Building with Y-wings

By LeMightyASP, in X-Wing Squad Lists

Even though there's already a topic discussing Republic Y-wings, i wanted to make a topic that would highlight the points and what the most efficient things that can be done with this platform at a competitive level.

Pilot analysis:

Overall, i think the platform is overcosted (with a couple of exceptions), which is fine, because the Republic already had a lot of very efficient ships. I doubt the Y-wing will make much of an appearance at Worlds, but it could help unlock the potential of upgrades that didn't see much play before. Most of the extra points you're paying when comparing it to the rebel version are due to the ship ability, and while it is fine, the survivability of Y-wings is pretty secondary to the Republics strategy. If you put that ship ability on a CLT Jedi for example, it would be amazing and completely worth 2 points, but it feels like wasted points on a Y-wing. Also, the Y-wing needs upgrades to work, which really doesn't help with its point efficiency problem

Red Squadron Bomber: An ok start for the Y-wing at 33 points. It's the cheapest pilot, so it will be often seen as part of a bulk with things like dorsal turret and can be equipped with VTG for more individual pressure or Ahsoka or 7th fleet gunner for more support capability.

Goji: Goji has a really interesting ability. At 34 points it basically costs 1 point, but it has 3 big problems. 1- It requires a bunch of upgrades to function. 2- Goji can't take advantage of it himself, as if he drops a seismic with a 1f template and then takes a 1f himself, he'll already be out of range for his ability, which leads to number 3- It requires really awkward position to function. Goji can't be in formation, which means a skilled opponent will have an easy time tearing him apart before his ability even matters. Right now, i think Goji's waiting for some kind of upgrade or card that makes his ability work.

R2-D2: In my opinion, the 2nd most interesting pilot on the Y-wing. At 35 points, you get the current cheapest crew carrier on the Republic, yoy get a talent slot and you also get an interesting ability. If you put an ion cannon turret on his rear arc and give him proxi mines, it becomes really hard to flank him and he doesn't even need to take actions to create that threat. Sadly, i don't think there's anyone that is really trying to find a place for a crew on republic right now, as the Jedi do fine without coordinate and you dont really have a heavy hitter like a Falcon on the faction just yet. In any case, once that need arises, R2 will be chosen as the carrier for sure.

Shadow Squadron Veteran: At 35 points, this pilot adds an initiative value to the Red Squadron Bomber and also the Talent slot. Pretty normal stuff here, you should always take the Red Squadron Bomber over this, unless the initiative or the talent matters. The most interesting thing with this might be double Dedicated Shadow Squadron Veteran Protorp Alphastrike, with double mods, given by a battle meditation high initiative Jedi. You could do something similar with the bravo flight officer on the N1, but here you do it at initiative 3 and you get dedicated in case your opponent tries to focus one of the Ys down or if he goes after the Jedi.

Broadside: In my opinion, the best pilot on the Y-wing. For 36 points, you get an ability that basically says " Advanced Optics on your side turret, but you can also change your focus results to hit results" which is insane at 1 point higher than the veteran. Obviously it requires you to take a turret and point it at the side arc but those are already things that you want to be doing on your Ys anyways. Not a 'build around pilot', but something that you should always take if you want a Y shooting out of the side.

Matchstick: Unfortunately, one of the victims of the FFG comservative approach to points costing this expansion, at 43 points Matchstick costs 6 more points than his Rebel counterpart (Horton Salm). This might be because his ability is easier to trigger with friendly locks, but if you're doing that, you are already dedicating a bunch of resources into this pilot, and just for a couple of rerolls. In my opinion, you should only take him if you're flying Double tap Ys that are just focusing every turn and don't mind giving him his locks at the start of the match, which is fine.

Oddball: At 44 points, Oddball is... actually decent? Due to the missprint(?) on his ability, he is a pretty good ordnance carrier. You can actually k-turn with him and even if you bump, you can actually aquire a lock, which kind of reminds me of Advanced Sensors Redline. Obviously it's not as good, as you don't really have double mods in a single turn of actions, but it's still pretty good. R4 should be on every Y Oddball, as well as a torpedo.

