YV-666 - trying to field it in 2ed

By BoskiChe, in X-Wing Squad Lists

I've really liked YV-666 in 1ed. I've used it with Bossk, Moralo and Slaver in many variants (mostly party bus plus other upgrades), even as a blocker. 2 edition has arrived and my favourite ship (at least visual-wise) got changed a bit, or should I say, option he can choose from got changed. The party-bus variant for the time being is dead, cannons switched their role (or were nerfed), missiles are not sexy anymore for Bossk (his ability works only on Primary weapon now plus missiles are more utility based, not purely giving more firepower, at least not for YV-666 and of course no more Guidance Chips). Moralo has a different ability. To sum up for YV-666 I've witnessed a dramatic overhaul. From one side I wasn't happy, but on the other hand it means uncharted territory for exploration!!!

I've thought about Moralo. To be honest I don't have any idea how to field him. His ability is very nice, his PS is OK, but I don't see any upgrades that could really up his game. For Bossk I feel almost the same, bar Marksmanship which synergise with th eability, but it is hard to catch a target in bullseye in order to fully capitalize. Both problems are coming from a change in Crew slot for Scum. We no longer have ways to provide rerolls/free locks. Crew focuses on different things now. YV-666 has 3 slots, so is highly dependent on what options we have down there.

Taking all this into account, I've started browsing through crew options. I've found two choices which I have never used (I even didn't own them) in 1ed. Jabba and Cikatro Vizago. I thing these two can go along nicely on YV-666. To leverege them the list needs to have viable illicits to recharge / switch around. For this build pilot of YV-666 is not a top priority, so for time being I will use Slaver as the cheapest option. The rest needs ships with Illicits that they can use. My first choice is a pair of Khiraxes, but I'm thinking of useing a mix of Quadjumpers. HWK's or even Dengar in JumpMaster :) My first take:

Trandoshan Slaver (58)
Jabba the Hutt (8)
Cikatro Vizago (2)
Contraband Cybernetics (5)

Talonbane Cobra (50)
Predator (2)
Contraband Cybernetics (5)
Afterburners (8)

Graz (47)
Outmaneuver (6)
Cloaking Device (5)

Total: 196

The idea is to use cybernetics quite aggressively and often, then either recharge with Jabba or cycle "active" one between ships. On Slaver there is even an option to castle a bit or get away from the harms way using red manuevers and action. Cloaking device gives Graz an option to utilize his ability better and of course it can be used situationally by Talonbane or even (due to the FAQ) by the Slaver :) . It looks quite versatile to me. What You think about such approach to fielding YV-666?

Here is the take with Dengar and Quadjumper:

Trandoshan Slaver (58)
Jabba the Hutt (8)
Cikatro Vizago (2)
Contraband Cybernetics (5)

Dengar (64)
Expert Handling (6)
Contraband Cybernetics (5)
Punishing One (8)
R5-P8 (4)

Jakku Gunrunner (28)
Seismic Charges (3)
Cloaking Device (5)

Total: 196

Edited by BoskiChe

Give any YV Lando and PerCo (or IG if on a budget) and they get easy double mods! Abilities and the Hound's Tooth/Pup can be just icing if you have points. Lots of options for wingmates

Latz makes for a semi risky support ship. You can Lock your own ships and use her ability to reposition your small bases. This is risky due to the reduction in green die she causes with her ability, but to get that killshot on a annoying dodger or to get your blocker in position quicker it is a big help.

1. Lando, IG-D, and Maul crew.

2. Bring an escape craft

3. Reinforce and double Calculate each turn

4....

5. Profit!

This is the most fun build I've head simmed, but its pretty expensive. Not sure it is actually competitive.

Thanks for replies. Unfortunately I don't own Scum Falcon yet, so Lando is out of question.

Yesterday I've taken the second list (with Dengar and QuadJumper) for a test drive. I've lost due to misplaying the Quad and totally botched Dengar. BTW Dengar in 2ed is way less potent than he used to be. The whole JumpMaster platform now is very weak from dial perspective. Regenerating Cybernetics proved to by useful for hi. At least in a pinch I could do a right turn...

