Y Wing missile barrage?

By maviam, in X-Wing Squad Lists

I don't yet have enough ships to do this (but I am playing with squad builders in order to help choose what to buy next) but I was looking at the following (to deal with the 3 * Jump masters mainly).

The idea being that Cracken fires first, giving the Y's target locks, then the Y's should be able to kill them with a storm of missiles, if I am unable to get them in ark easily, turrets should at least keep them honest.

Airen Cracken — Z-95 Headhunter 19 Veteran Instincts 1 XX-23 S-Thread Tracers 1 Munitions Failsafe 1 Ship Total: 22

Gold Squadron Pilot — Y-Wing 18 Dorsal Turret 3 Extra Munitions 2 Plasma Torpedoes 3 Guidance Chips 0 Ship Total: 26 (*3)

Thoughts?

Edited by maviam

If your using a Z for tracers then Blount is the one to use. He hits and it works. No dice were rolled in that example. Also removes stealth device. Additionally he is cheaper. The problem your going to have is one of your Ys is going to die first round to a well flown uboat list. Its just going to happen. Then you cant kill one with the other 2 in one turn. Single agility ships with 8 or less health do not fair well in this meta at PS2.

Agree that the y-wings are at too low PS - they really want to be grey squadron pilots. I only see a couple cuts you can make, though.

First, you could drop Cracken to Blount. VI and XX-23s come in at 19 points on him, and he'll be guarunteed to give out the locks assuming he doesn't die. The downside is he's much less useful after the initial engagement.

Second, you could lose the dorsal turrets. They're useful, certainly, but they're not going to help much against aces and against anything else your best option is to try to keep them in arc.

If you only do the latter, you could add R2 astromechs to all of the y-wings or upgrade to Proton Torpedoes. If you do both, you've got 6 points left. That's enough to either put autoblaster turret on all 3 y-wings (combined, they have a big enough bubble to worry aces) or Targeting Astromech on all 3 - which would help immensely after the initial joust so you can K-turn or pull a 3-hard left and still have your ordinance shot.

I was thinking Plasma torps as they are better against shielded ships.

How about a scum based list then?

Hired Gun — Y-Wing 20 Dorsal Turret 3 Extra Munitions 2 Plasma Torpedoes 3 Guidance Chips 0 Ship Total: 28 * 3

Kaa'To Leeachos — Z-95 Headhunter 15 XX-23 S-Thread Tracers 1 Ship Total: 16

Better against the 3 Jumps, but still poor against aces.

Edited by maviam

My thoughts, how did you get 3 dorsal turrets? Who does spend money for 3 ships that you never gonna fly in 100 point game where two ghosts are hard to fit in.

Edited by mitrandil

Double Ghost lists exist, although I've never seen one myself - you can get a pretty effective Lothal Rebel for under 45 points. Also, sometimes individual cards are available on Ebay or something like that for a lot cheaper than the packs they come in - particularly things like Dorsal Turrets, which come in multiples and aren't widely used competitively.

How about a scum based list then?

Kavil (24):

  • Deadeye (1)
  • Plasma Torpedoes (3)
  • Extra Munitions (2)
  • Guidance Chips (0)
  • Blaster Turret (4)
  • R4 Agromech (2)

Total: 36 pts

Drea Renthal (22):

  • Proton Torpedoes (4)
  • Extra Munitions (2)
  • Guidance Chips (0)
  • Ion Cannon Turret (5)
  • R4-B11 (3)

Total: 36 pts

Palob Godalhi (20):

  • Crackshot (1)
  • Twin Laser Turret (6)
  • Greedo (1)

Total: 28 pts

My main squad for wave 8.

Hard counter to U-Boats, goes toe-to-toe against Palp Aces.

Kavil is a killing machine. It's very difficult to escape his 4-dice-everywhere threat. Just don't get him blocked and he'll wreck faces.

Angry Drea is amazing. What she won't burn, she'll control. Manage her locks and she'll pull through.

Palob, at same PS as Drea, changes your opponent's entire action planning and pretty much nullifies U-Boats by himself. CrackGreedo pulls off some nice leverage.

Alternatively, you can switch EM for Bomb Loadout and your choice of 2-pt bomb, if you feel that shooting the second torp is unnecessary (can happen) and/or give Palob the Wired/Zuckuss treatment.

