Have you had any lists where some Y-Wings have worked out well for you?
How have you used standard Y-Wings effectively?
Have you had any lists where some Y-Wings have worked out well for you?
Maturin has a list with plenty of Ys - and a Battle Cruiser. It's pretty good.
I've seen them used pretty well with Bomber Command Center, as their lower cost allows the ability to trigger more frequently. Work great with X-Wings and Jan Ors now that the flotillas are out to boss them all around at a cheap cost.
lots and lots of them with Ruthless strategist.
I use them to round out squad screens. When 2 Y wings instead of 1 more expensive squad gets me another deployment. They seem to always be the last thing standing. Though that may be targeting priority.
does 12 Y-wings count as some? I use a y-wing list at almost all tournaments I attend (normally 8-9 Ys, 3ish A-wings, and a HWK). So far I've always made it far enough to get a prize of some sorts. 2x store champs (2nd & 4th), 1x regional (7th), Steel Open (3rd), Nova Open (4th), Spring tourney (1st), Summer tourney (3rd). I've half writin an article on my experiences with Y-wing lists. What I feel they're good/bad at and how I myself would attack a Y-wing list.
With Bomber command, they have become my go to. Speed 3, 6 hull, black bomber. I ususally have a RAF-B w/ flight controllers bossing them around, which makes them pretty decint in a dog-fight where their 6 hull lets them last long enough to usually win.
does 12 Y-wings count as some? I use a y-wing list at almost all tournaments I attend (normally 8-9 Ys, 3ish A-wings, and a HWK). So far I've always made it far enough to get a prize of some sorts. 2x store champs (2nd & 4th), 1x regional (7th), Steel Open (3rd), Nova Open (4th), Spring tourney (1st), Summer tourney (3rd). I've half writin an article on my experiences with Y-wing lists. What I feel they're good/bad at and how I myself would attack a Y-wing list.
Shhh! Don't give away the secret - then everyone will know and I'll have to change my list - and I love this list! Mostly because of the mental image of Y-wings being shot apart on their attack runs... ![]()
Have you had any lists where some Y-Wings have worked out well for you?
Maturin has a list with plenty of Ys - and a Battle Cruiser. It's pretty good.
Thanks GK. It's definitely workable, but really demands focus....which I often lack. I'm tweaking the list still - see, no focus!
Pros: 5 activations, 11 deployments really helps setup to ensure optimal positioning. 2 BCC's for rerolling fun - do you feel lucky? 65 squadron hull = decent staying power.
Cons: Only one ship with guns, so if I misplay that ship then I'm in trouble! Has difficulty against squadron-heavy lists as its anti-squadron firepower is only moderate.
One of the keys to making this list work is drilling in with those Y's to start their bombing runs ASAP....and using the HWKs to ensure they keep bombing, as long as possible. The X's protect the HWKs, not the Y's. It's fun playing it, but I usually end up with half my squadrons on the board, at most. Sometimes much, much less. ![]()
Start Your Attack Runs
Author: Maturin
Faction: Rebel Alliance
Points: 399/400
Commander: General Dodonna
Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep
MC80 Battle Cruiser (103 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Medical Team ( 1 points)
- X17 Turbolasers ( 6 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)
= 133 total ship cost
GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
- Expanded Hangar Bay ( 5 points)
- Jamming Field ( 2 points)
= 34 total ship cost
[ flagship ] GR-75 Medium Transports (18 points)
- General Dodonna ( 20 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 50 total ship cost
GR-75 Medium Transports (18 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 30 total ship cost
GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
= 19 total ship cost
7 Y-Wing Squadrons ( 70 points)
3 X-Wing Squadrons ( 39 points)
2 HWK-290s ( 24 points)
The Flotillas changed the Rebel's game more than the Imperial's for sure, and the Y-Wings are great for their price. But Jan or another Hwk is my go to when I want them to be affective bombers. And as Mentioned the X-Y-Jan combo is the best in my opinion. X-Wings engage and use Jan's braces for survival while the Y's are free to attack capitals while everything else is dog fighting.
Edited by BeattyI use a pair to increase my Neb-B Escort's attack by two blacks (sort of).
I could never get B-wings to pull their weight for me and A-wings just weren't cutting it, so I've been using Y-wings as a bomber group for quite some time and it's been successful enough*.
Sure, I happen to have had a thing for Y-wings, but I still find they objectively work well when used in conjunction with proper support. They're good medium bombers, made all the better by Bomber Control Centres, and cheap enough that fishing for double-hits instead of singles feels acceptable. But I still don't go overboard on them: 3-4 flights of Y-wings is often enough when used in conjunction with 2 X-wings, an HWK, and 1-2 A wings (often just Tycho). If I'm feeling particularly squadrony, I toss in a pair of H-6's and watch as people stare at those things in confusion and promptly forget the Y-wings rolling in on them.
Anyway, Y-wings work nicely with flight controllers, or just as the clean up crew for an X-wing mauling when I don't want to use another X-wing to finish off that last tick of HP. Likewise, Y-wings were always fast enough to do the work that I needed them too, and I've been told I run my ships more aggressively than what's considered 'typical' (Nebulon B's were never meant to go speed 1, they were meant to be set free at Speed 3 and drift, driiift! So, they need a fighter that can handle their pro-speed lifestyle choice). I don't want to invest in some B-wing railroad set up, and I like more bodies, so the Y-wing is an ideal choice.
