Making the YT-2400 tick.

By Cuz05, in X-Wing Squad Lists

Spoiler: I don't know how to.

So far in 2.0 I've been almost entirely in the grip of the Dark Side, all their great little starfighters and suicidal Punishers. I've been almost utterly uninspired by Rebels, I only have a few ships and have not, and don't plan to, pick up the kit for them. So if I venture that way, I'll be looking at just a few singles for particular ships.

However, my youngest son has had his X Wing interest somewhat rekindled and I've caught a little of his bug. Now, he says he doesn't like 2.0, the force is OP and he wants his favourite pilot, Dash, to be able to boost and shoot 360 again. This is fine, he's 6.

So, the YT-2400. I'm intrigued to put it on the table again, even though 2 ship lists and fat turrets are well out of favour. My own preference is with some combo of my favourite Rebel ships from 1.0, the ARC and the A Wing. Although, we also have the core set X Wing ofc. But I can't see Dash and Luke achieving even an honorouble death atm. Unfortunately, I doubt my favoured wingmates will really help much.

Premise of the thread is not to solely focus on those potential wingmates but to find inspiration for the YT in any form. Doesn't have to be supremely competitive, casual play is the bread and butter of these things. So if you've got a way to make it not entirely meh, fun or at least interesting, fire away!

So far, I've come up with a few probably awful lists...

YT-2400 Light Freighter - •“Leebo” - 131
•“Leebo” - Dry-Witted Droid (98)
Cluster Missiles (5)
C-3PO (12)
Rigged Cargo Chute (4)
Han Solo (12)

ARC-170 Starfighter - •Shara Bey - 69
•Shara Bey - Green Four (53)
Expert Handling (4)
Magva Yarro (7)
R3 Astromech (3)
Tactical Scrambler (2)

Total: 200/200

View in the X-Wing Squad Builder

Probably some anti TL synergy going on here. 3 green dice on 2 ships total, seems begging to be quickly put down, so adding survivability is the main premise.

Another- Literally just bringing the BFG in this case.

RZ-1 A-wing - •Arvel Crynyd - 46
•Arvel Crynyd - Green Leader (36)
Intimidation (3)
Proton Rockets (7)

ARC-170 Starfighter - •Garven Dreis - 61
•Garven Dreis - Red Leader (51)
Elusive (3)
Jyn Erso (2)
“Chopper” (2)
Hull Upgrade (3)

YT-2400 Light Freighter - Wild Space Fringer - 93
Wild Space Fringer - (88)
Cluster Missiles (5)

Total: 200/200

View in the X-Wing Squad Builder

Finally, played with something like this a couple times on Fly Casual and it's kind of fun. But mostly because of Procket A's. Even if they never end up Procketing.

YT-2400 Light Freighter - •Dash Rendar - 125
•Dash Rendar - Hotshot Mercenary (100)
Expert Handling (6)
Lando Calrissian (5)
Bistan (14)

RZ-1 A-wing - Phoenix Squadron Pilot - 37
Phoenix Squadron Pilot - (30)
Proton Rockets (7)

RZ-1 A-wing - Phoenix Squadron Pilot - 37
Phoenix Squadron Pilot - (30)
Proton Rockets (7)

Total: 199/200

View in the X-Wing Squad Builder

And no, I still can't see the value in the title.

So, has anyone put this dish on the table yet? Got any special ingredients? Please do share and discuss.

Thanks :)

As it is for a 6 year old, if he likes throwing buckets of dice try Roark/Dash

Dash: Perceptive co-pilot, trickshot, Outrider, Han Solo gunner

Roark: Moldy Crow, Squad leader, Tactical officer, engine upgrade.

Dash throws two 4/5 dice attacks at i7 with a targetlock/2 focuses.` Roark has his modded attacks and can add utility with Jam/Boost and co-ordinate later in the game.