The closest thing Rebels get is:

Horton Salm (25):

  • Plasma Torpedoes (3)
  • Extra Munitions (2)
  • Guidance Chips (0)
  • Twin Laser Turret (6)
  • Targeting Astromech (2)

Total: 38 pts

Nera Dantels (26):

  • Deadeye (1)
  • Proton Torpedoes (4)
  • Extra Munitions (2)
  • Fire-Control System (2)
  • Guidance Chips (0)

Total: 35 pts

Biggs Darklighter (25):

  • R2-D6 (1)
  • Integrated Astromech (0)
  • Determination (1)

Total: 27 pts

I really don't get why I don't see more of Horton, but the principle here is the same. TargetMech is here to allow K-turns after your first pass and re-roll focus but feel free to fill this up with whatever you like (perhaps give him Deadeye or VI).

Nera does her thing, which is awesome.

Biggs makes sure they'll fire both rounds of torps. Again, choice of Mech is entirely up to taste.

K-Gen,

Like your thinking there. The Kavil build looks like the bully older brother of the Scouts---AWESOME counter. Questions;

1) Greedo---do you find he burns down your HWK too fast? I get his use with stealing the focus off the deadeyes or the evade off the aces, but it seems like he'd drop fast...maybe running him with Tactician could help nullify the s-loop after the alpha or crimp a PTL ace's style. Just a thought.

2) No BTL on Drea? Do you find her Ion to be of any use vs. the Scouts?

K-Gen,

Like your thinking there. The Kavil build looks like the bully older brother of the Scouts---AWESOME counter. Questions;

1) Greedo---do you find he burns down your HWK too fast? I get his use with stealing the focus off the deadeyes or the evade off the aces, but it seems like he'd drop fast...maybe running him with Tactician could help nullify the s-loop after the alpha or crimp a PTL ace's style. Just a thought.

2) No BTL on Drea? Do you find her Ion to be of any use vs. the Scouts?

On Kavil: pretty much. For 3 more points, you get higher PS, a more powerful turret and no MoV issues (at the expense of a worse dial, a less durable ship and blocking issues).

1) TBH, CrackGreedo is the most flexible part of the build. Since this build was designed specifically to fight wave 8 meta, my reasoning for it is that Greedo gives me a second chance at Direct Hit on a Scout (which is vital, considering all odds) and also a crippling blow to any ace I crack(shot). But, like I said, Wired/Zuckuss does the job just fine. I wouldn't encourage a 2-pt crew on Palob due to points restriction. But to each his own...

2) Hell, no! Drea will spend every turn after the first engagement piled up on stress. Once she crosses the firing lane, she'll never recover. With BTL, it means she'll never attack again. Honestly, against Scouts, ICT is just there to score extra hits. They won't last long enough for it to matter. The real reason for ICT on Drea, though, is that I'd rather have an out-of-arc R3 bubble than a R1 one (from which she'll never shake off her attacker). Since TLT will leave that R1 bubble exposed and Blaster Turret will never fire, that leaves me with either Dorsal or ICT. ICT has a solid 3-dice roll and a status effect to boot.

EDIT: #2 is also why I recommend a look at bombs. The odds of a 2nd round of torps are greatly affected by who you're up against (against Scouts: unnecessary, against Aces: unlikely, against all else: high enough). 2-pt bombs have a great chance of catching someone off-guard immediately after the first pass

Edited by K Genesis

I can dig it. I dislike Blaster turret on Kavil myself, easy to get stressed and hung out to dry. Dorsal seems like it works as well?

What about thermals? Same as Seismic but you get the action sap of stress?

Wired/Zuckuss is the way to go!

BULLIES

Kavil — Y-Wing 24 Deadeye 1 Dorsal Turret 3 Extra Munitions 2 Plasma Torpedoes 3 R4 Agromech 2 Guidance Chips 0 Ship Total: 35

Drea Renthal — Y-Wing 22 Ion Cannon Turret 5 Proton Torpedoes 4 Bomb Loadout 0 R4-B11 3 Thermal Detonators 3 Guidance Chips 0 Ship Total: 37

Palob Godalhi — HWK-290 20 Wired 1 Twin Laser Turret 6 Zuckuss 1 Ship Total: 28

100 total

Edited by Cloaker

Not much of a fan of Dorsal, that fourth die at R2 means a lot, but sure. That works too.

And, since you have room for it, Thermal fits in nicely. I'd say you're set.