YV-666 on the other hand was very good. Regenerating cybernetics meant I could stay in a good position and block plus fire away. Potentailly with Lando this would be very good ship. I didn't have opportunity to use Cikatro. I see him as a gimmick, but at least a cheap one :)

In conclusion Jabba plus Cybernetics is very potent on a platform that utilizes a lot of red manuevers or red actions. On Jumpmaster I see it as a necessity, on YV-666 it is very good. I'm thinking about Khiraxes and a potential star with G1-A (4LOM with Cybernetics could be very annoying, the same will be true for Zuckuss).

Edited by BoskiChe

I've always enjoyed flying the yv666, to the point of flying a pair of them in the closing day's of 1.0

Here is where I've been throwing ideas around for them in 2.0

On 10/23/2018 at 1:59 PM, Q10fanatic said:

1. Lando, IG-D, and Maul crew.

2. Bring an escape craft

3. Reinforce and double Calculate each turn

4....

5. Profit!

This is the most fun build I've head simmed, but its pretty expensive. Not sure it is actually competitive.

Maul kinda goes a bit too far for me. Greens on these aren't too good. I could see going Lando, IG-88 D, and maybe 0-0-0. 70-73 points. A bit more than a Moldy Crow or 4-LOM build, but a bunch of hit points, and decent mods on a wide arc.

Going 0-0-0, Zuckuss, and 4-LOM is 67 points. Not exactly comparable to the party bus of old, but probably OK.

Wait a second!

Lando spends a green token, and Reinforce is a green token! Someone (alas, not @BoskiChe :( ) could just run Lando alone, and take a reinforce with every action. 66 points. A Trandoshan has pretty low init, so folks will often be done shooting at you by the time you'd need to use the Reinforce token to attack. That'd be a lot of hit points to chew through with Reinforce every turn, and still having some offensive dice mods. I kinda like that. Might have to pack it sometime.

Edited by theBitterFig

I love the YV-666, but sadly X-Wing 2.0 seems to be dead in my area so I've yet to actually get to field them and have to go by theory.

Slaver Lando as mentioned above seems like the best. Would prefer an I1 pilot for the Reinforce Lando setup though, I1 swarms probably eat this for breakfast.

Not sure why people don't staple Trick Shot to Bossk, it's super cheap and one of the only upgrades to increase odds of rolling a crit without requiring Bullseye arc on a ship that is built around a 180 degree arc. On paper, Trick Shot + Qira + Jabba + Contraband Cybernetics looks painful with large Debris fields (if I understood the FAQ correctly, Debris fields are pretty much just +1 Attack zones when Qira locked). Maneuver just behind (or partially on) a locked Debris Field, park there, Focus up and throw out 4-5 focused dice a turn that can turn into 5-6 while being shielded by the +1 Defense. Biggest problem here though is how telegraphed that is so you'd need to either be able to force your opponent in the kill zone or take advantage of flushing out opponents behind obstacles.

Moralo and Latts look like they need to wait for better Crew options. Latts Razzi pretty much just needs Weapons Engineer I think to be good. Load up on Trick Shot + Qira + Weapons Engineer (+maybe Freelance Slicer) and you've got a pair of Target Locks that you can use to reposition small base foes or allies with perfect board knowledge, reduce enemy agility, jam an enemy, and/or invert how obstacles affects shots with Qira+Trick Shot. If K4 somehow makes a comeback alongside Weapons Engineer, she'd be ridiculous. Moralo mostly just needs more/better party bus options to make his cost worthwhile.

I'm thinking of flying one in a small kit tourney tomorrow. It's down to Palp Shuttle + 2x Defenders (my go-to list for 2e, hasn't lost yet, and I'll probably just try to keep the streak rolling), triple Fang fighters (kinda fun, but I'm more nervous), or a YV-anchored list.