*Successful enough that a very similar list has seen play at two regionals (2nd and 5th place),then took one spring and one summer tournament, with another second place finish.
As Y-Wings were always my favorite Rebel Figther(-Bomber) I hardly let a fleet leave without Y-Wing support. I found that even a single or two sqaudrons of Y-Wings can help turn the tide. They attract enemy figthers or AA fire from the captials and sometimes they remove a nasty point of shield/hull/ a defense token, that really needed to go.
does 12 Y-wings count as some? I use a y-wing list at almost all tournaments I attend (normally 8-9 Ys, 3ish A-wings, and a HWK). So far I've always made it far enough to get a prize of some sorts. 2x store champs (2nd & 4th), 1x regional (7th), Steel Open (3rd), Nova Open (4th), Spring tourney (1st), Summer tourney (3rd). I've half writin an article on my experiences with Y-wing lists. What I feel they're good/bad at and how I myself would attack a Y-wing list.
Shhh! Don't give away the secret - then everyone will know and I'll have to change my list - and I love this list! Mostly because of the mental image of Y-wings being shot apart on their attack runs...
Have you had any lists where some Y-Wings have worked out well for you?
Maturin has a list with plenty of Ys - and a Battle Cruiser. It's pretty good.
Thanks GK. It's definitely workable, but really demands focus....which I often lack. I'm tweaking the list still - see, no focus!
Pros: 5 activations, 11 deployments really helps setup to ensure optimal positioning. 2 BCC's for rerolling fun - do you feel lucky? 65 squadron hull = decent staying power.
Cons: Only one ship with guns, so if I misplay that ship then I'm in trouble! Has difficulty against squadron-heavy lists as its anti-squadron firepower is only moderate.
One of the keys to making this list work is drilling in with those Y's to start their bombing runs ASAP....and using the HWKs to ensure they keep bombing, as long as possible. The X's protect the HWKs, not the Y's. It's fun playing it, but I usually end up with half my squadrons on the board, at most. Sometimes much, much less.
Start Your Attack Runs
Author: Maturin
Faction: Rebel Alliance
Points: 399/400
Commander: General Dodonna
Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep
MC80 Battle Cruiser (103 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Medical Team ( 1 points)
- X17 Turbolasers ( 6 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)
= 133 total ship cost
GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
- Expanded Hangar Bay ( 5 points)
- Jamming Field ( 2 points)
= 34 total ship cost
[ flagship ] GR-75 Medium Transports (18 points)
- General Dodonna ( 20 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 50 total ship cost
GR-75 Medium Transports (18 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 30 total ship cost
GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
= 19 total ship cost
7 Y-Wing Squadrons ( 70 points)
3 X-Wing Squadrons ( 39 points)
2 HWK-290s ( 24 points)
What missions do you like to run with this?
What missions do you like to run with this?
The ones listed, of course! ![]()
Most Wanted because I have a cheap throwaway ship, and Advanced Gunnery is a no-go due to Gunnery Teams on my Big Guy. Opening Salvo is useless with my transports, and Precision Strike would be ok, except it can easily be turned against me as well.
Fire Lanes is no good as I have only one ship with Guns, but Contested Outpost I can hold with unarmed transports. It forces the enemy to come to my swarm of bombers. Hyperspace doesn't add much benefit with 3 y-wings jumping in, and Fleet Assault is RIGHT OUT (too many ways that can go wrong).
Intel Sweep is my choice for blues because Quantum Storm is essentially speed 4, and can usually get a good position to claim 3 tokens. Again, it forces the enemy to come to my swarm or give up 75 points. (See IceQube's "tempo" article). Superior Positions is all right, but my speed 3 bombers don't have a great chance at getting rear arc shots. Mine Fields is all right as well, but doesn't force the enemy to come to me - they could just turtle in a corner. Dangerous Territory forces me to split up my ships when I want them to be in mutually supporting range of each other and the bombers.
Link to Tempo article?
Found it, I think.
Edited by Valca
For me the Y-Wing is often overshadowed by other Rebel squadron. While it's cheap and tough it doesn't seem to have much more going for it. While the B-Wing is slower and the H-6 is more expensive, both have that blue and black anti-ship dice which make their attack runs far more painful. My main opponent in Armada is a big fan of squadron which might be the reason why my Y-Wings have never really done very well. When going up against a TIE fighter swarm I've found that the Y-Wing can be a liability. The most success I've had with them is when I've run a few behind my fleet to catch enemy ships that make it through my lines. There've been a few occasions when a badly damaged ISD has staggered past my ships only to be finished off by a small flight of Y-Wings that deal out that last point of damage or two. I think this idea has got even better with the GR-75 as I now have a cheap 'carrier' to vector them in.
I find my Y-wings stick closer to my fleet as the enemy will end up in amongst me eventually anyway. Between my anti-squadron fire and the Y-wings high hit points, they generally live to effect the later game. Medium Transports with Bomber command have really helped them in this regard. I have also found Flight Controllers to be a bit of a suprise for my enemy when combined with the Y-wing's cheap cost.