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

By Gouf, in X-Wing

This is the BTL-B 'Y-wing', so titles and such should reflect that. Clone or republic descriptors don't really belong in this game, at least not at this time.

And while I love this model of Y-wing it should be treated like the Resistence YT-1300 and Black One T-70, as the 'same' model despite obvious differences in the plastic toy itself. It's just another Y-wing, same states and such. Any changes to the dial, stats, upgrades and actions can be a BTL-B title.

I like the cards, though I feel that the y-wing is beefy enough as is and doesn't need renforce, besides it just makes things complicated

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.

Inertia would be increased as a result of the additional armour, crewman and life support systems for said crewman. While you're on to something with the whole package, I think the dial might need a bit more tweaking, possibly stretch the K-turn out to speed 5 (instead of 4).

Title is interesting but I'd go with other suggestions above regarding the cost limit of 5 pts max. I'd then fly them with dorsal turret..... for the range 1, 3 dice - 1 agl. Oddly how would -1 agl play with Autoblaster Turret?

This is a terrible idea.

29 minutes ago, boomaster said:

Inertia would be increased as a result of the additional armour, crewman and life support systems for said crewman. While you're on to something with the whole package, I think the dial might need a bit more tweaking, possibly stretch the K-turn out to speed 5 (instead of 4).

Title is interesting but I'd go with other suggestions above regarding the cost limit of 5 pts max. I'd then fly them with dorsal turret..... for the range 1, 3 dice - 1 agl. Oddly how would -1 agl play with Autoblaster Turret?

Hmmm...interesting idea about the extended K-turn. Makes sense. I'll update the graphics.

As for Autoblaster Turret, it ignores green dice and evade tokens anyway. So no change from normal use.

Edited by Gouf
1 hour ago, Gouf said:

Hmmm...interesting idea about the extended K-turn. Makes sense. I'll update the graphics.

As for Autoblaster Turret, it ignores green dice and evade tokens anyway. So no change from normal use.

I'm aware of how the turret works regarding evade results etc, I've been trying to work out if having 0 agl would cause any unusual triggers in the compare results step (for instance) if I roll 3 blanks I have 3 results (blanks) but if I have 0 agility do I have any results. I know this will have been looked at because of Pilots like Wedge and cards like outmaneuver and tail gunner. But I thought it might be worth considering. Most likely it will have no unusual effects as abilities exist which already reduce agility.

... and since when can the Ywing even take a crew?

All I care is that tis added as clone wars and not as some dumb rusty Rebel ship.

5 hours 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.

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.

That's an uglier, prequel version of the Y-Wing.

Instead of being a Y-Wing, it's an ugly rounded 1999 Ford Taurus blob Y-Wing. No.

To the guys who say "Leave game design to the professionals" and "This is a terrible idea," I say either point out where the problems (in other words, be constructive), or STFU and get out. Preferably the latter.

I like a lot of the ideas here, and I think you'll have some fun content once you're done polishing everything. I would love to see more prequel ships. Yes, everybody hates the prequels (myself included) but the ships were cool, and the animated Clone Wars show was great.

I would recommend making the turret gunner upgrade Y-Wing only, to prevent abuse by other ships (the guy talking about the Ghost abusing this card had an excellent point). However, it would be nice to see this guy on HWKS, so maybe figure out a way to keep the card from being abused somehow.

Regarding crew and such, I believe the idea is that the Y-Wing is a 2 seater and the second seat is taken by the turret gunner. The gunner is too busy shooting his guns to really participate in other ways. The ARC has a crew slow because I'm fairly sure that's a 3-man fighter. (Don't ask me why Tail gunner is therefore a thing or takes up a slot on the ARC... you got me there!) I think you should have to choose between having a crew slot or having a turret. To that end, I might recommend that you make a Turret upgrade that fills up the turret slot and gives you the crew slot. You could then make the Turret Gunner upgrade card part of the BTL-B title.

And you have to give an EPT to the second-tier generic and any unique pilots. That's mandatory. ;)

Edited by mkevans80
16 minutes ago, mkevans80 said:


I would recommend making the turret gunner upgrade Y-Wing only, to prevent abuse by other ships (the guy talking about the Ghost abusing this card had an excellent point. However, it would be nice to see this guy on HWKS, so maybe figure out a way to keep the card from being abused somehow.

I was about to riot until you mentioned it would be nice on the HWK. Crisis averted. The other turret carriers (aside from the intended y-wing) can go suck a lemon, but my HWKs need all the tricks they can get!

@Gouf I would like to congratulate you on a pretty well thought out idea. I like the changes you made to the Y-wing, and think they makes sense.

I love this idea. This and the N1 would make me satisfied with x wing forever.

If it is supposed to be a much heavier version of the OT Y-Wing, and should have a wider turning radius, why not get rid of the 4 straight and 2 hard turns and just give it boost.

I would like the Imperials to get this one. Maybe also get a few Imperial Astromech upgrades as well.

5 hours ago, boomaster said:

Inertia would be increased as a result of the additional armour, crewman and life support systems for said crewman. While you're on to something with the whole package, I think the dial might need a bit more tweaking, possibly stretch the K-turn out to speed 5 (instead of 4).