26 minutes ago, Dreadai said:

As it is for a 6 year old, if he likes throwing buckets of dice try Roark/Dash

I should perhaps add that my 6yr old is easily satisfied by me simply making stuff up, but my own interest is in using it for reals, against other adults :D

A Moldy Crow HWK seems like the answer to lots of things atm, lol. Certainly brings buckets of dice here!

"Leebo" (98)
Han Solo (12)
C-3PO (12)
Outrider (14)

Roark Garnet (38)
Squad Leader (4)
Nien Nunb (5)
Hull Upgrade (5)
Moldy Crow (12)

Total: 200

View in Yet Another Squad Builder 2.0

Two PS7 attacks by Leebo who will have calculates for each attack and each defend. Roark has Squad Leader to coordinate a lock to leebo or rotate his turret.

I tried the following recently and loved it:

- Leebo (C-3PO, Agile Gunner, Shield Upgrade)
- Luke (Heightened Perception, R2-D2, Servomotor S-Foils)
199 points

Very simple and mostly defensive, but can still be efficient offensively. Leebo gets 2 Calculate tokens (thanks to Threepio) and keeps getting one back when using them. Luke keeps getting a Force token back anytime he becomes the defender.

10 minutes ago, admat said:

I tried the following recently and loved it:

- Leebo (C-3PO, Agile Gunner, Shield Upgrade)
- Luke (Heightened Perception, R2-D2, Servomotor S-Foils)
199 points

Very simple and mostly defensive, but can still be efficient offensively. Leebo gets 2 Calculate tokens (thanks to Threepio) and keeps getting one back when using them. Luke keeps getting a Force token back anytime he becomes the defender.

Leebo and C3P0 seem like just the go to atm. Dash, go home, your services are no longer required.

I haven't even thought about actually using Luke with the YT-2400. My instant 1st impression was that the entire enemy list will just nuke Luke and then it's pretty much game over.

Practically all my thinking has been about buffing the YT or getting 2 ships in with it. We'll give Luke/Leebo a go at home and see what it feels like.

Think we have to try Super Luke...

Dropping shield/missiles for a Luke bid seems like it might be necessary out in the wild.

YT-2400 Light Freighter - •“Leebo” - 116
•“Leebo” - Dry-Witted Droid (98)
Concussion Missiles (6)
•C-3PO (12)

T-65 X-wing - •Luke Skywalker - 82
•Luke Skywalker - Red Five (62)
•R2-D2 (8)
Supernatural Reflexes (12)

Total: 198/200

View in the X-Wing Squad Builder

It's slim! :D

7 minutes ago, Cuz05 said:

Leebo and C3P0 seem like just the go to atm. Dash, go home, your services are no longer required.

I haven't even thought about actually using Luke with the YT-2400. My instant 1st impression was that the entire enemy list will just nuke Luke and then it's pretty much game over.

Practically all my thinking has been about buffing the YT or getting 2 ships in with it. We'll give Luke/Leebo a go at home and see what it feels like.

Think we have to try Super Luke...

Dropping shield/missiles for a Luke bid seems like it might be necessary out in the wild.

YT-2400 Light Freighter - •“Leebo” - 116
•“Leebo” - Dry-Witted Droid (98)
Concussion Missiles (6)
•C-3PO (12)

T-65 X-wing - •Luke Skywalker - 82
•Luke Skywalker - Red Five (62)
•R2-D2 (8)
Supernatural Reflexes (12)

Total: 198/200

View in the X-Wing Squad Builder

It's slim! :D

Very cool indeed. I have yet to try Supernatural Reflexes, but on Luke with the Servomotor S-Foils it can be gold for sure. I think Leebo really needs the Agile Gunner, to just keep calculating, so maybe this as another variant:

- Leebo (C-3PO, Agile Gunner)
- Luke (Supernatural Reflexes, R2 Astromech, Servomotor S-Foils)
200 points

No bids, I know, but I think it's a good compromise here.

10 minutes ago, admat said:

Very cool indeed. I have yet to try Supernatural Reflexes, but on Luke with the Servomotor S-Foils it can be gold for sure. I think Leebo really needs the Agile Gunner, to just keep calculating.

