How to defeat 3 Jumpmaster with 4 Y-Wings

By JimbonX, in X-Wing

I'm crazy over Y-Wing. I find Y-Wing unsuprisingly good... depending how you play. Anyway, straight to the point. I think I have a theory on how to defeat 3 jumpmasters easily, with 4 Y-Wings. Some of you might have tried this one.

Dutch Vander + Dorsal turret + R2-D6 + crackshot + title.

3 x Grey Squadron + R2 Astromech (or any droid at 1p) + Dorsal Turret + title.

During your round, you will be able to have 2 target locks on 1 Jumpaster and 3 focus. When you attack at range 2, you will roll 16 dice. Range 1, 24 dice. Since all the Y-Wings are over 4, they will attack first. Worst case scenario is that you might only make 8 damage on 1 Jumpmaster or less. Normal scenario about 12 damage if the jumpmaster gets 1 evade each time.

Pretty sure FFG just FAQed a new rule:

When 3 Jumpmasters are placed in the starting area of a player, the other player may elect to <TableFlip> as a Free Action

Think you'd be better off in scum with r4 aggro but I love that guy

Not a very flexible list (hired gun with dorsal aggro is 25) but it's 16 to 24 dice

Its a good idea but you could do it with 3

"Dutch" Vander (23)

Autoblaster Turret (2)

Proton Torpedoes (4)

Extra Munitions (2)

Targeting Astromech (2)

Guidance Chips (0)

Horton Salm (25)

Twin Laser Turret (6)

Proton Torpedoes (4)

Extra Munitions (2)

Targeting Astromech (2)

Guidance Chips (0)

Gray Squadron Pilot (20)

Autoblaster Turret (2)

Plasma Torpedoes (3)

Extra Munitions (2)

R5 Astromech (1)

Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

Its a good idea but you could do it with 3

"Dutch" Vander (23)

Autoblaster Turret (2)

Proton Torpedoes (4)

Extra Munitions (2)

Targeting Astromech (2)

Guidance Chips (0)

Horton Salm (25)

Twin Laser Turret (6)

Proton Torpedoes (4)

Extra Munitions (2)

Targeting Astromech (2)

Guidance Chips (0)

Gray Squadron Pilot (20)

Autoblaster Turret (2)

Plasma Torpedoes (3)

Extra Munitions (2)

R5 Astromech (1)

Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

That looks worse in every way to the list in OP. You get 8 less HP, more points onto individual ships that will not live very long, less attack die thrown per round, why does Horton need a targeting astromech when he's horton, Autoblaster turrets? What? JM5ks have 9 HP, and you're flying Y-Wings one of whom is HORTON SALM, good look getting into range 1 where it'll matter, and even then you max out at 6 damage if every ship rolls 2 hits, which is unlikely because Horton can't use his ability within range 1. 3 torpedoes will kill one MAYBE because unlike the JM5K you dont get the TL to use on the attack, and all you have is the Proton torps ability and chips, and then the other two will kill one of yours, probably Horton or Dutch, and now you lack the offensive ability to off a JM5k a turn, you have no defensive ability to dodge a JM5k's attacks, and no hope in hell to outmaneuver it. R5 is a waste of time if that ship gets hit by more than one torp, it's basically got a 100% chance of dying, and crits won't matter at that point anyways.

That list just looks like an absolute mess. It'd get the stuffing beat out of it by U-Boats.

Edited by Razgriz25thinf

If they get an R3 engagement you're basically done. Despite your higher PS the offense of a Y wing at r3 is very anemic unless you're using TLTs. After that it gets really complicated as well because they still have 2 die turrets.

I think if you play it you'll see(this is not with that specific lists but I have played lists with this gameplan against them and it's not as good as you think.)

The problem with lists like this: They may be effective against the intended target, but they'll fail dismally against other meta-topping lists. This vs Cracksquadron or Palp Aces will melt faster than a biscuit in hot tea.

Sure, you could play this in casual games, but if you're taking this only because you know your opponent is playing JM5Ks, you may as well be playing rock paper scissors where you know you're opponent's already taken rock.

Its a good idea but you could do it with 3"Dutch" Vander (23)Autoblaster Turret (2)Proton Torpedoes (4)Extra Munitions (2)Targeting Astromech (2)Guidance Chips (0)Horton Salm (25)Twin Laser Turret (6)Proton Torpedoes (4)Extra Munitions (2)Targeting Astromech (2)Guidance Chips (0)Gray Squadron Pilot (20)Autoblaster Turret (2)Plasma Torpedoes (3)Extra Munitions (2)R5 Astromech (1)Guidance Chips (0)Total: 100View in Yet Another Squad Builder

That looks worse in every way to the list in OP. You get 8 less HP, more points onto individual ships that will not live very long, less attack die thrown per round, why does Horton need a targeting astromech when he's horton, Autoblaster turrets? What? JM5ks have 9 HP, and you're flying Y-Wings one of whom is HORTON SALM, good look getting into range 1 where it'll matter, and even then you max out at 6 damage if every ship rolls 2 hits, which is unlikely because Horton can't use his ability within range 1. 3 torpedoes will kill one MAYBE because unlike the JM5K you dont get the TL to use on the attack, and all you have is the Proton torps ability and chips, and then the other two will kill one of yours, probably Horton or Dutch, and now you lack the offensive ability to off a JM5k a turn, you have no defensive ability to dodge a JM5k's attacks, and no hope in hell to outmaneuver it. R5 is a waste of time when if that ship gets hit by more than one torp, it's basically got a 100% chance of dying period, and crits won't matter anyways.

That list just looks like an absolute mess. It'd get the stuffing beat out of it by U-Boats.

3 torps into 1 boat will often drop it

I dont like to build list to fly against 1 list only that is why there is ABT

As long as you dont fly you ships in a straight up joust and know how to place rocks, 3 U boats wont be a problem

Yes you have less HP but stronger alpha attack

And if you have 3 boats shooting you in the first round you have done something wrong