double YV666

By Surak, in X-Wing Squad Lists

ok so this is a return to my end of 1.0 go-to tournament list, it wasn't top tier by any stretch of the imagination but it was fun to fly and definitely caught more than one opponent out in its time.

now the original version relied on Bossk with a mangler cannon, fearlessness, Fett, and dengar to cause range 1 mayhem, whilst Moralo with a 180 degree HLC, Maul, and inspiring recruit gave a very consistent attack at any range. Obviously, this isn't going to work for 2.0, but I lile flying the ugly-ducklings so I thought I'd give them another go.

here is my first list

YV-666 Light Freighter - •Bossk - 97
•Bossk - Fearsome Hunter (70)
Fearless (3)
Perceptive Copilot (10)
•L3–37 (4)
•Chewbacca (4)
Deadman’s Switch (2)
Shield Upgrade (4)

YV-666 Light Freighter - •Moralo Eval - 103
•Moralo Eval - Criminal Mastermind (72)
•Lone Wolf (4)
•Lando Calrissian (8)
Perceptive Copilot (10)
•0-0-0 (3)
Deadman’s Switch (2)
Shield Upgrade (4)

Total: 200/200

View in the X-Wing Squad Builder

thoughts?

I feel like this is a pleasant foundation to 2 YVs. L3 lets Bossk get double mods, while Moralo gets them from his crew. Still leaves lots of room for some tricks and toys

184

Moralo Eval — YV-666 72
Lando Calrissian 8
Perceptive Copilot 10
Ship Total: 90
Bossk — YV-666 70
Ship Total: 70
L3-37 — Escape Craft 22
Tactical Officer 2
Ship Total: 24

So would fearless work with YV-666 180° Firing Arc?

8 minutes ago, badgerclaw171 said:

So would fearless work with YV-666 180° Firing Arc?

Works in its 90-degree front but not the 45-degrees on either side.

53 minutes ago, badgerclaw171 said:

So would fearless work with YV-666 180° Firing Arc?

No. Full front arc primary isn't the same as the front arc primary specified on Fearless as outlined in the FAQ explinations for Outmaneuver and Veteran Turret Gunner in Rules Reference and Kavil's FAQ answer in the pinned thread on the Rules Question sub forum.

10 hours ago, Hiemfire said:

No. Full front arc primary isn't the same as the front arc primary specified on Fearless as outlined in the FAQ explinations for Outmaneuver and Veteran Turret Gunner in Rules Reference and Kavil's FAQ answer in the pinned thread on the Rules Question sub forum.

Thanks for the clarification on that one, I'd assumed Fearless still worked, just in the front 90.

So anyone got any suggestions for the talent on Bossk?

On 10/12/2018 at 2:55 PM, Surak said:

...

thoughts?

Apart from the fearlessness discussion, I would second @Greebwahn 's advise on an escape craft for support. So much value. I would go for Lando, not only because your other pilots are ini 4 as well.

Overall, this would be too unwieldy for me. Is there a way to utilize jabba in this list, maybe with cybernetics?

5 hours ago, flooze said:

Apart from the fearlessness discussion, I would second @Greebwahn 's advise on an escape craft for support. So much value. I would go for Lando, not only because your other pilots are ini 4 as well.

Overall, this would be too unwieldy for me. Is there a way to utilize jabba in this list, maybe with cybernetics?

On Moralo he could swap out 0-0-0, Lando and Deadman's switch for Jabba + Contraband Cybernetics.

On ‎10‎/‎14‎/‎2018 at 3:56 PM, Hiemfire said:

On Moralo he could swap out 0-0-0, Lando and Deadman's switch for Jabba + Contraband Cybernetics.

Thanks for all the ideas, not really a fan of any of the illicit upgrades at the moment, so hadn't considered Jabba. I'd only thrown Dead Man Switch on there as I had a few points to spare and didn't think the bid was worth it.