I could see that but after flying front arc ships constantly since 2.0 dropped, I'm actually quite happy sticking the turret sideways, having missiles out the front, for insurance, and rolling with a bare behind :D

Saying that, thinking about it more, I definitely see the benefits of Agile Gunner....

....and now I'm seeing them as points for Pro Torps on Luke. If they're gonna burn him, he can hurt them good before he goes. But it really does leave Leebo very vulnerable when Luke does go. Action economy is really important on 2 ship lists after all.

I came up with a few lists - not sure how competitive they are.

1) Leebulf

YT-2400 Light Freighter - •“Leebo” - 128
•“Leebo” - Dry-Witted Droid (98)
•Magva Yarro (7)
Rigged Cargo Chute (4)
Hull Upgrade (5)
Outrider (14)

Auzituck Gunship - •Wullffwarro - 72
•Wullffwarro - Wookiee Chief (56)
•R2-D2 (8)
•Chewbacca (5)
Hull Upgrade (3)

2) Tendarizer

A/SF-01 B-wing - •Ten Numb - 61
•Ten Numb - Blue Five (50)
•Squad Leader (4)
Heavy Laser Cannon (4)
Hull Upgrade (3)

YT-2400 Light Freighter - •Dash Rendar - 139
•Dash Rendar - Hotshot Mercenary (100)
Trick Shot (1)
Perceptive Copilot (10)
Outrider (14)
•Bistan (14)

Total: 200/200

3) The droids you're looking for

(Not sure if swapping 3P0 for Magva and Rigged Cargo Shute would work better here)

T-65 X-wing - •Luke Skywalker - 82
•Luke Skywalker - Red Five (62)
•R2-D2 (8)
Supernatural Reflexes (12)
Servomotor S-foils (Open) (0)

YT-2400 Light Freighter - •“Leebo” - 110
•“Leebo” - Dry-Witted Droid (98)
•C-3PO (12)

Total: 192/200

Edited by FriendofYoda

is 3PO just for the extra calculate token and maybe some evade if you guess right>?

17 hours ago, buckero0 said:

is 3PO just for the extra calculate token and maybe some evade if you guess right>?

Yes, basically. In the game I played with my first build quoted in this thread (Leebo [C-3PO, Agile Gunner, Shield] + Luke [Heightened Perception, R2-D2, Servo S-Foils]), I would always Calculate, get two, then spend one token to guess 1 when rolling defense dice (even when rolling three dice because of obstruction or range 3), and almost always get one, so two evade results (C-3PO gives an evade result, not an evade token), and then spend one Calculate token if I happened to roll a focus. You still get one Calculate token back anytime you spend one (Leebo's ability, on offense or defense). Anyway, it was very defensive, but I also wouldn't hesitate to spend a Calculate on offense. In that game, facing Boba/Guri, I managed to get rid of Boba very quickly and when I started work on Guri time was getting very close and all I had lost were two shields on Leebo. One key thing is that, yeah, Luke would seem to be the priority target, but he is very hard to pin down and get rid of quickly as well. Especially if you mostly use Focus on him, plus his two Force tokens (which he keeps getting one back when he's defending). Oh and I know Supernatural Reflexes is strong and popular, but Heightened Perception can be so good as well. Especially if you're facing other Initiative 5 ships that are damaged/close to being destroyed, because obviously if Luke attacks at initiative 7, they can't attack back before being removed.

Edited by admat

Man that Dash/Roark list with 2xinit 7 attacks seems pretty beefy.

Has anyone play tested it?

54 minutes ago, FriendofYoda said:

Man that Dash/Roark list with 2xinit 7 attacks seems pretty beefy.

Has anyone play tested it?

I wonder if that will be errata'd. I can't really imagine how it would be but it's dead sneaky. Either way, I'd definitely be looking at Leebo over Dash, as posted by Wurms above.

