Submit YV-666 lists!

By Wookiee_Slayer, in X-Wing Squad Lists

So this is a new list I made up for a friendly casual game tomorrow:

Bossk (YV-666) [total 52]

  • Adaptability
  • ''Mangler'' Cannon
  • Jabba the Hutt
  • Glittersim
  • Hound's Tooth

Cartel Marauder (Kihraxz Fighter) [total 24]

  • Ion Dischargers
  • Pulsed Ray Shields
  • Stealth Device
  • Vaksai

Cartel Marauder (Kihraxz Fighter) [total 24]

  • Ion Dischargers
  • Pulsed Ray Shields
  • Stealth Device
  • Vaksai

Bossk turns the crit of mangler to 2 hits (quite common knowledge). | Pulsed Ray Shields gives the Marauders 1 shield back but also 1 Ion token --> Ion Dischargers takes the ion away --> Jabba give you the oppertunity to do that twice.

anything that I missed/could improve?

Edited by Wookiee_Slayer

You didn't miss anything per se. But, how capable is this list of really throwing damage. Bossk, sure. But the Marauders are a little lacking in mods. Here's my suggestion:

Black Sun Ace x 2

Vaksai

Expertise

PRS

ID

VT

Trandoshan Slaver

Dengar

Jabba

Hot Shot Blaster

Everyone can deal a little more consistent damage, but your wonderful PRS jank is preserved.

If you're going the Jabba route, there's only one option:

Trandoshan Slaver (40)
Jabba
Dengar
Glitterstim
Tractor Beam

4 x Binayre Pirates (15)
Hot Shot Blasters

You get an extraordinary amount of 3-die turrets, backed up by a very heavy gun. You can alternatively ditch one of the Binayres and upgrade the other three to Marauders with a point left over for PRSs on each.

This list didnt do as wel as I hoped. Obviously jabba wasn't quite worth it. I think the Jabba+4 Pirates from @Astech is the best way to go. Anyway, I might try out some party busses next.

Maybe let me know what party bus version you like!

I like the double gunner build. Use Dengar to miss your first shot then fire twice with both gunners but this time use Dengar to hit those shots.

Moralo Eval (34)
"Mangler" Cannon (4)
IG-88D (1)
Gunner (5)
Dengar (3)
Engine Upgrade (4)

IG-88B (36)
A Score to Settle (0)
Fire-Control System (2)
Heavy Laser Cannon (7)
Glitterstim (2)
Autothrusters (2)
IG-2000 (0)

3 hours ago, Wookiee_Slayer said:

This list didnt do as wel as I hoped. Obviously jabba wasn't quite worth it. I think the Jabba+4 Pirates from @Astech is the best way to go. Anyway, I might try out some party busses next.

Maybe let me know what party bus version you like!

Every time I spawned the list in Vassal my opponent either freaked out or went silent as they considered how the heck they were supposed to beat it. :D

The 34 point Zuckus/Inspiring Recruit/Dengar party bus has always been my go to build. It's cheap, durable and packs a punch worth bringing.

8 hours ago, Astech said:

Every time I spawned the list in Vassal my opponent either freaked out or went silent as they considered how the heck they were supposed to beat it. :D

The 34 point Zuckus/Inspiring Recruit/Dengar party bus has always been my go to build. It's cheap, durable and packs a punch worth bringing.

I have 2 questions:

  • to make sure: you fly the party on a trandoshan slaver right?
  • what would you replace IR with if you didnt own or proxy it? say in a tournament*

*just for the setting lets assume you'd even want to bring a partybus in the first place :P .

Edited by Wookiee_Slayer
11 minutes ago, Wookiee_Slayer said:

I have 2 questions:

  • to make sure: you fly the party on a trandoshan slaver right?
  • what would you replace IR with if you didnt own or proxy it? say in a tournament*

*just for the setting lets assume you'd even want to bring a partybus in the first place :P .

Trandoshan slaver, yes. The transition to either Morallo with HLC or Bossk/Mangler makes the 'party bus' half your list, defeating the purpose.

Inspiring recruit and zuckuss are a pair, so if you can't have them I'd swap them for a couple of intel agents or BoShek.

9 minutes ago, Astech said:

Trandoshan slaver, yes. The transition to either Morallo with HLC or Bossk/Mangler makes the 'party bus' half your list, defeating the purpose.

Inspiring recruit and zuckuss are a pair, so if you can't have them I'd swap them for a couple of intel agents or BoShek.