I'd also not even thought of flying the escape pod on its own as a support ship, I'm not sure it would keep up with the 666's but its certainly an interesting idea that I'll have to think about.

at the moment I'm going to try two versions of this list, one close to my original 1.0 concept (2x yv's loaded for max aggro) and one experimenting with a few of the ideas from this thread (the escape craft support ship in particular).

not sure on the support build (probably lando for Int matching) but the new double yv list is;

YV-666 Light Freighter - •Moralo Eval - 103
•Moralo Eval - Criminal Mastermind (72)
Outmaneuver (6)
Perceptive Copilot (10)
•0-0-0 (3)
•Lando Calrissian (8)
Shield Upgrade (4)

YV-666 Light Freighter - •Bossk - 96
•Bossk - Fearsome Hunter (70)
•Lone Wolf (4)
Perceptive Copilot (10)
•Chewbacca (4)
•L3–37 (4)
Shield Upgrade (4)

Total: 199/200

View in the X-Wing Squad Builder

Marksmanship worth it for Bossk?

35 minutes ago, buckero0 said:

Marksmanship worth it for Bossk?

I really wasn't sure between marksmanship and Lone Wolf on Bossk - in the end I went Lone Wolf as my dice tend to be very temperamental, but I'm going to test marksman at some point as well (swapping lone wolf onto Moralo)

Ok, so with an upcoming extended tournament I'm dusting this one off.

Z-95-AF4 Headhunter - • Nashtah Pup - 6
Nashtah Pup - Contingency Plan (6)

YV-666 Light Freighter - •Moralo Eval - 91
•Moralo Eval - Criminal Mastermind (70)
Trick Shot (2)
Perceptive Copilot (8)
•0-0-0 (5)
Shield Upgrade (4)
•BT-1 (2)

YV-666 Light Freighter - •Bossk - 102
•Bossk - Fearsome Hunter (66)
•Lone Wolf (5)
•IG-88D (4)
•Maul (11)
Contraband Cybernetics (5)
Shield Upgrade (4)
Hound’s Tooth (1)
•Dengar (6)

Total: 199/200

View in the X-Wing Squad Builder

Any thoughts or suggestions welcomed

I'm also still trying to put a Bossk/Moralo/Lando (escape craft) version that I'll post when I figure it out

And here is the support ship version

Escape Craft - •Lando Calrissian - 31
•Lando Calrissian - Smooth-talking Gambler (29)
Tactical Officer (2)

YV-666 Light Freighter - •Bossk - 92
•Bossk - Fearsome Hunter (66)
•Lone Wolf (5)
•IG-88D (4)
•Maul (11)
•Dengar (6)

YV-666 Light Freighter - •Moralo Eval - 77
•Moralo Eval - Criminal Mastermind (70)
•0-0-0 (5)
•BT-1 (2)

Total: 200/200

View in the X-Wing Squad Builder

So, what do people think?

The YV-666 has always been my favourite ship. I flew it in every list I put on the table in 1.0. I too have been motivated to try and fly two in 2.0, looking for an Extended option to compliment my Republic Hyperspace set up. I agree that 0-0-0 and BT-1 are a great combo. I prefer Lando as crew because he works so well with a low-initiative Reinforce. I came up with this:

YV-666 Light Freighter - Trandoshan Slaver - 63
Trandoshan Slaver - (56)
•0-0-0 (5)
•BT-1 (2)

YV-666 Light Freighter - Trandoshan Slaver - 64
Trandoshan Slaver - (56)
•Lando Calrissian (8)

Fang Fighter - •Fenn Rau - 70
•Fenn Rau - Skull Leader (68)
Predator (2)

Total: 197/200

View in the X-Wing Squad Builder

...it works best with each Slaver deployed in opposite corners and the Fang in the middle to gravitate towards whichever side of the board is optimal. The idea is that the Slavers reinforce if there's no obvious Lock on and tank all the hits. Fenn Rau hangs back while your opponent commits to whittling down the Slavers then he pounces and mops up. What seems to be key is deploying the Slavers as far apart from each other at the start, then converge to make a sweet killbox in the middle.

