[2E] YYU

By j_man_04, in X-Wing Squad Lists

Thinking about running something like this in second edition. Y-Wings are a little bulky but I’m hoping the support from Magva can keep them around for a while. Also, Adv Sensors with the cargo chute looks like fun, however situational it may be.

Gold Squadron Veteran (34)
Expert Handling (*)
Ion Cannon Turret (6)
Proton Torpedoes (9)
R4 Astromech (2)
Proton Bombs (5)
Veteran Turret Gunner (8)

Gold Squadron Veteran (34)
Expert Handling (*)
Ion Cannon Turret (6)
Proton Torpedoes (9)
R4 Astromech (2)
Proton Bombs (5)
Veteran Turret Gunner (8)

Magva Yarro (50)
Predator (2)
Advanced Sensors (8)
Tactical Officer (2)
Jyn Erso (2)
Pivot Wing (0)
Rigged Cargo Chute (4)

Total: 200

View in Yet Another Squad Builder

I dig what you have going with the Ys, but Magva could be better methinks.

Firstly, Predator seems very unlikely to be useful, so I'd ditch that summarily. TacOff isn't bad, but I'm not a huge proponent of coordinate on a ship that can be worth its salt anyway. I'd ditch Predator, TacOff, RCC, and thr Astros for PerCo and Juke on Magva. Should be able to push through more damage

16 minutes ago, Greebwahn said:

I dig what you have going with the Ys, but Magva could be better methinks.

Firstly, Predator seems very unlikely to be useful, so I'd ditch that summarily. TacOff isn't bad, but I'm not a huge proponent of coordinate on a ship that can be worth its salt anyway. I'd ditch Predator, TacOff, RCC, and thr Astros for PerCo and Juke on Magva. Should be able to push through more damage

I can see those changes being helpful for sure. Though the idea of keeping coordinates white is handy, in case I need to coordinate a turret movement on one of the Y-Wings. PerCo and Juke kinda locks me into always taking a focus action with Magva, but maybe that’s for the best.

Ah, but a focus/evade is better than just a focus! And if you are desperate for a turret switch, coordinate is still available

Wow, those are some heavily loaded ships.

Personally, I'd drop a lot of upgrades from each. My Y-Wings are probably going to be just Ion Cannon Turret and Proton Torpedo each (or ICT and Vet Turret Gunner). Investing in both Proton Torpedoes and Veteran Turret Gunner seems like a really bad move. VTrG can only be used with Primary attacks, and while that does make control-Ion rounds better, it's just very expensive. I'd specialize. 49 points for the Torp, 48 for the Turret Gunner. Turret Gunner version also makes a lot more sense with a white barrel roll at 50 points. You can almost surely fit a squad with three of these and some support ship. That's a whole extra Y-Wing.

Also, I don't think Magva Yarro is any good at all . I think she's just such a trap and utterly worthless. On three red dice, a TL brings the dice average from 1.5 up to 2.25. However, the first reroll adds about 0.44 damage of that 0.75 damage increase. Preventing 0.31 damage per attack doesn't sound too bad. But. Only when opponents are Locking you, and intending to spend their lock. If your opponent has Fire Control System, Magva does nothing. If your opponent has Predator, Magva does nothing. If your opponent has Howlrunner, Magva does nothing. If your opponent simply doesn't Lock you and just takes focus tokens, Magva. DOES. NOTHING. She's just really, really bad; worst U-Wing pilot by far. Maybe--MAYBE--she's a viable meta call if everyone is running heavy torpedo lists.

Magva probably doesn't protect as well as, say, Biggs. He's 48, with three Torpedo Y-Wings at 49 each, that'd be 195 total. Not too bad.

But that doesn't necessarily give you quite as many toys. Perhaps a 3x Y-Wing list could fit a few more tricks if the 4th ship isn't quite as pricey. Arvel Crynyd with Intimidation is 39 points. Arvel lowering the agility of someone you pepper with a bunch of shots (either 4-dice Torp shots, or double-tap primary and turret) seems nice, if you can pull it off. Arven is also where I'd go if I had to have the bombs. 3x ICT/VTG/Proton Bomb Y-Wings will leave 40 points, which is Arven and a 1-point bid.