Personally not a fan of the HWK, for the looks and the dial, so I dont have one. Now it's so popular, my hipster instincts are kicking in and I'm even more unlikely to pick one up :D

I've run a similar list a couple of time... and it's pretty brutal.

My variant is;

YT-2400 Light Freighter - •Dash Rendar - 141
•Dash Rendar - Hotshot Mercenary (100)
Trick Shot (1)
Perceptive Copilot (10)
Rigged Cargo Chute (4)
Outrider (14)
•Han Solo (12)

HWK-290 Light Freighter - •Roark Garnet - 59
•Roark Garnet - Good-Hearted Smuggler (38)
•Squad Leader (4)
Tactical Officer (2)
Engine Upgrade (3)
Moldy Crow (12)

Total: 200/200

View in the X-Wing Squad Builder

The Rigged Cargo Chute allows you to create your own little debris fortress by placing 2 debris 1 range apart at about 2.5 range from your own board edge; First turn 4K between them, second turn 1 forward and drop debris... after that you can turn whichever way best counters your opponents approach! ;)

Coordinate is generally used to give Dash a Target Lock before he moves, particularly while trying to maintain good distance vs Aces that are moving after him.

Highlights have included;

- Initiative killing Darth Vader in the first round of engagement (most satisfying moment of 2.0 so far!)

- Deleting 2 full-health TIEs, who had a shieldless Roark in their sights, before they could get a shot off

So far it's proven quite effective, but it'll undoubtedly suffer from bad dice rolls as it relies heavily on being able to take chunks out of your opponents list as quickly as possible in order to limit return attacks...

2 hours ago, Cuz05 said:

I wonder if that will be errata'd. I can't really imagine how it would be but it's dead sneaky. Either way, I'd definitely be looking at Leebo over Dash, as posted by Wurms above.

Personally not a fan of the HWK, for the looks and the dial, so I dont have one. Now it's so popular, my hipster instincts are kicking in and I'm even more unlikely to pick one up :D

Leebo definitely has more early/mid game tankiness, but Dash still seems a 1v1 beast with his arc dodging and better PS in 2e

Double Tap Dash sounds fun! ?

Edited by BenBot
18 hours ago, DexterOnone said:

I've run a similar list a couple of time... and it's pretty brutal.

My variant is;

YT-2400 Light Freighter - •Dash Rendar - 141
•Dash Rendar - Hotshot Mercenary (100)
Trick Shot (1)
Perceptive Copilot (10)
Rigged Cargo Chute (4)
Outrider (14)
•Han Solo (12)

HWK-290 Light Freighter - •Roark Garnet - 59
•Roark Garnet - Good-Hearted Smuggler (38)
•Squad Leader (4)
Tactical Officer (2)
Engine Upgrade (3)
Moldy Crow (12)

Total: 200/200

View in the X-Wing Squad Builder

The Rigged Cargo Chute allows you to create your own little debris fortress by placing 2 debris 1 range apart at about 2.5 range from your own board edge; First turn 4K between them, second turn 1 forward and drop debris... after that you can turn whichever way best counters your opponents approach! ;)

Coordinate is generally used to give Dash a Target Lock before he moves, particularly while trying to maintain good distance vs Aces that are moving after him.

Highlights have included;

- Initiative killing Darth Vader in the first round of engagement (most satisfying moment of 2.0 so far!)

- Deleting 2 full-health TIEs, who had a shieldless Roark in their sights, before they could get a shot off

So far it's proven quite effective, but it'll undoubtedly suffer from bad dice rolls as it relies heavily on being able to take chunks out of your opponents list as quickly as possible in order to limit return attacks...

I dropped the RCC for the bid as I flew it as you have it for 4 games and never dropped it ... I didn't think to open that way though ... it's a tough choice, as a 4 point bid gives me the choice to move second against people who don't care about initiative, but always lose it against the big bids.