Ok, but can you make it more aggressive with, say 4-LOM (which is also 1 point like IR) & glitterstim? It doesnt get that much more expansive. And in some lists a 3rd ship isnt that good (however i will agree in advance that it often is good) so why not turn the thrandoshan slaver into bossk slap a magler on him with the crew, illicit and as elite crackshot.

20 hours ago, Astech said:

If you're going the Jabba route, there's only one option:

Trandoshan Slaver (40)
Jabba
Dengar
Glitterstim
Tractor Beam

4 x Binayre Pirates (15)
Hot Shot Blasters

You get an extraordinary amount of 3-die turrets, backed up by a very heavy gun. You can alternatively ditch one of the Binayres and upgrade the other three to Marauders with a point left over for PRSs on each.

Only observation - which is a bit of a metagame call:

  • Z-95s explode if anyone directs anything much more than harsh language at them. This isn't a problem for Hot-Shot Headhunters like it would be for, say, cruise missile boats, because you don't have to joust - a fast bank or turn to end up vaguely near your opponent rather than in front of them is the order of the day (aside from autothruster-equipped foes, where you're probably best off treating the blaster as a two-shot in-arc weapon if you can).
  • If the Z-95s are flanking, the YV-666 is by default cast in the role of 'anvil' to go up the centre - a role it's well suited for, being tough.
  • Since a Trandoshan Slaver has its need for focus tokens more than satisfied for the first two turns by Jabba feeding it all the drugs, the only thing it has to do with its action for the first two rounds of combat is target lock, meaning Dengar's rerolls may be unneeded.
  • In this case, you could freely swap Dengar for Countermeasures - Countermeasures backed up by Glitterstim can really cut the sting of high(er) PS missile squads; one attacker loses their target lock, and 2-dice-with-focus is a reliable one-and-a-bit-evades against each incoming attack.
1 hour ago, Wookiee_Slayer said:

Ok, but can you make it more aggressive with, say 4-LOM (which is also 1 point like IR) & glitterstim? It doesnt get that much more expansive. And in some lists a 3rd ship isnt that good (however i will agree in advance that it often is good) so why not turn the thrandoshan slaver into bossk slap a magler on him with the crew, illicit and as elite crackshot.

4-LOM works, but nothing in the current meta uses evade tokens, and preventing the spending of the focus doesn't hurt Poe, and you won't hit Kylo anyway, and Ny/Miranda just don't care. 4-LOM's a meta call, and at this point it's just not necessary.

Going from a 4-ship list to a three ship list is pretty huge, and Bossk's extra hit isn't as good as an extra gun. You're paying over ten additional points for a ship that becomes the obvious first target, and will go down in an absolute maximum of three turns.

1 hour ago, Magnus Grendel said:

Only observation - which is a bit of a metagame call:

  • Z-95s explode if anyone directs anything much more than harsh language at them. This isn't a problem for Hot-Shot Headhunters like it would be for, say, cruise missile boats, because you don't have to joust - a fast bank or turn to end up vaguely near your opponent rather than in front of them is the order of the day (aside from autothruster-equipped foes, where you're probably best off treating the blaster as a two-shot in-arc weapon if you can).
  • If the Z-95s are flanking, the YV-666 is by default cast in the role of 'anvil' to go up the centre - a role it's well suited for, being tough.
  • Since a Trandoshan Slaver has its need for focus tokens more than satisfied for the first two turns by Jabba feeding it all the drugs, the only thing it has to do with its action for the first two rounds of combat is target lock, meaning Dengar's rerolls may be unneeded.
  • In this case, you could freely swap Dengar for Countermeasures - Countermeasures backed up by Glitterstim can really cut the sting of high(er) PS missile squads; one attacker loses their target lock, and 2-dice-with-focus is a reliable one-and-a-bit-evades against each incoming attack.

Z-95s never [tm] die in a single hit, and at 15 points each, you can view them as the equivalent of a Crack Shot TIE - having one of them be PS-sniped is part of the deal. After that, your opponent takes 3-4 3-die attacks and loses the trade off, ideally.

After the first combat turn, the VY can't afford to be limited to green maneuvers to get full mods, so I feel Dengar is worth his points. It'ds defiitely a meta call though - mine has a lot of die-hard ace players, so I tend towards Dengar. But if the meta is largely composed of NyManda and such, Countermeasures is a fantastic alternative I hadn't thought of.