At 40 points, Airen Cracken can Squad Leader a Y-Wing into a Lock at Init 5 in activation, then grant a second Y-Wing a lock at Init 5 in the combat phase. That might be useful since Gold Squadrons aren't too high Init. Maybe then even mix and match. Two with Torpedoes (who can both fire Focus/TL, probably), one with the Veteran Turret Gunner, some bombs perhaps, and start handing out droids. R4 vs Expert Handling a the same cost is an interesting comparison. More blue moves mean you've got more of your dial which can clear stress, so less of a need for a white Barrel Roll. It'll be easier to Reload, too, or recover from a K-Turn. However, you can't K-Turn after a Red Barrel Roll at all... I think they're probably pretty equal, which is nice since they cost the same.

Also someone cool to consider: Kyle Katarn or Roark Garnet with Moldy Crow. Same firepower as an X-Wing, with easier access to focus/TL when attacking, and a pretty cool support ability. An Init 7 might not be amazing in the opening engagement, since it probably won't kill a ship, but in the second round, that'll give a wounded Y-Wing a chance to fire before dying, and/or finish off an opponent's ship. That seems useful. Kyle is more boring: he just gives one of your Y-Wings an extra focus token, but that can be huge with a Proton Torpedo, or with double-attacks.

Edited by theBitterFig

I was more trying to go with a list that demonstrates the new mechanics of 2.0 than I was trying to win a tournament. I suppose I should have prefaced that in the OP.

I’ve made a few adjustments to the list but I still like what the U-Wing offers in general to keep Magva. I dropped the gunners from the Y-Wings for skilled bombardiers and changed Predator/Tactical Officer to Juke/Perceptive Copilot.

Not to invalidate your opinion about Magva, mainly because it’s impossible to at this point, but I worry there’s potential of people combining all those types of rerolls you listed to make up for lack-of-token-stacking. Vader/Howlrunner, Howlrunner/TIEs with Predator, Torpedo gunboats, etc. In those cases, Magva could have some use.

3 hours ago, jwilliamson12 said:

I was more trying to go with a list that demonstrates the new mechanics of 2.0 than I was trying to win a tournament. I suppose I should have prefaced that in the OP.

I’ve made a few adjustments to the list but I still like what the U-Wing offers in general to keep Magva. I dropped the gunners from the Y-Wings for skilled bombardiers and changed Predator/Tactical Officer to Juke/Perceptive Copilot.

Not to invalidate your opinion about Magva, mainly because it’s impossible to at this point, but I worry there’s potential of people combining all those types of rerolls you listed to make up for lack-of-token-stacking. Vader/Howlrunner, Howlrunner/TIEs with Predator, Torpedo gunboats, etc. In those cases, Magva could have some use.

I still don't like Magva. It remains that the first reroll granted provides the biggest benefit, and value added by each marginal reroll is small. A 3-dice ship with Focus and 1 reroll does 2.684 damage (up from 2.25 with no rerolls, so the first reroll adds .434 damage), adding an extra reroll only adds 0.117 damage. Trimming rerolls beyond the first barely takes any damage away from an enemy. The first reroll provides nearly four times the benefit of the second reroll. If your opponent is trying to stack a lot of single-reroll effects, they're probably building their list wrong. A Howlrunner/Predator stack is going to both be more expensive and do less damage than a Howlrunner/Crack Shot stack, and it won't be any harder to use. I think I remember trying to give this advice to someone in 1e, who wanted to put both Predator and Linked Batteries on a Rho gunboat, and paying for both is just such a waste of points.

I guess I get the premise of the Y-Wings, but my advice is that two heavily loaded Y-Wings are more likely to get blown away really quickly, and then you won't get a chance to test out the new mechanics. There are kinda a lot of components to test. Turrets, Gunners, Torpedos, Bombs, and movement-enhancers (Expert Handling, R4 Astromech). Consider: 50 points for an Expert Handling, Veteran Turret Gunner, Ion Turret build, or 50 points for a Proton Torpedo, R4 Astromech, Proton Bomb build. Each has three of the 6 options to test. An otherwise-the-same list can be built with three of a single style, and that'll give a far better learning experience than two super-loaded Y-Wings. Biggs, while kinda boring, is going to do a reasonable job at keeping the rest of the ships alive long enough to get a feel for them. Meanwhile, the different and missing upgrades between the two Y-Wing builds will be illustrative. You'll learn how much you need or don't need Torpedos for punch, how effective Bombs are, how R4 and Expert Handling measure against each other for improving positioning, how useful the new Ion Cannon Turrets are and how much a Gunner helps or doesn't help.

Edited by theBitterFig