Anakin: It's really unfortunate, but Anakin was doomed from the start. I can't really blame FFG for costing him this highly, as a cheap I6, 3 force torp carrier would be a big boost to an already well performing faction. The flipside however, is that Anakin is too fragile and predictable to be costed highly, but i think FFG did the right compromise by making him expensive. As for upgrades you should take, something like APT and afternurners, and possibly even R2 on the turns you want to reload. Anything more is probably too much, as he will be a huge priority for your opponent to take down.

That's it for the individual pilot breakdown, now for lists:

The Shadow Squadron

(43) "Matchstick" [BTL-B Y-wing]
(9) Seventh Fleet Gunner
(3) Dorsal Turret
Points: 55

(36) "Broadside" [BTL-B Y-wing]
(9) Seventh Fleet Gunner
(3) Dorsal Turret
Points: 48

(35) Shadow Squadron Veteran [BTL-B Y-wing]
(9) Seventh Fleet Gunner
(1) Dedicated
(3) Dorsal Turret
Points: 48

(35) Shadow Squadron Veteran [BTL-B Y-wing]
(9) Seventh Fleet Gunner
(1) Dedicated
(3) Dorsal Turret
Points: 48

Total points: 199

This is not a list that i expect much out of, but it certainly seems fun. In a single turn, you can have 4 dice dorsal turret shots coming from both Broadside and Matchstick, which, backed up by their abilities, should be devastating. You have a lot of beef and a wide net to keep flankers honest, but the trick with this list will be to figure out when is the best time to recover the charge for the gunners

Seventh Ion

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(4) Calibrated Laser Targeting
Points: 51

(44) Plo Koon [Delta-7 Aethersprite]
(4) Calibrated Laser Targeting
Points: 48

(36) "Broadside" [BTL-B Y-wing]
(9) Seventh Fleet Gunner
(5) Ion Cannon Turret
Points: 50

(35) Shadow Squadron Veteran [BTL-B Y-wing]
(9) Seventh Fleet Gunner
(5) Ion Cannon Turret
Points: 49

Total points: 198

Continuing the experiments with 7th fleet gunner, this list pairs 2 Y-ons with 2 CLT Jedi. The reason is twofold: on 1 side, ionizing a ship makes it that much easier to line up the bullseye and on the other side, CLT's extra dice doesn't count as a rolled die, so CLT + 7th allows you to take a 5 dice shot at something which is pretty cool. Also, don't sleep on the possibility of Broadside ionizing someone out of the game. It can happen.

Obi + Shadow Squad V001

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(4) Calibrated Laser Targeting
Points: 51

(36) "Broadside" [BTL-B Y-wing]
(9) Seventh Fleet Gunner
(5) Ion Cannon Turret
Points: 50

(35) Shadow Squadron Veteran [BTL-B Y-wing]
(9) Seventh Fleet Gunner
(5) Ion Cannon Turret
Points: 49

(35) Shadow Squadron Veteran [BTL-B Y-wing]
(9) Seventh Fleet Gunner
(5) Ion Cannon Turret
Points: 49

Total points: 199

Same concept as before, but this time i subbed out Plo for an extra Y wing. You lose an ace, but you make your ion strategy more consistent and you power up your Y squad in case they have to joust.

Obi + Shadow Squad V002

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(4) Calibrated Laser Targeting
Points: 51

(43) "Matchstick" [BTL-B Y-wing]
(8) Veteran Turret Gunner
(3) Dorsal Turret
Points: 54

(35) Shadow Squadron Veteran [BTL-B Y-wing]
(8) Veteran Turret Gunner
(3) Dorsal Turret
Points: 46

(35) Shadow Squadron Veteran [BTL-B Y-wing]
(8) Veteran Turret Gunner
(3) Dorsal Turret
Points: 46

Total points: 197

Pretty typical double tap Ys, you lose your wide coverage but you gain some teeth upfront. I also got Obi Wan in the mix because he can mop up after the big joust as an ace + he can make every shot from the Ys a modded shot if he is willing to part with the force

Alpha Strike

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(5) R2-C4
(2) Fire Control Systems
(3) Daredevil
(13) Proton Torpedoes
Points: 65

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(6) R2-A6
(19) Delta-7B
Points: 72

(44) "Odd Ball" [BTL-B Y-wing]
(2) R4 Astromech
(13) Proton Torpedoes
Points: 59

Total points: 195

This is an Alpha Strike list, the point is to have Oddball and Ric trade aggressively with the help of the torps and then let Obi Wan clean up what's left

This is what i've brewed up so far. Please share your thoughts on my pilot analysis and on my brews and share your own.

