

The FO ties gain the bonus?

Edited by Cubanboy

I don't see how rage is good on TIEs unless it has 1 HP left and it's at range one. Have fun 2 banking out of the fight for 2 turns.

Here is a different idea,

''Youngster'' - Squad Leader (17)

Howlrunner - Calculation (19)

''Wampa'' (14)

''Omega Leader'' - Veteran Instincts - Weapons Guidance (24)

''Zeta Leader'' - Veteran Instincts - Weapons Guidance (23)

The FO ties gain the bonus?

Wampa

Omega leader - juke and comms relay

Scourge - crack shot (or an omega with crack shot)

Mauler Mithel - crack shot (or an omega with crack shot)

You could also throw in epsilon leader or zeta leader with wired there are extra points.

Though at this point I'm unsure if you are just trying to cram a square peg in a round hole really hard or are a troll.

Edited by buddyfett

I'm looking forward to putting the upcoming EPT Rage ( Action:assign one focus and two stress tokens to your ship and you may reroll up to 3 attack dice whwn attaking for the rest of the round.)on youngster. Combined with epsilon ace to remove stress, you basically triple the effect of howlrunner at the cost of reliance on green manuevers.

Add tie fighters to your personal taste and you got yourself a nasty tie swarm.

I don't see how rage is good on TIEs unless it has 1 HP left and it's at range one. Have fun 2 banking out of the fight for 2 turns.

Epsilon Leader makes it somewhat workable.

I'm still unclear if youngerster can benefit FOs, the rage swarm with epsilon leader seems pretty potent if it is. If not, the only other combination I've seen that I've liked is expose when night beast and chaser are around to use it.

Wingman doesn't have the "Action:" header, so Youngster's ability wouldn't allow the other ships to share it.

Unless you're talking about Wingman on one of the other TIEs.

I should learn how to read one day. Any thoughts past that, is Marksmanship a good idea?

Not particularly because as an action Marksmanship alone is just slightly better than using Focus in a few specific cases. Marksmanship can really be nice if the ship is making multiple attacks that round and turning something into a [kaboom] instead of just a [boom] but it also has no potential for use in Defense which is a strike against it.

There have been a lot of threads about Youngster. Squad Leader can be interesting as it is unique so letting multiple ships have the chance to use it is a bit crazy until you start looking at the restrictions on Squad Leader. Rage and Expose could have some potential but it may be best just to fill that EPT with something that benefits Youngster even if it can't be shared with everyone else.

I'm still unclear if youngerster can benefit FOs, the rage swarm with epsilon leader seems pretty potent if it is. If not, the only other combination I've seen that I've liked is expose when night beast and chaser are around to use it.

Expert Handling is certainly not the worst option. TIEs already like to BR, so why not ditch target locks at the same time?

Youngster with Rage

Epsilon Leader with Comm Relay

4x Black Squadron with Wired

Rage, fire, green to shed one stress, Epsilon pulls the others, Rage again.

When Epsilon goes down, Rage, fire, green to shed a stress, use wired.

Keeps the chain moving nicely. Epsilon and Youngster are the obvious targets, hence the Comm Relay. That can be switched to stealth device for Youngster if preferred. Alternatively, give the BSPs Mk2 engines for even easier clearing. I've nicknamed it Screamager, after the classic Therapy? song from my younger days.

Edited by NakedDex

I don't see how rage is good on TIEs unless it has 1 HP left and it's at range one. Have fun 2 banking out of the fight for 2 turns.

Epsilon Leader makes it somewhat workable.

And guess who will be the first target of all the return fire? Knock him out and a Rage-equipped Youngster suddenly becomes far less useful.

Today I ordered an assault carrier and see this wonderful Tie named Youngster. My question is what are people using as an EPT.

Only the RAGE exists

and to make it worth your time, consider pairing him with TIE\fo that is a super-wingman, to clear both stresses by green move next turn.

RAAAAEG SWAAARM!

Let the enemy think twice, who of them to shoot first, and feel thy RAAAAAAAEG!

Edited by Warpman

Expert handling and nothing but expert handling ... so every unique pilot ability that requires a target lock is rendered useless against your squad.

Players running lists with Omega Leader, Omega Ace, Lt. Colzet, or any ships with munitions that rely on target locks will HATE Youngster handing out Expert Handling to an entire squadron of TIEs or TIE/FOs. Similarly any ship that gets free target locks suddenly cannot benefit from those free target locks.

Most people are waiting for a decent action header honestly.

Most TIE Fighters making use of Youngster's Expert Handling will move and act before the elites that rely on having Target Locks on them, so if they spend their action using Expert Handling to remove the target locks, the elites can just take the target lock again the same round and make use of it.

Pilots like Colzet, Corran or Redline with FCS will make use of the target lock way before the TIEs can get rid of it.

Only sensible use I see for it is Youngster with Rage and a bunch of TIE/FOs. This makes the TIEs want to perform attack runs at range 1 and disengage for stress removal with green turns, or remaining at range 1, becoming blockers while they remove stress and keeping the opponents in place while other fellow "raging" Figthers perform their attack runs. So instead of keeping the TIEs in formation like it is usual with Howlrunner, Youngster wants them to fly in a chaotic cloud of blockers that perform range 1, fully modified attacks every other round each.

I'm planning on running an expose youngster in my crack Swarm - not something I'd use at every opportunity but certainly something to use late game or when I think I can take a ship at range 1 but want the extra dice rather than a focus...

I'm planning on running an expose youngster in my crack Swarm - not something I'd use at every opportunity but certainly something to use late game or when I think I can take a ship at range 1 but want the extra dice rather than a focus...

I was thinking about this because with Howlrunner that's 4 dice per tie at range 1 though its like 50% of a chance for 2 dice guess that's better then 1.5 at 3 dice. I wish Attanni mindlink was not scum only....

Edited by Cubanboy

For sure - focus is more reliable but expose has more potential... I think when the chips are down just throwing lots of dice at an opponent can pay dividends