YV-666 quick question

By Muki, in X-Wing Rules Questions

OK, I don`t have this ship but I want to know what are its shooting capabilities (360 degrees or something else)?
Thanks

It has a normal ~85 degree primary arc for cannons and missiles, and a 180 degree auxiliary arc (firing out of the whole front half of the base) for primary weapon only. In addition, there is a pilot who can fire Cannon secondary weapons from the auxiliary arc as well as the front arc.

OK, thanks! ;)

Probably also worth noting that it has no way of turning round and is generally highly unmanouevrable. Accordingly, if someone gets in behind it, they can generally pick it to bits at their leisure.

Edited by thespaceinvader

Probably also worth noting that it has no way of turning round and is generally highly unmanouevrable. Accordingly, if someone gets in behind it, they can generally pick it to bits at their leisure.

Daredevil K4 and Bossk say HELLO, PETTY, making a huge-arse "almost" Talon-roll and then clearing that stress in a bank.

Try it, it's FUN yet costly and with post-faq it's a thorn in your action economy :C

Daredevil being an obvious exception yes, but that rather telegraphs itself by... you know, existing... and also costs a minimum of 3 points, usually 7. I wouldn't bother myself.

What the YV-666 lacks in native turning options it makes up for in speed, long green maneuvers, and (to help action economy) I prefer the engine upgrade. The forward 180° firing arc means you only have to turn a little to get someone in your arc. If someone is behind you a white hard 3 followed by a boost solves most problems. Or just zero and laugh. :D

Large base means you can run away at an almost unreasonable pace, so that's probably the best way to deal with someone right behind you...

I second engine here.

Engine engine all the way!
Except for super_cheap_53_points_Amoral_HLK_eval because he already costs like a brick house in London suburbs!

and he should have already annihilated anything foolish enough to get to the board before geting flanked

Aye, completely agree, EU on a 666 is a must for any list I use them in.

Personally, I often prefer Maneuvering Fins to Engine Upgrades.

It's 3 points cheaper, allows you greater lateral movement (at the cost of angular momentum), but doesn't cost an action to use.

Considering how much it expands your firing arc on its own, you don't need the extra utility of boost for the extra costs

Edited by DraconPyrothayan

Personally, I often prefer Maneuvering Fins to Engine Upgrades.

It's 3 points cheaper, allows you greater lateral movement (at the cost of angular momentum), but doesn't cost an action to use.

Considering how much it expands your firing arc on its own, you don't need the extra utility of boost for the extra costs

I played 4 rounds in SC with dual YV-666 (intense games that came down to the wire but ultimately not a great MOV or W/L). Maneuvering Fins was useful once. One time. Four matches. Had I had the points for EU instead it would've been used to far greater effect. #worthTheCost

Personally, I often prefer Maneuvering Fins to Engine Upgrades.

It's 3 points cheaper, allows you greater lateral movement (at the cost of angular momentum), but doesn't cost an action to use.

Considering how much it expands your firing arc on its own, you don't need the extra utility of boost for the extra costs

I played 4 rounds in SC with dual YV-666 (intense games that came down to the wire but ultimately not a great MOV or W/L). Maneuvering Fins was useful once. One time. Four matches. Had I had the points for EU instead it would've been used to far greater effect. #worthTheCost

I imagine I fly the ship much differently than you do.