Edit: I edited the Alpha Strike list with Oddball due to the recent changes to Oddball's ability's interaction with afterburners

Edited by LeMightyASP
Cleaning up some typos

Pretty much agree with all of your points. Only thing I slightly differ is that I don‘t think Matchstick is all that overcosted. He is also a match made in heaven with Broadside... Broadside locks him on the first turn, both only need focus for the rest of the match for basically fully modded attacks.

My favourite list that I have come up with so far:

"Broadside" (36)
Ion Cannon Turret (5)
R4 Astromech (2)

"Matchstick" (43)
Ion Cannon Turret (5)
R4 Astromech (2)

“Wolffe” (50)
C-3PO (8)

“Jag” (48)
Total: 199

View in Yet Another Squad Builder 2.0

Pretty tanky, everyone has at least the potential for action-free rerolls and you have a very wide ARC-coverage (pun intended :D). I have yet to put it on the board and practice, but on paper, I like it a lot.

48 minutes ago, Marev said:

Pretty much agree with all of your points. Only thing I slightly differ is that I don‘t think Matchstick is all that overcosted. He is also a match made in heaven with Broadside... Broadside locks him on the first turn, both only need focus for the rest of the match for basically fully modded attacks.

Sure, they both get to 'change' 1 blank dice, except matchstick's dice has a 25% to come out blank again, while broadside's mod is a guaranteed succes. Oh, and matchstick costs 7 extra points . Not saying he is bad, i dig his ability a lot, but it just isn't efficient, except when you're double-tapping.

As for your list, i'm very conflicted about the ARCs. On one side, i love their design, but on the other i feel like they're too clunky on the board. Not sure if you've noticed, but i prefer putting CLT Jedi with the same points as i think they combo better with what the Y-wing can do. Aside from that, i do like C3PO on Wolfe, but i think it's a missed opportunity to not go Veteran Tail Gunner on him. i wonder if you could cut the R4s for it? i don't think the Ys will be doing any red actions/moves when all they have is a side turret.

Also, i forgot to mention how much i like Cody on the Ys especially when you have two, one of them being broadside, which is your case. The idea is that after you fail your first ion shot, broadside gets a bonus for his attempt, making it that much more likely to stick the ion.

Tail Gunner on Wolffe is a trap in my opinion... I did that when he was new, it pretty much never triggers. Maneubering a medium base with I4 and no good repositioning between 2 targets is just WAY to situational. I think you get a lot more leverage out of the R4s as sooner or later, the Y-Wings will have to k-turn or 3-turn to keep the arc wide. Opens up the dial a lot.

As for the CLT-Jedi, you definitely got a point there. The reason I take the ARCs still is simply fluff... I just love clones and like to put them on the table as much as possible :) I’m that weird guy who builds a list for fluff first and then tries to make them as efficient as possible as an afterthought :D Also, I love the theme of „Come at me bro“ with these beefy ships.

Bit enough for my list... I forgot to mention how much I love your Shadow Squadron! 4 Y-Wings, all with Seventh Fleet Gunner and even Dedicated in the mix, it doesn‘t get much more thematic than that :)

52 minutes ago, Marev said:

Bit enough for my list... I forgot to mention how much I love your Shadow Squadron! 4 Y-Wings, all with Seventh Fleet Gunner and even Dedicated in the mix, it doesn‘t get much more thematic than that :)

To make it turly thematic, i needed to have Anakin and torps on everyone but... yeah that's not happening 😂

Aside from that, i forgot to mention this: dedicated only has 2 ships that it can go into, shadow squadron veteran being one of them. That's why i was initially hyped for Goji, but i don't think we'll see a defensive stalwart of Y wings, but splashing onto The Shadow Squadron means that we can give some more time to matchstick and broadside, which are the highlights of the list. It's pretty hard for non-R4 Ys clear the strain though...

