Clone Era Y-Wing for X-Wing Miniatures. Yeah it's time.

By Gouf, in X-Wing

With the release of the Wookie Gunship and the ARC fighter. I think it's time we see this other fan favorite in X-Wing.

The Y-Wing as seen in Clone Wars was a tank. But for game balance, rather than beef up it's stats, adding the Reinforce action makes sense for game balance.

Sample Pilots:
CloneY-Wingps1.jpg CloneY-WingPS5.jpg

We all know the Y-Wings seen in Ep 4-6 had the armor stripped and were chop shopped to be lighter and more maneuverable.
But stripping the engines of armor (opening them) and shortening the engines, bringing the maneuver fin closer to the engine, would provide a

different turning radius. This would change the dial in many ways from the EP4 version.
overlap.png

The longer engines would require a bigger turning radius. And the all enclosing armor would prevent energy waste out the sides.
Making straight maneuvers less stressful.

EP4_Y-Wing.jpg Clone_Y-Wing.jpg

All of this provides for a ship that looks similar. But provides a much different game experience. Add to that the missing crew slot and new possibilities emerge.

Package it with copies of "Bomb Loadout", Auto-Blaster Turret, Dorsel Turret,Seismic Charges, and a new crew card:

TurretGunner.jpg

This would make Turrets other than TLT viable again. And potentially help the HWK and Ghost get more table time.

What do you guys think? Is it time? Personally I think a ship that has seen a lot of screen time would sell better than something obscure.

Thoughts?

Cheers,

D.

Edited by Gouf

I like it! Just change the wording on the Turret Gunner to be in line with Outmaneuver or Wedge's ability.

I immediately see hell with btl-a4+tactician+r3-a2, though the concept is a good idea

Like this.

Turret-Gunner-Vorderseite.jpg

10 minutes ago, Stefan said:

I like it! Just change the wording on the Turret Gunner to be in line with Outmaneuver or Wedge's ability.

Fixed it. :)

Ooops, you beat me to it :D

Edited by Gouf

I would prefer not giving the bonus of -1 AGI at range 2 for a TLT, but I like everything else.

5 minutes ago, Mu0n729 said:

I would prefer not giving the bonus of -1 AGI at range 2 for a TLT, but I like everything else.

Agreed, make it a range 1 benefit. Or maybe 1-2 but state your turret cannot cost more than 5 points?

Otherwise, I went into this thinking it'd be a silly idea. But I exited the thread liking it and hoping to see one in a future wave over esoteric ship with 0.5 seconds of screentime somewhere once.

Seriously?

You made a veteran Y-Wing pilot and didn't add an EPT ?

Isn't that like, problem #1 with Y-Wings? No EPT's without R2-D6 taking up the slot?

We need Clone Wars Era ships. It's silly to pretend they don't exist. If we can have Resistance and FO ships mingling with OT ships, why not Prequel-Era ships as well? Especially, when there are so many cool looking ships from that era.

Edited by weisguy119

I am not opposed to this as a Title, but it seems like a lot to put out a whole new ship for this.

Title Republic Y-wing

Add 1 hull and reinforce to the action bar and a crew slot

3 pts

10 minutes ago, ScummyRebel said:

Agreed, make it a range 1 benefit. Or maybe 1-2 but state your turret cannot cost more than 5 points?

Otherwise, I went into this thinking it'd be a silly idea. But I exited the thread liking it and hoping to see one in a future wave over esoteric ship with 0.5 seconds of screentime somewhere once.

Yeah, I see both your points. I'll update the card shortly.

41 minutes ago, Gouf said:

With the release of the Wookie Gunship and the ARC fighter. I think it's time we see this other fan favorite in X-Wing.

The Y-Wing as seen in Clone Wars was a tank. But for game balance, rather than beef up it's stats, adding the Reinforce action makes sense for game balance .

EP4_Y-Wing.jpg Clone_Y-Wing.jpg

All of this provides for a ship that looks similar. But provides a much different game experience. Add to that the missing crew slot and new possibilities emerge.

Both the Reinforce and dial changes are awesome ideas.

Went into the thread expecting to scoff, but I am all in on this idea. I would buy this.

Agreed with those above who want an EPT on the elite generic.

I could see Captain Rex and Chopper (from season 3, Episodes 1&2 of Rebels) as elite pilots

I'd probably want to limit the Turret Gunner to targets inside your firing arc, as well.

Also, I'd go against the Reinforce action. The Wookiee Gunship has 180-degree arcs, so it's easy for the designers to implement Reinforce. You're either getting the token for 180 degrees in the front, or 180 in the back.

