Yt-2400 vs lancer pursuit craft

By stev, in Star Wars: Armada

Yt-2400

-16 points

-speed 4

-hull 6

-4 blue AA dice

-1 black dice AS

-rogue

Lancer

-15 points

-speed 4

-4 hull

-3 blue AA

-1 black AS

-rogue, grit, bomber

I'm just looking at the pros and cons of each of these ship and the uses of one vs the other. Which situations would you prefer one or the other?

Feel free to discuss :)

Edited by stev

YT-2400 - more durability, better anti squadron.

Lancer - less durability, better anti ship.

That's probably about it in all honesty so it really comes down to - do you want anti ship or anti squadron more.

Given that they both come in limited number's (1 or 2 per pack) I'd personally go with a mix of the two - I find it more satisfying visually to put down a rag-tag mix of ships and sq's for the Rebels anyhow

6 vs 4 hull is a huge difference.

So you can't expect your Lancers to tank it close combat like the YTs.

I like grit and bomber, but for me the two extra hull are the most important things in a pursuit fighter, you will be tanking a few AAA shots from the ships your going after so six hull all the way.

6 vs 4 hull is a huge difference.

So you can't expect your Lancers to tank it close combat like the YTs.

Huge difference. Imperial Scatter Aces would tear through a 4 hull group pretty quickly.

So you think the one less point was worth the less hull and AA and addING grit/bomber or is it overpriced for what it has?

So you think the one less point was worth the less hull and AA and addING grit/bomber or is it overpriced for what it has?

I think it can't operate in isolation like the YT. A pure Lancer swarm...no, I don't see that as viable.

Also, 4 hull is BAD when faced with ship-based AS...really bad. So they are not worth much as bombers either (exaggerating a little here, but still).

Lancers:

They have a BLACK bomber, which calls out for 1-2 BCC, and they have Grit like a Scurrg, and Rogue like a Firespray.

So use them mixed with other squads. Have them strike late in the squad phase, finish off wounded ships (or squads), but don't get too cocky.

Lancers:

They have a BLACK bomber, which calls out for 1-2 BCC, and they have Grit like a Scurrg, and Rogue like a Firespray.

So use them mixed with other squads. Have them strike late in the squad phase, finish off wounded ships (or squads), but don't get too cocky.

I think this is the best use, honestly. A 2 and 2 mix if you are going all rogue. If not, I think I go with GK here and use them as late strikers.

Lancer has more toys but its a weird blend between bomber/Anti-Squad, not particularly great as either. I think it might be a bit hard to justify 15 points for the Lancer as it doesn't really fit that great in any role.

Its biggest strength is of course speed, bomber (black) and Rogue combination. For the Rebels its unique, only Dash Rendar brings that, here you get it 9 points cheaper and can spam it up but like Dash you wouldn't pick the Lancer for that purpose. If you are going to bomb, you just don't go Rogue, you manage it with squad command and spam the hell out of it, do it cheaply, do it proper like.

Outside of that I don't think its bad but not great. As Anti-Fighter at 4 hull its too squishy for the price tag. Grit is so circumstantial these days, it barely calculates in. You would have to be pretty careful with it on the field, and your opponent is going to be looking to run it down early to get the easy 15 points.

With the YT-2400 you have a self-sustained anti-fighter ship with 4 blue and 6 hull. Its a ship with a clear purpose.

I don't think its much of a contest, I do like the Lancer and would run it for kicks, but as a comparable to the YT or a competitive level pick I don't think its much of a contest. YT all the way.

Edited by BigKahuna

4x YT2400, 3x Lancers, and Ketsu Onyo seems like a fair force that can shut down some fights.

4x YT2400, 3x Lancers, and Ketsu Onyo seems like a fair force that can shut down some fights.

No question, but ask yourself, would it not be more effective to have 7 YT-2400 points? We are talking 3 points difference here? Its 134 on the dot, so its legal.

in my experience, Lancers blow up when an Imperial Ace looks at them. They need escort to make sure they live long enough to make something and even then, IG-88 just laughts at that concept.

You also need 1st player if you intend on using rogue activations only.

If you've got the BCC's around, might as well go non-rogue.

Since flotillas came around, IMO I think rogues lost their main advantage- that per activation, it was cheaper, even with the rogue keyword premium.