8 hours ago, LeMightyASP said:

R2-D2: In my opinion, the 2nd most interesting pilot on the Y-wing. At 35 points, you get the current cheapest crew carrier on the Republic, yoy get a talent slot and you also get an interesting ability. If you put an ion cannon turret on his rear arc and give him proxi mines, it becomes really hard to flank him and he doesn't even need to take actions to create that threat. Sadly, i don't think there's anyone that is really trying to find a place for a crew on republic right now, as the Jedi do fine without coordinate and you dont really have a heavy hitter like a Falcon on the faction just yet. In any case, once that need arises, R2 will be chosen as the carrier for sure.

I keep eyeing R2 as a Coordinate platform, and I feel like there’s gotta be something there. Consider that he’s I2; that means he’s paying almost the minimum possible price for Squad Leader. So even with the recently repriced Tac Officer, he’s still not super expensive:

R2-D2 (35)
Squad Leader (6)
Tactical Officer (6)
Total: 47

I also keep eyeing some kind of janky support-with-teeth loadout, of which this is far from the only possibility:

R2-D2 (35)
Squad Leader (6)
Adv. Proton Torpedoes (6)
Clone Commander Cody (3)
Tactical Officer (6)
Synchronized Console (2)
Total: 58

The idea, of course, is that R2 mostly just hands off his action to a friend, and uses his shooting to dish out strain plus occasional chip damage. But he’s also got the Sync Console to pick up a higher-I teammate’s lock, which might let him punch above his weight with the APTs.

I’m not at all convinced that this is an optimal build, but I keep thinking there’s something there...

While two points more expensive than the Squad Leader/Tac Officer combination Palpatine may be a better choice for coordinating. There's no stress for the action (Never mind, neither would stress) and a Force token to spend on turns you choose not to coordinate. Plus you can flip to Sidious who is soooooo freaking fun. As for what else to include for the build, the ion cannon turret makes a useful dead-rat-on-a-stick to wave at would be attackers. Beyond that season to taste.

R2-D2 (35)
Ion Cannon Turret (5)
Chancellor Palpatine (14)
Total: 54

Edited by Pa Weasley

I completely forgot about Squad leader, but i think R2 still has the same issue, which is not having someone that really needs his support.

That could change if the faction had someone like Vynder, but that's just not the case

I made an R2 build that doesn't have the coordinate aspect that i thought would be commonplace. Instead, we are using Informant to work as some type of sense on the list. After that, we're using the 7th gunner + ion turret + CLT combo with Anakin and Obi Wan as the Jedi, with Anakin in particular with a build that i'm sure everyone will love to play against 😂

Informant R2

(35) R2-D2 [BTL-B Y-wing]
(5) Informant
(5) Proton Bombs
(9) Seventh Fleet Gunner
(3) Intimidation
(5) Ion Cannon Turret
Points: 62

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(4) Calibrated Laser Targeting
Points: 51

(62) Anakin Skywalker [Delta-7 Aethersprite]
(6) R2-A6
(5) Calibrated Laser Targeting
(13) Precognitive Reflexes
Points: 86

Total points: 199

That intimidation is also pretty cheeky, might be able to get some blocks in with the ion and Informant which further boosts the effectiveness of the Jedi

Edited by LeMightyASP

Anybody thought about strapping afterburners to Anakin's Y-Wing?

39 minutes ago, KingmanHighborn said:

Anybody thought about strapping afterburners to Anakin's Y-Wing?

I did put it on the pilot breakdown as a good upgrade on him, but it doesn't change the fact that Anakin is easy to hunt down, which makes him hard to utilize

@LeMightyASP I agree with a lot of your conclusions.

I wouldn't be surprised if the Ric, Obi, Oddball Alpha list ends up being decent. Though I would put R2 droids on Ric and Obi, gotta preserve those points once Oddball goes down.

58 minutes ago, KingmanHighborn said:

Anybody thought about strapping afterburners to Anakin's Y-Wing?

I do like the idea of Afterburners Anakin, maybe with Adv Proton Torps.

A decent Anakin fits with 5 Torrents.

That many points behind 1 agility though, eek.