I am now completely sold on Dash over Leebo after playing this yesterday. Leebo's ability is sweet on defense for sure, but Dash is less likely to be arc dodged (the achilles heel of this set up), more likely to be able to arc dodge (higher init + ability), does more damage (focus vs calculate and a talent slot for trick shot), and his ability makes triggering Outrider far easier and more desirable (which opens up your dial after a BR and also lets you shed locks which is a nice defensive buff).

Don't think Leebo is bad, but Dash is a blast to play and while you live and die by the first 2 rounds of dice variance, killing things is fun. Yesterday I killed a full hp Palob before he shot and Dash is so quick it was on the second round of the game. On round 4 I PS killed Scum Han and the guy called it.

This list is a blast but I still think Iden swarms would be tough and multiple aces moving after dash is harder than ever. He is still slightly over costed in my opinion - I ran him without RCC at 193 for the bid, but I think with the Chute at 194/5 would be fair. Not the biggest bid but enough to move after all 1-4's and at least 40-50% of the 5's.

Honestly think a lot of Rebel ships are just 2 points away from the sweet spot but no more than that. Maybe only E-Wings being 3-4 points over, but that really is just because Imps have set the bar with Bombers/Punishers. Rather than those ships going up in price I'd love to see the barrage rocket bomber becoming the base line for effectiveness in the game.

I think it has game against the Howl/Iden swarm, but it relies a lot on turn zero and getting the first engage right. Range 2 through Debris for the win!

Edited by Dreadai
14 minutes ago, Dreadai said:

I think it has game against the Howl/Iden swarm, but it relies a lot on turn zero and getting the first engage right. Range 2 through Debris for the win!

Very true, vs Howl/Iden would you be looking arc dodge more than use the combo? I suppose the first shot uses Iden's ability and the second one kills a ship. In return though Inferno squad could easily put 7-8 damage into Dash...

Edited by FriendofYoda

If you kill Howl their efficiency plummets. But yeah I’d be focusing more on minimising return fire from the swarm than getting double modded shots.

Let me know how you find the list if you get a chance to play test it at all

I did this build, i guess it makes the max use of kyle focus and a i am able to have almost every turn: dash with focus + 1 action and kyle with 1 evade, 3 focus and if i need i can change the turret arc ( linked red action ). Tell me guys what u think about this build :

  • Dash Rendar

Trick shot

jyn erso

outrider title

Bistain

  • Kyle Katarn

Juke

Perceptive co-pilot

hull upgrade

moldy crow title

200 PTS TOTAL

( also , juke will call attention from dash to hwk so both have chance to survive more )

Edited by Rokian
On 10/4/2018 at 6:01 PM, FriendofYoda said:

Let me know how you find the list if you get a chance to play test it at all

I played 8 games with Roark/Dash and am sure it has game.

My learnings are that it needs to remove a ship in the first engage , and so getting that engage right is absolutely critical. One thing I saw is that bringing the HWK gun to bear on the same target(s) as Dash is a massive boon as he clears their tokens and punches crippling damage onto them, and the hwk can then plink the last hull off.

Games I've won easily have been won in the first engage when Dash has double focus and target lock and just nukes something. Having the HWK guns on target (Primary for preference, turret as a backup) is key as it gives insurance against bad variance.

Games I lost were where I just screwed the pooch on the engage, bumping one or both ships. Another problem is lists with high hull, low agility ships like Punishers, Arc-170 or K-Wings. The inability to erase one in a turn means their threat (especially torpedos) is real as Dash really doesn't want to be rushing into range 1

1 hour ago, Rokian said:

I did this build, i guess it makes the max use of kyle focus and a i am able to have almost every turn: dash with focus + 1 action and kyle with 1 evade, 3 focus and if i need i can change the turret arc ( linked red action ). Tell me guys what u think about this build :

I think you really want perceptive co-pilot on dash and Jyn-Erso on Kyle. Kyle banks 2 focuses anyway, and Bistan switches off if you have to spend your focus on offense for your first attack, or on defense, Perceptive/Bistan Dash is self sufficient, with Kyle throwing him an additional focus (or evade) depending on tactical need.