Edited by Waldorf28
1 hour ago, Waldorf28 said:

The YV-666 has always been my favourite ship. I flew it in every list I put on the table in 1.0. I too have been motivated to try and fly two in 2.0, looking for an Extended option to compliment my Republic Hyperspace set up. I agree that 0-0-0 and BT-1 are a great combo. I prefer Lando as crew because he works so well with a low-initiative Reinforce. I came up with this:

YV-666 Light Freighter - Trandoshan Slaver - 63
Trandoshan Slaver - (56)
•0-0-0 (5)
•BT-1 (2)

YV-666 Light Freighter - Trandoshan Slaver - 64
Trandoshan Slaver - (56)
•Lando Calrissian (8)

Fang Fighter - •Fenn Rau - 70
•Fenn Rau - Skull Leader (68)
Predator (2)

Total: 197/200

View in the X-Wing Squad Builder

...it works best with each Slaver deployed in opposite corners and the Fang in the middle to gravitate towards whichever side of the board is optimal. The idea is that the Slavers reinforce if there's no obvious Lock on and tank all the hits. Fenn Rau hangs back while your opponent commits to whittling down the Slavers then he pounces and mops up. What seems to be key is deploying the Slavers as far apart from each other at the start, then converge to make a sweet killbox in the middle.

An interesting take on the double buses, not sure if it would fit my normal play style, but it looks interesting

Guys. Bossk wants BT-1 on board. That 'mech is Scum's only reliable way of generating crits for Bossk to abuse. Or perhaps he just forces your opponent to not do his fancy, stress-inducing shenanigans. Either way is (theoretically) good.

I flew Bossk with Trick Shot (never activated) and BT-1 (never activated), a Slaver with Lando (reinforce every time for damage reduction/attack mods), and Dengar (never activated) with title last night. Comes in at a beefy 200. I got dumpstered by a TIE salad, because none of my ships could counter massively mobile Imperials backed by Imperial synergy(tm). And dice. Dice can go die in a fire.

I use Dengar as a flanker, but he just wasn't fast enough to get in to the initial joust - and the buses cannot avoid taking the joust at your opponent's leisure. Then, the buses were entirely too susceptible to blocking, again at my opponent's leisure. Perhaps if I had spread the buses out more, and used Dengar to cover their butts. Since he can't flank worth a ****. Dunno. Dunno if I will try this again, or just run two naked Slavers and Guri - that better fits my style.

Ok I understand the BT-1/Bossk interaction, I really do, but I've always managed to get more out of Bossks ability with the combo of Lone Wolf and Dengar gunner.

I use Moralo to flank my opponents list, usually aiming for Moralo dropping off the table the turn before I think the first engagement will happen and then force my opponent to deal with being sandwiched between two heavily modified YV's

Bossk has always been my opponents' primary target, so I keep him commensurately light. Whereas Moralo, being more difficult to pin down, is a better points locker. Moralo in my builds therefore totes the more expensive Dengar - *and* he's more likely to last longer and get more activations. But man, you get mileage out of Lone Wolf...kudos. I just go blank to blank. But I'm also something like zero wins and four losses with various double YV's right now. So, grain of salt for my anecdotal evidence.

10 minutes ago, Kleeg005 said:

Bossk has always been my opponents' primary target, so I keep him commensurately light. Whereas Moralo, being more difficult to pin down, is a better points locker. Moralo in my builds therefore totes the more expensive Dengar - *and* he's more likely to last longer and get more activations. But man, you get mileage out of Lone Wolf...kudos. I just go blank to blank. But I'm also something like zero wins and four losses with various double YV's right now. So, grain of salt for my anecdotal evidence.

I normally find Bossk is target of choice, right up to the point they have Moralo in their back-field. :)

The Double YV version of the list is currently 4-1 in second edition (including a win and a loss against 5 missile Awings, the loss being because I tried to change my normal approach).

I will fully admit that I flew the double YV a lot in 1st ed so I've had quite a bit of practice with double buses - I find the key is keeping Bossk either reinforced or double modded depending on if you want him to be offensive or defensive that turn, where as Moralo is all about timing your board-edge teleportation for maximum psychological impact, if not actual damage impact - there threat of a powerful 180 degree arc ship behind there whole list will often force a crisis of indecision in your opponent when there plan for dealing with your slow bricks goes out the airlock

Ok, post game-night update

Flew the Bossk/Moralo/Pup list but on a last moment thing I swapped contraband cybernetics for rigged cargo - big mistake.