Title is interesting but I'd go with other suggestions above regarding the cost limit of 5 pts max. I'd then fly them with dorsal turret..... for the range 1, 3 dice - 1 agl. Oddly how would -1 agl play with Autoblaster Turret?

Inertial dampners? Also bigger engines for more mass means approx similar performance. And stuff.

remember, the BTL-B (for bomber) is an earlier model than either the A4 or S3, which also had full armor plating but were smaller in size. These models could be considered different enough that a new model could make sense, like the T-70 or /FO.

And even tho I love Y-wings I would rather see the V-19 or, I dunno, the FAQing GUNBOAT.

3 hours ago, mkevans80 said:

I would recommend making the turret gunner upgrade Y-Wing only, to prevent abuse by other ships (the guy talking about the Ghost abusing this card had an excellent point). However, it would be nice to see this guy on HWKS, so maybe figure out a way to keep the card from being abused somehow.

Regarding crew and such, I believe the idea is that the Y-Wing is a 2 seater and the second seat is taken by the turret gunner. The gunner is too busy shooting his guns to really participate in other ways. The ARC has a crew slow because I'm fairly sure that's a 3-man fighter. (Don't ask me why Tail gunner is therefore a thing or takes up a slot on the ARC... you got me there!) I think you should have to choose between having a crew slot or having a turret. To that end, I might recommend that you make a Turret upgrade that fills up the turret slot and gives you the crew slot. You could then make the Turret Gunner upgrade card part of the BTL-B title.

And you have to give an EPT to the second-tier generic and any unique pilots. That's mandatory. ;)

The "Turret Gunner" card is already 'Limited'. So only 1 can be placed on a Ghost. Given the limited Turret choices, that wouldn't be anything game breaking. It would probably help the undocked Attack Shuttle much more (as one of the handful of ships with both Turret and Crew slots). And yes, this would be fun on a HWK. :)

As for the Gunner seat added as a crew slot. It's a chair. So you could toss in a Tactician as a back seat driver. Or Kanan to help the pilot chill. or any other character in it.

I kind of went back and forth on the EPT slot. I agree it should be there on higher PS cards. (Horton should have one). I was originally going to do 4 pilot cards at different PS. But figured 2 would get the point across.

3 hours ago, SabineKey said:

I was about to riot until you mentioned it would be nice on the HWK. Crisis averted. The other turret carriers (aside from the intended y-wing) can go suck a lemon, but my HWKs need all the tricks they can get!

@Gouf I would like to congratulate you on a pretty well thought out idea. I like the changes you made to the Y-wing, and think they makes sense.

Thank you. truly. I went back adn forth a bit. And will be getting some play testing in with it next.

Oh, and if you want to try something fun on a HWK: Palob+Predator+TLT+4LOM+Pulsed Ray Shield ;)

9 minutes ago, Gouf said:

Thank you. truly. I went back adn forth a bit. And will be getting some play testing in with it next.

Oh, and if you want to try something fun on a HWK: Palob+Predator+TLT+4LOM+Pulsed Ray Shield ;)

Ah, I'll have to give that Palob build a try. My thanks!

I'd kill the 4-straight from the dial and make the 3-banks green. Emphasizes the nature of the wide turns.

15 hours 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.

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.

This dial would work much better with the R2 droid as well, as you would be clearing some reds manoevres to make way for green and white moves.

12 hours ago, mkevans80 said:


I would recommend making the turret gunner upgrade Y-Wing only, to prevent abuse by other ships (the guy talking about the Ghost abusing this card had an excellent point). However, it would be nice to see this guy on HWKS, so maybe figure out a way to keep the card from being abused somehow.

Small ship only.

No ghost abuse, no fiascos with the YT models, and K-wings really want TLT/Sabine anyway. If the crew card has the "you cannot perform another attack this turn" text it seals it as not being for a tlt carrier.

2 hours ago, Porkchop Express said:

This dial would work much better with the R2 droid as well, as you would be clearing some reds manoevres to make way for green and white moves.

So in this case, we basically make a rebel counterpart to the unhinged astro scum Y? Only it's for tight corners instead of the long ones?

16 hours ago, GrimmyV said:

This is the BTL-B 'Y-wing', so titles and such should reflect that. Clone or republic descriptors don't really belong in this game, at least not at this time.

And while I love this model of Y-wing it should be treated like the Resistence YT-1300 and Black One T-70, as the 'same' model despite obvious differences in the plastic toy itself. It's just another Y-wing, same states and such. Any changes to the dial, stats, upgrades and actions can be a BTL-B title.

Especially given that all 3 types of Y-Wing are closely related - using the same computer model, with modifications.

The 2-seaters were converted to single-seaters by the Rebellion (appearing in Secret Cargo episode of Rebels, Season 3).

And I think the "laser turret" two-seat version was converted to the "ion-turret" two-seat version by the Republic during the Clone Wars - given that one appears in the Hera's Heroes episode of Season 3.

17 hours ago, Gouf said:

We 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.

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:

Thoughts?

How is it that the older Y-wing has more armor, but it can do a 4 Straight that is white while the lighter version can't? I don't understand that. I'd probably remove the 4 forward all together.

I'd probably leave the greens the same, though. I don't see how going faster would be better for the Y-wing.

Overall....I'd think that the old Y-wings were a bit crappier than the current.

double post

Edited by heychadwick