4 Y-wings might be the key to kill 3 Jumpmaster

By JimbonX, in X-Wing

This is a solid list against JM5Ks. Loses to my Bomber list, but what doesn't? :P

The problem is that to be successfull you need a list that deals with both Scouts and Palp-Aces (like my Bombers), which is where I see this list struggle because of the TL restriction. Sure, Flechettes are great when you land them, but thats a really hard thing to do consistently, especially when there is still 1-2 other aces and a shuttle pounding you.

What exactly is your bomber list?

This is a solid list against JM5Ks. Loses to my Bomber list, but what doesn't? :P

The problem is that to be successfull you need a list that deals with both Scouts and Palp-Aces (like my Bombers), which is where I see this list struggle because of the TL restriction. Sure, Flechettes are great when you land them, but thats a really hard thing to do consistently, especially when there is still 1-2 other aces and a shuttle pounding you.

What exactly is your bomber list?

You'd think I'd have posted it enough :D feels like I spam every thread where it could be remotely relevant with it...

Gamma Squadron Veteran (27) x 3

TIE Bomber (19), Deadeye (1), Extra Munitions (2), Homing Missiles (5), Guidance Chips (0)

Scimitar Squadron Pilot (19)

TIE Bomber (16), TIE Shuttle (0), Fleet Officer (3)

This list can be strong versus both major players in the meta. Against Palpaces, your damage output is even more reliable than U-Boats (because you consistently denie evades on which both Soontir and the Inquisitor heavily rely) and you have more ships to actually catch those aces, with one ship thats fine with being a dedicated blocker in that matchup. The Fleet Officer allows you to use barrel rolls liberaly to be even less predictable.

Against U-Boats, your blocker is even stronger (since large bases have a harder time avoiding it) and your higher PS allows you to use Fleet Officer to stack up Focus+TL on two of the Veterans, meaning you will hit viciously hard. A dead U-Boat is almost a certainty on the first turn (it has to roll at least 3 evades, depending on wether the shuttle does some damage or not).

The list has even more going for it: You denie the upside of the x7 title, which is very usefull in a Defender meta (although three Crackshot Glaives still is the most dangerous opponent) and you out-PS the popular Crackswarms.

Given the questionable durability of TIE Bombers this list might not be tier 1, but its able to threaten the two most popular tier 1 lists pre-Veterans. We will have to see how the meta developes to know how good its chances are.

Yeah, I think the prevailing sentiment in this thread is correct. You can absolutely build 4 Y Wings to kill 3 U-Boats. Personally, I'd go for 4x Grey Squadron with Guidance Chips, Plasma Torps and an Autoblaster (Better chance to kill the first jumpy with the extra shield killing power, maybe you even do it in three torps rather than definitely requiring 4), but the concept is the same.

The problem is the same too, same as most Alpha strike lists. Once you've killed your first jumpy, or killed the shuttle with the emperor on in vs Palp Aces, or one - maybe two - ships from a crack swarm, then what? You're going to get out-manoeuvred by aces far too easily.

As much as I love Y Wings and Ordnance, I don't think that they're the Rebel answer to the meta all on their own. They're very probably an element though.

Many lists could be created to take on and beat the Triple Scouts. Key is, to fly a list that can hold its own against many different types of lists. A few ideas:

Tansarli Vet+Juke+title+Tractor Beam

Guri+Predator

Latts+HLC+K4 (or Weapons Engineer)

With the left over 2 points you can give Guri Autothrusters or Latts Bosk. This list is effective with Tansarli and Latts taking away green dice and Guri and Latts hitting HARD. Every round your opponents spends shooting at the Scyk is a win for your heavy hitters.

Just can't bring yourself to fly a Scyk? Fine:

Gand Findsman+Juke+title+Tractor Beam

Guri+Predator

Latts+Weapons Engineer+K4

Here you are giving up the HLC, but gaining another hardy ship. The G-1A is not reliant on the cannon, and fires a mean three red dice out of its primary.