Trandoshan Slaver YV-666
Dengar, 4-LOM, Zuckuss, Contraband Cybernetics 34 pts

Karthakk Pirate #1Scurrg H-6 Bomber

Extra Munitions, Harpoon Missiles, Autoblaster Turret, Boba Fett, Long Range Scanners 33 pts

Karthakk Pirate #2 Scurrg H-6 Bomber
Extra Munitions, Harpoon Missiles, Autoblaster Turret, Courier Droid, Long Range Scanners 32 pts
19 minutes ago, Astech said:

Z-95s never [tm] die in a single hit

More or less why I like my TIE strikers - that extra hit on a Lightweight Frame TIE compared to a TIE interceptor or TIE fighter means that they survive a shot on one hit remaining a lot of the time. With 5-dice attacks (Harpoon missiles from Miranda, Fenn Rau, Cruise Missiles) and launched bombs or bomblets doing pre-damage irritatingly common around my way, it's definitely "subject to terms and conditions"....

Picturing them as a Range 2-only crack shot TIE is not a bad way to think of them, actually.

One other option, theoretically, is munitions fail-safes, but with lots of agility 1 targets you generally don't miss, you just don't do enough damage to matter. Might be more use against the die-hard autothruster ace brigade.

So I've been loving PTL Starvipers lately, so here's a list I'm thinking of for casual tomorrow night:

Guri (32) PTL/SVMk.II/AT

Prince Xizor (36) PTL/SVMk.II/AT/Virago/FCS

Trandoshan (32) Dengar/Courier Droid

I figure a YV-666 could be a decent Anvil here. Dawdle up, and if it gets ignored, it'll hit hard. If my opponent tries to get around it, they're probably leaving themselves open to these Starvipers.

Ye Old Triple Shot

IG-88B — Aggressor 36
Lone Wolf 2
Collision Detector 0
"Mangler" Cannon 4
Autothrusters 2
IG-2000 0
Ship Total: 44
Bossk — YV-666 35
Marksmanship 3
"Mangler" Cannon 4
IG-88D 1
Dengar 3
Gunner 5
Scavenger Crane 2
Countermeasures 3
Ship Total: 56

Tried the YV666 a few times and have some ideas for further lists.

List 1 - Bongar, AKA all the Bounty Hunters (except IG88)

Dengar - Punishing One, Predator, Boba Fett (49)

Bossk - Hounds Tooth, Veteran Instincts, Manouvering Fins, Mangler Cannon, 4-Lom, Zuckuss, Inspiring Recruit, Rigged Cargo Chute (51)

Took a slightly different version of this to a tournament. Suffered quite a few narrow losses but I think that was largely down to forgetting to use 4-Lom and Zuckuss nearly every game and lack of practice.

List 2 - No Agility for You!

Tansarii Point Veteran - Adaptability, Heavy Scyk Interceptor, Tractor Beam

Tansarii Point Veteran - Adaptability, Heavy Scyk Interceptor, Tractor Beam

Unkar Plutt - Primed Thrusters, Spacetug Tractor Array
Latts Razzi - K4 Security Droid, Weapons Engineer, Ketsu Onyo

Basically reduce opponents agility to 0 with Latts pilot ability and tractor tokens so that every hit gets through. Even the Quadjumper can unleash a deadly salvo in these circumstances (well, possibly).

List 3 - Swarm Leader Bossk

Cartel Spacer - Light Scyk Interceptor
Cartel Spacer - Light Scyk Interceptor
Torkil Mux - Twin Laser Turret, Inspiring Recruit, Cloaking Device, Moldy Crow
Bossk - Swarm Leader, K4 Security Droid, 4-LOM, Zuckuss, Maneuvering Fins

Bossk's 180 degree arc makes Swarm Leader a bit easier to use. The Cartel Spacers provide the evade tokens, whilst Torkil Mux helps Bossk inflict heavy damage on a high PS ace before it can attack. With 4-Lom and Zuckuss' help it may even finish some aces in one-shot.

22 hours ago, Magnus Grendel said:

More or less why I like my TIE strikers - that extra hit on a Lightweight Frame TIE compared to a TIE interceptor or TIE fighter means that they survive a shot on one hit remaining a lot of the time. With 5-dice attacks (Harpoon missiles from Miranda, Fenn Rau, Cruise Missiles) and launched bombs or bomblets doing pre-damage irritatingly common around my way, it's definitely "subject to terms and conditions"....

Picturing them as a Range 2-only crack shot TIE is not a bad way to think of them, actually.