Flew against a Wolfe/Sinker/Mace Republic list, successfully managed to get Mace off the table fairly early, but I really messed up my maneuvers on Bossk so he spent 2 turns on gas clouds which cost him big. Moralo worked perfectly, pulling Mace and Sinker off Bossk for about 3 turns, and killing Mace.

Unfortunately the lack of cybernetics (allowing for stop+action) on Bossk, poor piloting on my part (don't fly tired kids!), and good flying on my opponents part (well done mate) meant that the end game became the Pup Vs two Arc's, one with 3 hull and one with only shield damage.

I've got 2 more gaming nights before the tournament, so I'll switch back to cybernetics and see if I can't tighten up my maneuvers a bit

Ok, so after a flying some CIS, and being betrayed by my green dice, I've come back to my double YV's

Flew this in a local tournament yesterday;

Double YV redux

(64) Bossk [YV-666 Light Freighter]
(5) 0-0-0
(12) Maul
(2) BT-1
(3) Contraband Cybernetics
Points: 86

(68) Moralo Eval [YV-666 Light Freighter]
(3) Contraband Cybernetics
(6) Jabba the Hutt
Points: 77

(29) Lando Calrissian [Escape Craft]
(6) Tactical Officer
Points: 35

Total points: 198

Went 1-3 on the day to come 11th, but with the exception of 1 game the losses were all very close and could have gone either way.

First game was Vs resistance 5's (Rey, Tali, Lulo) and was a re-match against an opponent from a tournament from the week before. The game was good fun and very close, coming down to Moralo Vs Lulo and a 1 hull Tali - before we went to time and I lost 120-163

Second match was Vs scum bombers, Emon, Nym, and a Quadjumper. This was the match that wasn't that close (83-200 loss), I hadn't had any practice Vs bombs, and it turns out that this list really doesn't like them (not a surprise really).

Third match was another re-match against an opponent from the week before, this time Vs a first order list with Blackout, Quickdraw, Scorch, and Null. This was by far the closest match of the tournament for me, finishing 61-83 at time (again my loss). Dice variance was a huge factor in this game, with neither of us being able to land any sort of damage despite buckets of dice being thrown in both directions.

The final game was Vs my squadron mate who was flying triple IG's, and coming of the back of a forth place the week before with the same list. Needless to say I wasn't holding out much hope until realised that something must have gone wrong with his day as we were fighting for 11th and 12th out of 12. Turns out, his green dice weren't doing so well, and after the second round of fire IG-88a was dead, and IG-88d was at half points in exchange for the shields on both YV's. At that point I'd also got the IG's stuck in the corner, and with the assistance of my opponents green dice the match finished 200-43 for my 1 win of the day.

Ok, so I'm coming back to this concept again for a tournament this weekend.

Now from previous experience the coordinate ship is generally the weak link of the list, so I want to explore other support options.

Here are three possible variants that I'm considering;

So here are the lists I'm contemplating;

Double YV redux v2a

(64) Bossk [YV-666 Light Freighter]
(5) 0-0-0
(12) Maul
(2) BT-1
(3) Contraband Cybernetics
Points: 86

(54) Trandoshan Slaver [YV-666 Light Freighter]
(6) Jabba the Hutt
(3) Contraband Cybernetics
Points: 63

(35) Constable Zuvio [Quadrijet Transfer Spacetug]
(6) Tactical Officer
(10) Squad Leader
Points: 51

Total points: 200

Double YV redux v2b

(64) Bossk [YV-666 Light Freighter]
(5) 0-0-0
(12) Maul
(2) BT-1
(3) Contraband Cybernetics
Points: 86

(54) Trandoshan Slaver [YV-666 Light Freighter]
(6) Jabba the Hutt
(3) Contraband Cybernetics
Points: 63

(43) Cartel Executioner [M12-L Kimogila Fighter]
(8) Squad Leader
Points: 51

Total points: 200

Double YV redux v2c

(64) Bossk [YV-666 Light Freighter]
(5) 0-0-0
(12) Maul
(2) BT-1
(3) Contraband Cybernetics
Points: 86

(54) Trandoshan Slaver [YV-666 Light Freighter]
(6) Jabba the Hutt
(3) Contraband Cybernetics
Points: 63

(47) Manaroo [JumpMaster 5000]
(3) IG-88D
Points: 50

Total points: 199

So the simple requirement for the third ship was as follows;

- have either coordinate or a pseudo-coordinate ability

- Cost 51 points or less

- be a more flexible chassis than the escape shuttle from the previous lists.