Both of these lists are easy to fly and will cause problems for PS 4 and bellow lists.

Neither of these lists is killing a scout before it fires.

ANd both of them are probably losing a ship in the first volley, the Scyk in the case of the former and the Findsman in the case of the latter - it takes two JM5K 4-hit torps to kill either ship on average (a ~80% chance f death in two torps in each case IIRC, albeit the evade tokens improve the survivability a bit)...

At PS 5, and the ability to slow play and adjust post dial, I have not lost ships before they got the chance to fire. Actually, I've found Scouts have a really hard time getting quality shots against these lists. Why in the name of The Maker would you joust or play to the advantages of the Scouts?!?! Use the full board and plan your approach. With these lists you are placing your ships AFTER the scouts and move AFTER the scouts. You've also should have placed 3 asteroids in such a way that gives you an advantage.

Because anyone that isn't a moron will block you with one and fire with the others.

Other wise known as "how to deal with higher pilot skill since 2013"

Because anyone that isn't a moron will block you with one and fire with the others.

Other wise known as "how to deal with higher pilot skill since 2013"

In theory you can split up your bomber list, the bombers are not dependent on fleet officer. So you can only block one of them

This is a solid list against JM5Ks. Loses to my Bomber list, but what doesn't? :P

The problem is that to be successfull you need a list that deals with both Scouts and Palp-Aces (like my Bombers), which is where I see this list struggle because of the TL restriction. Sure, Flechettes are great when you land them, but thats a really hard thing to do consistently, especially when there is still 1-2 other aces and a shuttle pounding you.

What's your bomber list there Admiral?

Just my $0.02, but I have pretty much bought all available releases and yet I always find myself entering tournaments with one of the same two lists and always performing extremely well. The two lists mentioned are, 3 Bounty Hunter piloted Firesprays or 3 B-Wings with Two A-wings. Triple BH just brings so much damage soak that it has staying power and shooting coming and going is really helpful. The AABBB list is a little more technical to manage, but basically the A-Wings hang on the back line until needed to block a lane against swarmers and/or take out B-Wing softened targets on clean up. These lists perform so well that I actually found myself becoming bored with the game so I started building lists for fluff and theme and only playing casual. Now all this may be down to spending inordinately more time playing/practicing than others in the two metas in which I play or pure luck, but this is just my experiences and $0.02. Thank you.

Many lists could be created to take on and beat the Triple Scouts. Key is, to fly a list that can hold its own against many different types of lists. A few ideas:

Tansarli Vet+Juke+title+Tractor Beam

Guri+Predator

Latts+HLC+K4 (or Weapons Engineer)

With the left over 2 points you can give Guri Autothrusters or Latts Bosk. This list is effective with Tansarli and Latts taking away green dice and Guri and Latts hitting HARD. Every round your opponents spends shooting at the Scyk is a win for your heavy hitters.

Just can't bring yourself to fly a Scyk? Fine:

Gand Findsman+Juke+title+Tractor Beam

Guri+Predator

Latts+Weapons Engineer+K4

Here you are giving up the HLC, but gaining another hardy ship. The G-1A is not reliant on the cannon, and fires a mean three red dice out of its primary.

Both of these lists are easy to fly and will cause problems for PS 4 and bellow lists.

Neither of these lists is killing a scout before it fires.

ANd both of them are probably losing a ship in the first volley, the Scyk in the case of the former and the Findsman in the case of the latter - it takes two JM5K 4-hit torps to kill either ship on average (a ~80% chance f death in two torps in each case IIRC, albeit the evade tokens improve the survivability a bit)...

At PS 5, and the ability to slow play and adjust post dial, I have not lost ships before they got the chance to fire. Actually, I've found Scouts have a really hard time getting quality shots against these lists. Why in the name of The Maker would you joust or play to the advantages of the Scouts?!?! Use the full board and plan your approach. With these lists you are placing your ships AFTER the scouts and move AFTER the scouts. You've also should have placed 3 asteroids in such a way that gives you an advantage.