One other option, theoretically, is munitions fail-safes, but with lots of agility 1 targets you generally don't miss, you just don't do enough damage to matter. Might be more use against the die-hard autothruster ace brigade.

4 hull, AGI 2 >> 3 hull, 3 AGI for sure. The good thing about the turret Z-95s is that they don't have to joust - they can kite Nym and force him to turn in to drop his bombs, them wipe him in the next turn.

Range 1-2 works since the turret is a turret, after all, so it's still effective in most of the range 1 band.

I've tried it with munitions failsafes and it's not worth the points. You know ahead of time if the attacks will hit or not - a tokened up ace outside of arc is not going to be hit, so you just do primaries that turn yada yada. The autothrusters brigade is answered largely by the Party bus, who has an enormous "in arc" area to wreck them with.

So i'm thinking of a new list:

(Yet Another) X-Wing List Maker <link

YV-666 Trandoshan Slaver (34 PTS)

  • Dengar
  • 4-LOM
  • Zuckuss

G1-A Gand Findsman (28 PTS)

  • Adaptability (+1 PS)
  • Mist Hunter
  • Tractor Beam
  • Stealth Device

Z-95 Binayre Pirate (12 PTS)

Z-95 Binayre Pirate (12 PTS)

M3A Sunny Bounder (14 PTS)

LIST TOTAL: 100 PTS

The fact that I chose an M3A Interceptor over another Z-95 is purely practical: I only have 2 Z95's and thus I decided to put a M3A in instead.

Let me know what you think and how I should tweak this list.

PS. this is purely for friendly casual game, not for competitive :D

Edited by Wookiee_Slayer

I can't tell if you just wanted to share your YV-666 list (and wanted feedback), or if you wanted to see our lists too. I'll consider it the latter and share my own list :)

Big Jabba 99 PTS

Bossk (YV-666) 35
Expert Handling 2
Jabba the Hutt 5
Dengar 3
Burnout SLAM 1
Engine Upgrade 4

TOTAL 50 PTS

Asajj Ventress (Lancer) 49
Push the Limit 3
Latts Razzi 2
Glitterstim 2
Contraband Cybernetics 1
Engine Upgrade 4

TOTAL 49 PTS

Edited by Superstrength79
11 minutes ago, Superstrength79 said:

I can't tell if you just wanted to share your YV-666 list (and wanted feedback), or if you wanted to see our lists too. I'll consider it the latter and share my own list :)

Big Jabba 99 PTS

Bossk (YV-666) 35
Expert Handling 2
Jabba the Hutt 5
Dengar 3
Burnout SLAM 1
Engine Upgrade 4

TOTAL 50 PTS

Asajj Ventress (Lancer) 49
Push the Limit 3
Latts Razzi 2
Glitterstime 2
Contraband Cybernetics 1
Engine Upgrade 4

TOTAL 49 PTS

I am happy with both! I don't mind tips, but the post is primarily for sharing your lists... I am just adding my own over time!

Any way that looks like a list I should try out! But what makes Jabba worth his points? why not save some points for something by making a regular Party Bus? You may have missed it, but earlier in the post we discussed Jabba on a triple six.

EDIT: I see you have Burnout SLAM on the YV, so I suppose you can use Jabba for that... but even then, is he worth it?

Edited by Wookiee_Slayer
1 hour ago, Wookiee_Slayer said:

I am happy with both! I don't mind tips, but the post is primarily for sharing your lists... I am just adding my own over time!

Any way that looks like a list I should try out! But what makes Jabba worth his points? why not save some points for something by making a regular Party Bus? You may have missed it, but earlier in the post we discussed Jabba on a triple six.

EDIT: I see you have Burnout SLAM on the YV, so I suppose you can use Jabba for that... but even then, is he worth it?

Yes, having illicit tokens on my upgrades has been worth it. I finally found the two upgrades I wanted on Asajj (cybernetics), and being able to use them more than once is great. SLAM on the bus is great as my opponent(s) always have to keep that in consideration if they try to box it in so it doesn't get shots. I actually end up kiting the board with both ships (even though I like to "get in there" and squeeze between asteroids on the bus at times, because piloting it is fun). I have only recently added the new EPT for Bossk, I had fearless and the arc caster for a while, but rarely used it. Trying the new EPT so I can shake locks, or simply barrel roll into range so I can get shots off.

EDIT: This is the Scum list I've had the most success, and fun with. I love flying the bus as I never have to worry about planning carefully; It's the kind of ship that can fly lazy and still get some shots off.

Edited by Superstrength79