Two things. (1) I won an OP with this just recently:

Nerf Herder

(68) Fenn Rau [Fang Fighter]
(3) Fearless
Points: 71

(54) Trandoshan Slaver [YV-666 Light Freighter]
(0) Jamming Beam
(2) 4-LOM
(4) Feedback Array
(8) Static Discharge Vanes
Points: 68

(54) Trandoshan Slaver [YV-666 Light Freighter]
(0) Jamming Beam
(4) Feedback Array
(2) Electronic Baffle
Points: 60

Total points: 199

And (2) Prince Xizor is amazing with YVs. Actually the movement style of the Starvipers are all great. But Xizor shines.

13 hours ago, JBFancourt said:

Two things. (1) I won an OP with this just recently:

Nerf Herder

(68) Fenn Rau [Fang Fighter]
(3) Fearless
Points: 71

(54) Trandoshan Slaver [YV-666 Light Freighter]
(0) Jamming Beam
(2) 4-LOM
(4) Feedback Array
(8) Static Discharge Vanes
Points: 68

(54) Trandoshan Slaver [YV-666 Light Freighter]
(0) Jamming Beam
(4) Feedback Array
(2) Electronic Baffle
Points: 60

Total points: 199

And (2) Prince Xizor is amazing with YVs. Actually the movement style of the Starvipers are all great. But Xizor shines.

That looks like a fun list, I have a terrible track record with Fenn, so I may try it with something else in the Ace slot.

I got some table time with the Manaroo and M12 variants of my list above, both Vs a First Order Tie swarm (I believe it was Longshot, Muse, Static, Scorch, and the PS3 generic). First off my opponent flew brilliantly both games, and this sort of list is probably one of the less optimum matchups for my list - but that's what made it a good test :)

so first game was with the M12 as the support ship. I'm not going to Bat Rep this one, so the short version is M12's aren't the best platform for Squad Leader, they do not have enough Blue on their dial to make the best use of it. I also mis-played and my opponent was able to focus Bossk down very quickly.

It's at this point it really went wrong, as Manaroo wasn't able to keep with the YV's after the first engagement so her ability got used once all game. By the end of the game (which ended with my squadron totally destroyed) I'd managed to half point all of my opponents list, but the only kill was Longshot.

At this point I'm 100% happy with the Bossk build, but other than one of the other ships being a YV666 I'm not completely happy about the rest of it. Kicking some ideas around with my opponent after the second game, Moralo with Marksmanship and an Autoblaster may actually be something I try for the second YV, but at that point I'm not sure it's a good idea to put Jabba on him, so I've got to see what fits with that build.

as always, ideas and comments welcomed

On 10/13/2018 at 11:20 AM, Surak said:

Thanks for the clarification on that one, I'd assumed Fearless still worked, just in the front 90.

So anyone got any suggestions for the talent on Bossk?

Marksmanship, as mentioned briefly above. Slow-rolling Bossk makes it more likely to trigger.

On the coordinate ship, have you considered an M3-A? Keep it out of the main action, and near Bossk, but treat it as an expendable ship. I find that Laetin A'Shera has some resiliency because of that free evade when either her or an opponent's attack misses. If you say you're happy with the Bossk build, this is what I would do with the rest of the list:

YV-666 Light Freighter - •Bossk - 87
•Bossk - Fearsome Hunter (64)
Marksmanship (1)
•Maul (12)
•0-0-0 (5)
Contraband Cybernetics (3)
•BT-1 (2)

M3-A Interceptor - •Laetin A’shera - 49
•Laetin A’shera - Car’das Enforcer (33)
•Squad Leader (8)
Stealth Device (8)

YV-666 Light Freighter - Trandoshan Slaver - 63
Trandoshan Slaver - (54)
•Jabba the Hutt (6)
Contraband Cybernetics (3)

Total: 199/200

It uses basic builds from what you've mentioned above, and makes Laetin a devilishly hard ship to hit.

Edited by feltipern1