So 'just play the game better than the most efficient list in the game'.

Ok, but what if you're not better? What if you're the same?

If you want to deal with U-boats as well as other threats, I think you need 3 elements.

1. Something to mess up their token generation (U-boats and Aces both rely heavily on this).

2. And Ace of your own to tangle with theirs.

3. Something to keep elements 1 & 2 alive long enough to do their job.

Wes, Biggs and Corran won the Utah Regionals and I think this is a good basis for a list. Wes strips tokens from the target. Corran is pretty nasty in his own right and Biggs keeps his buddies alive long enough to take down the enemy. I prefer Poe myself as my Ace so with that in mind, here is a suggested list.

34 Wes Janson (29), VI (1), R3-A2 (2), Flechette Torpedoes (2), Integrated Astromech (0)

40 Poe Dameron (31), VI (1), R5-P9 (3), Plasma torpedoes (3), Autothrusters (2)

26 Biggs Darklighter (25), R4-D6 (1), Integrated Astromech (0)

100 Total

Flechette torpedoes and R3-A2 gives Wes the chance to double-stress a target which means it won't be firing any ordnance for a while and this will affect even Soontir Fel (who really doesn't like multiple stress tokens). Poe is always good. Plasma torps help him strip heavily shielded targets or ditch them for an initiative bid. Biggs is everyone's favourite bullet-catcher and will keep his buddies flying.

This list should do well against U-boats as well as Palp-Aces as it has the tools to deal with multiple targets.

I ran this list last night and I like it. I took Wes Biggs and Lothal to the Toronto regionals this past Saturday and made top 16 with it. I beat a triple toilet seat list 100-0 in swiss.

Wes Janson (29)
Veteran Instincts (1)
R3-A2 (2)
Integrated Astromech (0)
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
Lothal Rebel (35)
Fire-Control System (2)
Autoblaster Turret (2)
Hera Syndulla (1)
Han Solo (2)
Total: 100

You have it in reverse... 3JM5k beats 4TLT nearly every time.

So...you didn't read the OP at all?

That's all you got from my post? Lets review: 4TLT is the strongest, most balanced Quad Y-Wing List. If you tweak it with Ordnance on some fool's errand to "counterpick" for 3JM5k the list gets even more predictable and easy to beat. So yes, I read the OP and made my post.

I love 4 Y-wing lists. I ran two title ion golds, a TLT stress bot and a TLT turret at Worlds and came in 18th with it. The problem with the list you are presenting is no range three presence. (you have the missiles but anything that is higher pilot skill can make sure you never get the initial target lock for the alpha strike) Too many things that are popular right now will be able to keep themselves at range three and pick you apart. I'm looking at you Palp Aces. Also looking at your dice load out, you are not very likely to drop a jump master before it fires. I would offer a counter option.

2 Greys with TLT and title

1 Grey with TLT, title, and stress bot

Which leaves you with 20 points and a crack shot green Squadron A wing

A wing jumps up to range 1 and your grey's hang back hopefully out of 1 jumpmaster shot and you have good odds to drop one before it fires or at least make it spend the focus so it can't fire the missile.

Stress bot leaves you an option for dealing with Aces so your other ships can hammer them when they are stressed and that much firepower will make any crack swarm question a joust (though you shouldn't because crack swarm will mow through any Y wing list like butter in a straight joust.)

Edited by thestggrwng

Maybe Ello Asty's repositioning will be useful here?

Any post-maneuver repositioning moves are going to be useful when you are facing a low PS ship with a powerful in-arc attack. Ello Asty's ability to make white Tallon Rolls is nice but no more powerful against U-boats than against anyone else. I guess it gives you flexibility. If you T-Roll, you can still Focus or TL. If they happen to white sloop and you are staring down their torepdo tubes, Boost may save your bacon.