  • 3x Cartel Marauder with Homing Missiles (43 each)
    • Enough red dice to burn down high health, but Homing Missiles for pushing damage on stuff like Fenn Raus and Soontirs, if I can ever get a shot...
  • Trandoshan Shaver with Lando, 0-0-0, and Electronic Baffle.
    • Baffle might never get used, but there's nothing better to do with the points, and a clutch stress or ion clear might be important.
    • Intent is to use Lando to spend a Reinforce token, for both a wicked tanky ship, and a decent attack value.
    • I decided on 0-0-0 over IG-88 D because ideally I want to be reinforcing. While the end result--spend a reinforce and have a calculate--is the same dice odds as IG D, I'd still have the reinforce for most of the Initiative scale. Meanwhile, if an opponent elects not to give me double-mods, they'll be stressed, and the mediocrity of the YV's dial doesn't seem as bad, next to someone on Blue moves.

*edit*

Flew Defenders (2-0-bye), but got to play the Marauders/Trandoshan. The marauders didn't do anything against my opponent's double-tap Dash list, but I liked the general feel of the Trandoshan. I'll have to try to place it into some sort of other Scum list. Seems like it could anchor a Fenn Rau somewhat. 0-0-0 may be something that can be skipped, it'd depend on more game experience. In a different list, a 2 point bid is going to be better than the baffle.

Edited by theBitterFig
24 minutes ago, theBitterFig said:

Baffle might never get used, but there's nothing better to do with the points, and a clutch stress or ion clear might be important.

Baffle can also be used to eat a Lock on the ship. Might come in handy, might not.

10 hours ago, Hiemfire said:

Baffle can also be used to eat a Lock on the ship. Might come in handy, might not.

I think that's a lot further of an edge case. Many ships could just relock you next turn, and preventing a focus/lock attack doesn't seem worth a damage to me.

Getting rid of a stress or ion sometime, however, can prevent a ship from flying off the board, or onto a rock, or so forth. It's just a lot easier for me to think of situations where that could turn things around.

Edited by theBitterFig
10 hours ago, Hiemfire said:

Baffle can also be used to eat a Lock on the ship. Might come in handy, might not.

I think that's a lot further of an edge case. Many ships could just relock you next turn, and preventing a focus/lock attack doesn't seem worth a damage to me.

Getting rid of a stress or ion sometime, however, can prevent a ship from flying off the board, or onto a rock, or so forth. It's just a lot easier for me to think of situations where that could turn a situation.

Really nice insight in this topic regarding YV-666. Love it. Thanks.

I'm now expanding my thinking a bit. YV-666 seems surprisingly good in 2ed (I've thought It was a bit worse than in 1st edition). Now I'm ready to fly my favorite pilot - Bossk. Now his ability is slightly nerfed (It doesn't work on Cannons and Missiles), but as we don't have Guidance Chips anymore, it is not a big deal. However I could see some utility in extra hits generated ex. for Tractor Beam or Ion Cannon. I don't own Scum Falcon, so no Crew form that expansion will be considered. One possibility that I've seen on web intrigues me and I want to try it. Bossk + IG-88B:

IG-88B (70)
Elusive (3)
Fire-Control System (3)
Heavy Laser Cannon (4)
Tractor Beam (3)
Proton Bombs (5)
Contraband Cybernetics (5)
Stealth Device (8)
IG-2000 (2)

Bossk (70)
Marksmanship (1)
Tractor Beam (3)
Cluster Missiles (5)
Jabba the Hutt (8)
IG-88D (4)
Contraband Cybernetics (5)

Total: 199

It is a bit of work in progress. From IG-88B perspective not sure about Talent and Modifications ( I needed to burn points and these options seemed OK). The rest are solid choices. Bossk has Marksmanship (could be also Trick Shot for more gimmick play). Total is 199 points. I don't want to invest in a bid for I4 pilots. How it should work:

  1. IG-88B and Bossk are the same initiative, thus I decide the order of activations which can be huge for synergy built here
  2. Both ships have Tractor Beams and Bullseye dependent abilities. Depending on situation one can set up an opportunity for the other ex. Bossk can put a ship in a position for IG-88B to fire HLC and IG-88B can tractor a ship for Bossk to capitalize on his ability plus Marksmanship. Even without synergy tractors are good control elements in almost any sitiation.
  3. Both ships have Contraband Cybernetics. They are able to do very unorthodox manuevers and still do actions, which can lead to unexpected (for the opponent) openings that will present. With help from Jabba, these are not one-time things. I see great value in YV-666 plus Cybernetics, but also IG platform can levarege sloops and K-Turn.
  4. Last - 2 ship build needs some crowd control. This is why IG-88B has a Proton Bomb (to be decided if Seismic are better here) and Bossk has Clusters (I know they don't combo with his ability, but they offer additional shots against swarms).

What is Your opinion here? I think it has merits for giving it a bit of tryout - important thing for me as I lack time to playtest my ideas :(

I think its going to be really hard to get bullseyes on Bossk, even with tractors. I'm also nervous when I see two ships with nearly every single upgrade loaded. I usually don't think that could be better than a build which uses trimmer ships and an extra ship of some kind. Trimming down to just Elusive/Tractor/FCS/ContraC/IG-2000 and Marksmanship/Tractor/IG-88 D/ContraC leaves 31 points. A Lando Escape Craft (which you don't have...) with Tactical Officer seems like it'd be better there. I don't know if Fire Control System really holds up on current IG-s, but something like an M3-A Scyk could fit if that was cut, and run it with some kind of cannon (maybe Ion?).

I don't own Scyks:( I've tried to squeeze in Quadjumper which I love. It is hard without changing the core of the concept. I know that having additional ship helps a lot. Cutting Jabba is a tough sell, but maybe it is the way to go. This would change the concept of the list.

However with 31 points I'm able to add Ketsu Onyo to Bossk and a Quadjumper for more control. Example:

(70) Bossk
(1) Marksmanship
(5) Contraband Cybernetics
(4) IG-88D
(5) Ketsu Onyo
(3) Tractor Beam
Points 88

(70) IG-88B
(3) Tractor Beam
(5) Contraband Cybernetics
(3) Fire-Control System
(3) Elusive
Points 84

(28) Jakku Gunrunner
Points 28

Total points: 200

I see even an option to swap FCS and Ketsu for Jabba:)

Edited by BoskiChe

What about this combo with Latts?

Girls Just Wanna Have Fun

(66) Latts Razzi
(3) 0-0-0
(3) 4-LOM
(2) Qi'ra
(6) Static Discharge Vanes
Points 80

(74) Ketsu Onyo
(6) Shadow Caster
(13) Maul
(3) Fearless
Points 96

(22) L3-37
(2) Tactical Officer
Points 24

Total points: 200

Still untested but brutal at range 1 ;)

To be honest I don't get Qi'ra plus Latts. They both cannibalize on target locks. The rest is OK, but I have doubts about maneuverability. Two big ships which want to get into range 1, for me it is to crowded:)

I've made a mistake in my previous list by not adding title to IG-88, this makes other choices complicated. Additionally Jabba has more upside here then Ketsu, I think.

(70) Bossk
(1) Marksmanship
(5) Contraband Cybernetics
(4) IG-88D
(8) Jabba the Hutt
(3) Tractor Beam
Points 91

(70) IG-88B
(3) Tractor Beam
(5) Contraband Cybernetics
(1) Trick Shot
(2) IG-2000
Points 81

(28) Jakku Gunrunner
Points 28

Total points: 200

Ok, so after a test run, the list fared so-so, i fared less than that :P To be honest the problem wasn't Bossk, it was IG-88B. The concept seems solid however I either cannot fly it effectively or have luck with it. On the contrary Bossk is quite legit. Jabba + Contraband Cybernetics is VERY solid. It grows as I play this combination. It allows for few unorthodox moves and keeps my opponent guessing what I will do. I can do full stop, hard turn, whatever and still make an action. Going to actions, I've used only Calculate from IB-88D crew and it is very good. I see why he is chosen on a platform that has more Agility (ex. Firespray). Having an option to use one token on defense and then 1 on offense was handy. Difference between having 2 calculate tokens and 1 focus token was felt one or two times. Passing IG-88B ability hasn't happen. Canons were usless. Marksmanship was trigged 2 times!!! One as head to head shooting and second with an effective block from Quadjumper. However Trick Shot could be triggered at least two more times. With 180 arc and Cybernetics it is relatively easy to set it up.