For example, while I was initially excited by Rogue Squadron, now, it's kind of "meh." Sure I could have it follow Hera + friends around, but I'd rather just have a GR75 with normal fighters most of the time.

Personally i find Grit to almost never do anything, which is why i wish Hera had either Relay or Strategic instead of Grit (/offtopic)

Bomber on the Lancer allows it to attack ships better than the YT2400, especially since its a black dice. 3blue vs 4blue against Squadrons is big but not the deciding factor to winning the game majority of the time.

However that 4hull scares the crap out of me. I dont understand why its that fragile. Im afraid to field that thing because if its ever unescorted it'll just go POP!

The lancer generic is really oddly middle-of the road. I don't know what to do with it either.

6 vs 4 hull is a huge difference.

So you can't expect your Lancers to tank it close combat like the YTs.

This right here.

This also means that Lancer formations will be much more deadly vs. opponents taking "skeletal" squadron forces.

I nkwo what you mean I want the lancer to be a good ship just think it is like 1-2 points too expensive

I nkwo what you mean I want the lancer to be a good ship just think it is like 1-2 points too expensive

Problem is, 1 or 2 points less and people would scream OP for the cost xD

If you've got the BCC's around, might as well go non-rogue.

Since flotillas came around, IMO I think rogues lost their main advantage- that per activation, it was cheaper, even with the rogue keyword premium.

For example, while I was initially excited by Rogue Squadron, now, it's kind of "meh." Sure I could have it follow Hera + friends around, but I'd rather just have a GR75 with normal fighters most of the time.

Totally agree. I think Rogue is still useful in particular if your list is 134'ed out with a high body count, but in general you want to avoid getting locked down and that usually happens in the squad phase and is avoided through squad activation.

I actually don't think Rogue squadron is that good either. Rogue is worth less then Escort not more, they have it backwards. It should cost 13 or 12 even, not 14 more then a normal X-Wing.

I think if it was cheaper it would replace something. Theres two factors with a price: how effective it is for the price and can i squeeze 2 in with a minor tweak?

Lancer at 1-2pts cheaper would probably replace something. Thats 13pts, same as an Xwing, for -1 AA in exchange for Rogue and Grit. Lots of people would eat that up for Rogue alone.

However, lancer at 15pts with 5/6hp would probably see a lot of play and its offset of AA dice being the reason its not taken instead of its cost or durability.

I think that comparing the Lancer with YT2400 is like comparing apples and pears. One's a dedicated anti-squadron fighter, the other is a bomber whose anti-squadron dice aren't terrible. You're setting out to use them differently.

Another interesting comparison is between the Lancer and the Firespray:

Lancer
-15 points
-speed 4
-4 hull
-3 blue AA
-1 black AS
-rogue, grit, bomber
Firespray-31
-18 points
-Speed 3
-6 hull
-3 blue AA
-2 blue AS
-rogue, bomber
In many ways, they're pretty similar: same anti-squadron fire, same maximum anti-ship damage, two of the same keywords. I can certainly see them setting out in a similar role: an independent bomber force that isn't useless in a squadron fight (although that four hull doesn't inspire quite so much confidence). The main differences are that the Lancer is faster but more flimsy, and is 3 points cheaper. You can weigh up the positives and negatives for yourself.
Personally, I like the Lancer. I wouldn't design a fleet around them (as I have done with Firesprays), but I can definitely see integrating them into a bomber fleet. Rogue does free up squadron activations, and, with their speed and flexibility, I can see them acting as a bit of a tactical reserve, hanging out at the back and zoomed in to deliver the killing blow. They're probably not the best suited to an alpha strike, but I think they're squadrons that'll come into their own at the end of a game; rogue means your ships can focus on more pressing matters (like repairs or manoeuvring), and grit means that, when the squadron battles have inevitably deteriorated, they're more likely to get to where you need them to be.

I agree completely with the Lancer vs. YT2400 arguments here. The one thing that is disturbing me is the lack of appreciation of grit in a Sato world...

I would never take more then two generic. And even that would be explicitly to run Dash, 5 x YT-2400, and then 2 Lancers. The YT-2400 is more of an all rounder, compared to the Lancer which only seems good at going for that 1 last damage needed for a removal.