K-Wing / Y wing duo

By Sarge01429, in X-Wing Squad Lists

Hey guys firstly myself and 2 friends have been out and bought loads of stuff and have loved the games we've played.

I've chosen the rebels because let's face they're awesome!

But as we're starting I just wanted to see what people thought of a K-wing / Y-wing team. What I've made is bloodyour expensive mind running two ships at 95 points.

K-wing

29 Miranda doni

2 advanced slam

6 twin laser turret

2 extra munitions

4 proton torpedoes

5 homing missiles

1 bombardier

2 ion bombs

4 conner net

Y-wing

6 twin laser turret

4 proton torpedoes

4 proton torpedoes

3 R5-D8

I know I don't need to fully upgrade but thought I'd give it a go. Although I think the torpedoes might be a bit of over kill.

Any suggestions or advice would be great appreciated.

I'm a scum exclusive player, so my advice will be limited.

You didn't show which y pilot your using. I'd suggest Horton. Ignoring that he can hear a Who, he creates immense action economy for himself. You get to reroll any blanks, so no need for target lock (except in firing protorps). Focus each turn, get to reroll everything, and focus the eye balls. You'll increase your damage out put significantly. Given the use of protorps and TLT, you're always going to be flying at range 2 to 3, out relying on your primary weapon. This is the closest rebels get to the scum TL Palob with Dengar crew, though Horton's ability is even stronger than Dengar crew.

Also, switch out the second protorp for an extra munitions. That'll free up 2 points.

Dutch would create some action economy for Miranda. It'll make her alpha strikes as potent as possible.

Y-Wing: · Horton Salm (25)

Proton Torpedoes (4)

Extra Munitions (2)

Twin Laser Turret (6)

· R5-D8 (3)

Guidance Chips (0)

K-Wing: · Miranda Doni (29)

Proton Torpedoes (4)

Extra Munitions (2)

Cluster Missiles (4)

Twin Laser Turret (6)

Proton Bombs (5)

Conner Net (4)

Advanced SLAM (2)

· Lando Calrissian (3)

99 points

You could also consider C3P0, as opposed to Lando. I can't really help you with droids and crew. I don't know the rebel droids at all.

I would definitely go up to 3 ships here: You're going to have a hard time spending all those munitions before the fight is over.

Without even thinking about it Miranda can lose the proton torps and probably the Conner net too, and the y-wing can lose one of it's torps & not miss it at all.

That gives you 17 points to play with: Which should get you a nice z-95 to play with (might even be able to put some missiles on it). There may even be a few points left over to upgrade the y-wing pilot.

Other upgrades that might not entirely be pulling their weight here are: Advanced slam, r5-d8, and (maybe) bombardier.

If you want a list that makes good use of the K-wing and Y-wing, try the following combo.

“Dutch” Vander (32)

Y-Wing (23), R5-P9 (3), Proton Torpedoes (4), Extra Munitions (2), Guidance Chips (0)

Garven Dreis (31)

X-Wing (26), R2-D6 (1), Integrated Astromech (0), Draw Their Fire (1), Plasma Torpedoes (3)

Esege (37)

K-wing (28), Recon Specialist (3), Proton Torpedoes (4), Extra Munitions (2), Guidance Chips (0)

All ships are PS6 meaning you can move and fire in any order you want.

Normally I would would move Dutch last, take a target lock and share it with Esege. Garvin can take his own target lock (more on this later). Esege Focuses gaining 2 tokens thanks to Rec Spec.

In the firing phase, Garvin shoots first in order to maximise the shield damage of the plasma torps. If he needs a Focus (or even if he doesn't) he takes one from Esege and after spending it, transfers it to Dutch.

Dutch fires next. If he needs a Focus token (unlikely since Protorps will automatically flip 1 Focus result for you) he can either spend his own or save it and spend Esege's.

Esege fires last and again, will only need to spend a Focus token if he rolls 2 or more Focus results.

Ideally, at the end of the first round of firing, you will have dished out 12 red dice (well modified) and hopefully have 1 or 2 Focus tokens left over for defense. If Dutch loses any shields and still has his Focus token at the end, he can spend it on R5-P9 to regain a shield.

Repeat on the second turn of firing except this time, Garvin should Focus since he will be out of Ordnance so he may as well maximise his ability to share with Dutch. He should probably stay close to maximise Focus sharing and also to protect against the odd critical hit with DTF.

Optionally, drop Garvin to a plain R2 Astromech and use the extra point to give Esege Homing Missiles for busting aces.