All-in-all. I will play around with Bossk with Jabba+Cybernetics, but definitely without IG-88 in any form of support :)

I ve flown this Boba / Bossk list with relative success lately.

https://raithos.github.io/?f=Scum and Villainy&d=v5!s!153:125,-1,-1,25,-1,39,92,-1,-1:;103:126,-1,-1,54,70,91,-1,153:U.85&sn=Unnamed Squadron&obs=

Jabanetics makes for some maneuvering shenanigans, like pulling a stop a turn after a stop.
Not to mention recharging cybernetics on boba and boost /solo after talon rolls

Edited by tsondaboy

How about this?

Bossk — YV-666 Light Freighter 70
Marksmanship 1
Jabba the Hutt 8
IG-88D 4
Contraband Cybernetics 5
Ship Total: 88

Palob Godalhi — HWK-290 Light Freighter 38
Moldy Crow 12
Ship Total: 50

4-LOM — G-1A Starfighter 49
Advanced Sensors 8
0-0-0 3
Mist Hunter 2

Played a variant of this today. Need to redistribute the points.

Open for suggestions :)

Trandotian hotness

(58) Trandoshan Slaver
(3) 0-0-0
Points 61

(28) Jakku Gunrunner
Points 28

(28) Jakku Gunrunner
Points 28

(28) Jakku Gunrunner
Points 28

(40) Drea Renthal
(4) Dorsal Turret
Points 44

Total points: 189

Ok so I got this on the table tonight vs imperial arc-dodgers (3x interceptors and the target lock shuttle)

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

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

Total: 199/200

View in the X-Wing Squad Builder

The Moralo build is great fun to fly, and my opponent chose to focus him down rather than Bossk. In the end it came down to a 1v1 between Bossk and a generic interceptor - which I unfortunately lost.

As for changes, Chewi was a complete waste as it never triggered but everything else seemed to pull it's weight really well. 0-0-0/Lando/perceptive was a great little combo that once I triggered it once my opponent always chose the stress to prevent me have triple tokens having initially dismissed it as pointless :)

so any suggestions for replacing the Wookie with the 5pts I've got available?

1 hour ago, Surak said:

Ok so I got this on the table tonight vs imperial arc-dodgers (3x interceptors and the target lock shuttle)

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

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

Total: 199/200

View in the X-Wing Squad Builder

The Moralo build is great fun to fly, and my opponent chose to focus him down rather than Bossk. In the end it came down to a 1v1 between Bossk and a generic interceptor - which I unfortunately lost.

As for changes, Chewi was a complete waste as it never triggered but everything else seemed to pull it's weight really well. 0-0-0/Lando/perceptive was a great little combo that once I triggered it once my opponent always chose the stress to prevent me have triple tokens having initially dismissed it as pointless :)

so any suggestions for replacing the Wookie with the 5pts I've got available?

4-lom all day. Also how has outmaneuver been? I'd be tempted to skimp a bit on all those upgrades and squeeze an escape craft.. maybe even a pup too.

13 hours ago, Carnor Rex said:

4-lom all day. Also how has outmaneuver been? I'd be tempted to skimp a bit on all those upgrades and squeeze an escape craft.. maybe even a pup too.

I second that to remove some of the upgrades and squeeze in an escape craft.

5 minutes ago, nj3478 said:

I second that to remove some of the upgrades and squeeze in an escape craft.

Unfortunately the escape craft just doesn't work the way I fly, I'll explain.

Bossk doesn't want it anywhere near him as it turns off Lone Wolf, and it struggles to keep up anyway.

Moralo is in the opponents deployment zone turn three, and the shuttle has no hope of catching up with him there.

as for 4-LOM, I'll certainly give him a go, he can't be any worse than Chewi was in the list!