Hey guys. I was flying trip t70s competitively before the points drop. Won a 15 person tourney 4-0, and %90+ winrate in a healthy local meta where people fly somewhat competitive lists. Just saying this so the following has a bit more credence.
Now I am just getting my **** wrecked by the 5x Yion list (5x greys, 5x Ion, 4x VTG).
I have tried offset joust, joust avoidance, hit and run, dragging them through obstacles, nothing seems to work. With decent arc planning they just ionize/focus fire/repeat and no amount of arc dodging seems to counter.
Has anyone had success against this list with trip t70s or trip aces in general?
How to handle the Yion lists with aces?
fly 4 HLC t70's
All those Ion Arcs are going to throw aces for a loop. I doubt that pure ace lists are going to have a good chance against them. I would suggest you drop one t70 ace and get a blocker of some sort. Maybe a YT with 3p0 to coordinate? Those Ion's wont hit anything if they are blocked and have no mods.
Range control. Feints. Arc dodge.
27 minutes ago, AngryAlbatross said:fly 4 HLC t70's
All those Ion Arcs are going to throw aces for a loop. I doubt that pure ace lists are going to have a good chance against them. I would suggest you drop one t70 ace and get a blocker of some sort. Maybe a YT with 3p0 to coordinate? Those Ion's wont hit anything if they are blocked and have no mods.
Yeah maybe that's the answer. Sucks, cause I really enjoyed trip t70s.
9 minutes ago, LagJanson said:Range control. Feints. Arc dodge.
I feel like this approach requires a significant pilot skill discrepancy. They have 5 ion arcs they can point anywhere, a decent Y pilot can lay down coverage to the point where you are likely getting ionized no matter what you do.
Was playing against this on the weekend
Norra Wexley (Y-Wing) (41)
Ion Cannon Turret (4)
Adv. Proton Torpedoes (6)
R4 Astromech (2)
Horton Salm (37)
Ion Cannon Turret (4)
Adv. Proton Torpedoes (6)
R4 Astromech (2)
“Dutch” Vander (39)
Trick Shot (2)
Dorsal Turret (2)
Ion Torpedoes (6)
R4 Astromech (2)
Evaan Verlaine (35)
Trick Shot (2)
Dorsal Turret (2)
Ion Torpedoes (6)
R4 Astromech (2)
Total: 200
View in Yet Another Squad Builder 2.0
Not quite the same, but a similar problem. What worked was to split up, threaten different angles, try to only engage at range 3, drag them through rocks.
1 hour ago, prauxim said:I feel like this approach requires a significant pilot skill discrepancy. They have 5 ion arc s they can point anywhere, a decent Y pilot can lay down coverage to the point where you are li kely getting ionized no matter what you do.
I mean, you asked for trip aces advice, which that was.
I was flying three ion Ys with Luke vs a new player with triple aces. I did win in the end, which I should considering the experience gap, but it took a while and some ships before I managed to get quality shots on the aces. Range three is very sad. Out of arc even worse. I lost two Ys before I took down one ace (though they were hurting!) I did get a few hits with ion, but most of the time with only one hit going through so no ion token.
Spread the rocks out, slowroll and watch them sweat trying to move that formation across the table. Eventuelly you'll see an opening you can pounce on. Don't engage until turn 4-5.
10 hours ago, prauxim said:I feel like this approach requires a significant pilot skill discrepancy. They have 5 ion arcs they can point anywhere, a decent Y pilot can lay down coverage to the point where you are likely getting ionized no matter what you do.
Two options spring to mind for re-equipping T-70 aces:
- Consider responding in kind. The T-70's hardpoint can take an ion cannon, or ion missiles, both of which can lob shots from outside the range of the turret if you get a chance. A Y-wing is pretty easy to ionize because it can't dodge for bantha droppings, and ionizing it (a) makes it predictable and (b) critically means it's not allowed to perform a rotate action to swing its turret around.
- Electronic Baffle - losing a shield to burn off an ion token is a bad trade in the abstract 1-for-1. In the situation of "I'm stuck doing a 1 forward and the 5 veteran turret gunner Y-wings lining up on me know this", baffle away! Whilst a TIE interceptor or striker doesn't dare burn hit points for anything, a T-70 has 7 health and should be more than happy to lose one to get the drop on someone unexpectedly.
Thing is, neither of those is exactly bad against other opponents. Electronic Baffle can also burn off stress or target locks. Ion fire is generically useful against any target whose manoeuvrability or actions you want to mess with, and at the very least gives you a 3-dice attack covering your whole forward arc with S-foils closed.
Edited by Magnus Grendel