Unless this ship is also going to come with 180-degree aux arcs, then you're basically giving it Reinforce for either ~85 degrees in the forward arc, or the remaining 275 degress everywhere else. That's bonkers for a ship that also has a turret.

This is why we leave game design to the professionals.

1 minute ago, PhantomFO said:

I'd probably want to limit the Turret Gunner to targets inside your firing arc, as well.

Also, I'd go against the Reinforce action. The Wookiee Gunship has 180-degree arcs, so it's easy for the designers to implement Reinforce. You're either getting the token for 180 degrees in the front, or 180 in the back.

Unless this ship is also going to come with 180-degree aux arcs, then you're basically giving it Reinforce for either ~85 degrees in the forward arc, or the remaining 275 degress everywhere else. That's bonkers for a ship that also has a turret.

good points, except the arcs are:

  • Small ship forward arc: 80.90 degrees

  • Large ship forward arc: 84.05 degrees

Just now, Mu0n729 said:

good points, except the arcs are:

  • Small ship forward arc: 80.90 degrees

  • Large ship forward arc: 84.05 degrees

That's why I put the "~"!

rassamafrassin"I programmed the arcs and know the exact angles"asohaovansvahvd :D

1 hour ago, Gouf said:

We all know the Y-Wings seen in Ep 4-6 had the armor stripped and were chop shopped to be lighter and more maneuverable.
But stripping the engines of armor (opening them) and shortening the engines, bringing the maneuver fin closer to the engine, would provide a

different turning radius. This would change the dial in many ways from the EP4 version.
overlap.png

The longer engines would require a bigger turning radius. And the all enclosing armor would prevent energy waste out the sides.
Making straight maneuvers less stressful.

EP4_Y-Wing.jpg Clone_Y-Wing.jpg

Hmmm are you saying that, removing armor to make the ship more maneuverable actually made it have a worst dial? :/

Also, the reinforce action is too much.

4 minutes ago, PhantomFO said:

I'd probably want to limit the Turret Gunner to targets inside your firing arc, as well.

Also, I'd go against the Reinforce action. The Wookiee Gunship has 180-degree arcs, so it's easy for the designers to implement Reinforce. You're either getting the token for 180 degrees in the front, or 180 in the back.

Limiting "Turret Gunner" it to inside your firing arc completely defeats the purpose of the card. You are paying the 3 points for having a guy in a seat that does nothing but focus on shooting while someone else flies.

As for the Reinforce, it can still work when approaching head on, such as to fire torps.

The maneuvering is mostly in tight spaces, so I think this dial is a good start. Maybe make the 1 straight white since this ship can't turn or move as tightly, in theory.

We'd need a blue line drawn on the base for reinforce to be one half or the other, like an epic ship.

The problem with reinforce in arc isn't an issue.... It's the entire out of arc option you can just as likely do.

Edited by ScummyRebel
12 minutes ago, ScummyRebel said:

The maneuvering is mostly in tight spaces, so I think this dial is a good start. Maybe make the 1 straight white since this ship can't turn or move as tightly, in theory.

We'd need a blue line drawn on the base for reinforce to be one half or the other, like an epic ship.

Your white straight 1 idea makes total sense. I updated the dials images.

18 minutes ago, Odanan said:

Hmmm are you saying that, removing armor to make the ship more maneuverable actually made it have a worst dial? :/

Worse is kind of subjective. A larger turning radius also means large rock and other obstacles can become more of an issue to get around.

15 minutes ago, Gouf said:

Limiting "Turret Gunner" it to inside your firing arc completely defeats the purpose of the card. You are paying the 3 points for having a guy in a seat that does nothing but focus on shooting while someone else flies.

As for the Reinforce, it can still work when approaching head on, such as to fire torps.

There's been a trend in the game lately where FFG is trying to get turreted ships to actually care about keeping things in arc. Look at the design choices for pilot Rey, Finn and Dengar.

If it works on any R1-2 shots, then a Ghost with an Accuracy Corrector and Turret Gunner will be nearly impossible to dodge at R1-2. You'd be guaranteed 2-3 hit results every turn, and even 3-agility ships would need perfect rolls to avoid getting hit.

As for the Reinforce action: why would I even bother with Torpedoes and forward attack runs when I have the option to fly away from the enemies, still attack with a turret and get a permanent +1 evade result when defending against all attacks coming from a 280-degree firing arc?

11 minutes ago, Gouf said:

Worse is kind of subjective. A larger turning radius also means large rock and other obstacles can become more of an issue to get around.

R2 astromech clears those red 2 turns right up. Then you have a dial better than an X-wing!

Agreed. I'd take out a bit of green.

Also, let me fix that TLT problem:

Turret-Gunner-Vorderseite.jpg