Double B double Y

By SheepRebel, in X-Wing Squad Lists

I decided to go for a rebel 4 ship build attempting to achieve something at least semi competitive.

Will it hold its own?

What could improve it?

Should I go for different ships, and if so, what?

Gld Sq. Pilot (Y-Wing), TLT, R2 (25pts)

Gld Sq. Pilot (Y-Wing), TLT, R2 (25pts)

Blue Sq. Pilot (B-Wing), Ion Cannon (25pts)

Blue Sq. Pilot (B-Wing), Ion Cannon (25pts)

Total 100pts

Obviously, I need to outfly my opponent or he will tear me a new one.

I thought about Advanced Sensors instead of the Ion cannons. Pros and cons as well as other alternatives are most welcome.

Swapping one Y for a HWK 290 Rebel Op. With TLT and the two Ion Cannons could allow for one B upgraded to Farlander with Rage. I have serious doubts on that though, the 32 hull and shields is one of the things this build has going for it.

But being rather limited when going to the upgrade store is a fun (and frustrating) challenge.

I don't know what your scene looks like, but there are so many players that use anywhere from one to three large-base ships that the ion cannons aren't going to help against. I'd drop them for FCS on the B-Wings and just go for max damage. That'll give you two points to add a crew member or take initiave.

I don't think there's much you can do to "outfly" your opponents with this list, denpending on your interpretation of outflying.

I'm an advocate for the Y-Wing titles whenever possible. Though you lose the 360 arc, if you're able to keep them in your arc, it'll add two dice per Y-Wing per attack.

I've been running a list to some good success that I don't mind sharing:

2x Dagger Squadron Pilot (24)

-FCS (2)

2x Gray Squadron Pilot (20)

-Dorsal Turret (3)

-R2 Astromech (1)

-BTL-A4 Title (0)

PS4 makes it Predator-proof and makes it less prone to getting PS killed. Damage output is also much higher, throwing up to 20 dice at range 1. Your TLT/Ion Cannon setup gives you a little more utility, but you won't be winning any damage races.

A pair of FCS B-Wings is also surprisingly strong in the late game if you can use the threat of a R1 Y-Wing double-tap to incentivize their being targeted last. Two double-modded 3-dice attacks behind 16 health is a huge threat to any lone ship. Basic strategy is burn down the support ships ASAP and then deal with whatever is leftover.

I would drop the R2 mechs to put R3-A2 and title on one of the Ys. Double stress, strip some tokens with your other TLT, then hand out some ion tokens after that. That might give you your shot at out flying something despite your PS 2s.

Outflying with those dials will be a challenge, but have you considered putting the ion on the Y-Wings? That way when the opponent gets behind the B's (and they will) you can ion their arses while the B's come around for another run.

Just a thought :)

RoV

I had two games trying this out, won both but against triple imp aces I really should win no sweat with this list (great matchup).

Deployed along one side, Ys closest the edge and Bs on the side, screening.

Then, when closing on the opposite end, I just K turned everything.

It works decently, but as soon as someone can block and live I will be in trouble ;)

Ion cannons are not worth it, I agree.

FCS for sure.

The improves green on the Y wings is all but reduntant, even after K turning they just go strait so I should put that to better use.

So 4 points become free.

On 3/27/2017 at 5:33 PM, RampancyTW said:

I've been running a list to some good success that I don't mind sharing:

2x Dagger Squadron Pilot (24)

-FCS (2)

2x Gray Squadron Pilot (20)

-Dorsal Turret (3)

-R2 Astromech (1)

-BTL-A4 Title (0)

PS4 makes it Predator-proof and makes it less prone to getting PS killed. Damage output is also much higher, throwing up to 20 dice at range 1. Your TLT/Ion Cannon setup gives you a little more utility, but you won't be winning any damage races.

A pair of FCS B-Wings is also surprisingly strong in the late game if you can use the threat of a R1 Y-Wing double-tap to incentivize their being targeted last. Two double-modded 3-dice attacks behind 16 health is a huge threat to any lone ship. Basic strategy is burn down the support ships ASAP and then deal with whatever is leftover.

How have you done against/D defenders with tractor beams?

1 agility ships get tossed about by tractors like so much flotsam.

Stress is back, so you could combine the old Heavar double stress Y-wing build with the point effective Jess Pavas T-70, so I would suggest a more varied build. The stress Y can handle aces and Jess with a focus is a cheap effective ship in both defense and offense with good durability. I would suggest this backed up by TLT Y and FCS B:

Pava (25), R2 (1), IA (0)

Y (18), TLT (6), R3-A2 (2), BTL (0)

Y (18), TLT (6)

B (22), FCS (2)

58 minutes ago, BlodVargarna said:

How have you done against/D defenders with tractor beams?

1 agility ships get tossed about by tractors like so much flotsam.

Okay, actually. Last match against them I unfortunately flubbed mt approach pretty hard, but so long as you're careful about your flying and positioning, 8HP should keep your ships hard to take down. Just gotta get good trades.

I would consider this build:

It gives you the b's with fcs, a stress hog and an utility piece through roark that can help guessing maneuvers, and helps a lot against stuff that wants to PS kill your guys, as well as handing stress out to stuff that doesn't like it before it shoots (No cloaking whisper, no expertise).

Blue Squadron Pilot (22)
Fire-Control System (2)

Blue Squadron Pilot (22)
Fire-Control System (2)

Gold Squadron Pilot (18)
Twin Laser Turret (6)
R3-A2 (2)
BTL-A4 Y-Wing (0)

Roark Garnet (19)
Twin Laser Turret (6)
Intelligence Agent (1)

Total: 100

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