19 minutes ago, ayedubbleyoo said:

I do like the idea of Afterburners Anakin, maybe with Adv Proton Torps.

A decent Anakin fits with 5 Torrents.

That many points behind 1 agility though, eek.

Yeah, that's what will stop Anakin being top tier. He just doesn't have the defensive capability he has on the delta

37 minutes ago, Burius1981 said:

@LeMightyASP I agree with a lot of your conclusions.

I wouldn't be surprised if the Ric, Obi, Oddball Alpha list ends up being decent. Though I would put R2 droids on Ric and Obi, gotta preserve those points once Oddball goes down.

I don't think there's space for regen on the list, mostly because of the astromech slots. On Obi Wan, i feel like R2-A6 is better because it gives you the option to commit on big offensive turns without having to become so vulnerable to everyone jumping on Obi Wan.

On Ric on the other hand, R2-C4 means that your torps are double modded, which is great.

I could understand swapping those for regen mechs, but i'm pretty confident that these mechs ate better suited for what these ships want to do

Plus, i think they are a lot more fun 😁

15 minutes ago, LeMightyASP said:

I don't think there's space for regen on the list, mostly because of the astromech slots. On Obi Wan, i feel like R2-A6 is better because it gives you the option to commit on big offensive turns without having to become so vulnerable to everyone jumping on Obi Wan.

On Ric on the other hand, R2-C4 means that your torps are double modded, which is great.

I could understand swapping those for regen mechs, but i'm pretty confident that these mechs ate better suited for what these ships want to do

Plus, i think they are a lot more fun 😁

I should say that I am looking at the ships from a competitive perspective. Regen on 7B Obiwan is a sure bet because of the ability to regen above the half points threshold and effectively take points away from your opponent. Because that is an expensive Ric, Regen is probably the optimal choice as well. If you wanted to, you could take the points you are saving and upgrade Oddball's torp to a Proton so he has some more range on it.

Most, if not all of the lists look like fun though.

3 hours ago, Burius1981 said:

I should say that I am looking at the ships from a competitive perspective. Regen on 7B Obiwan is a sure bet because of the ability to regen above the half points threshold and effectively take points away from your opponent. Because that is an expensive Ric, Regen is probably the optimal choice as well. If you wanted to, you could take the points you are saving and upgrade Oddball's torp to a Proton so he has some more range on it.

Most, if not all of the lists look like fun though.

I'm not sure that regen on Obi is necessarily the most competitive option. On the Ric + Ani + Obi squad we've seen have the most success on the Republic, Obi always carries R2-A6, and I suspect the others don't carry it simply because it's limited.

I remember hearing Carson Wray, who won Gencon(?) this year with this list, talk about how Obi Wan is the most important piece of the list, and I think it had to do with R2-A6.

Sadly, I don't have any experience with it myself, as i have yet to unpack my naboos... I argue using only theory, so i'm bound to be wrong :)

1 minute ago, LeMightyASP said:

I'm not sure that regen on Obi is necessarily the most competitive option. On the Ric + Ani + Obi squad we've seen have the most success on the Republic, Obi always carries R2-A6, and I suspect the others don't carry it simply because it's limited.

I remember hearing Carson Wray, who won Gencon(?) this year with this list, talk about how Obi Wan is the most important piece of the list, and I think it had to do with R2-A6.

Sadly, I don't have any experience with it myself, as i have yet to unpack my naboos... I argue using only theory, so i'm bound to be wrong :)

Correct. Carson also had R2 on Anakin and Ric. His squad was sitting at 198 points but it didn't matter as much if any of his ships couldn't move last because of Sense on Obiwan. The plan with that list is the usual ace play of spread out and arc dodge but get ahead in points. Against other ace lists Sense let him set up blocks and better choose when to commit his ships for the kill. Regen lets Anakin and Ric trade shots 1v1 with other ships then run away and regen back some of the damage taken in order to preserve points. Obiwan is definitely the key piece in that list for what he does, but if he didn't have R2 on Anakin and Ric he wouldn't be able to take as many risks with 1v1 or 1v2 engagements to try and get ahead on points.

Specific thoughts about your Alpha strike list, which I really like the idea of! 7B Obiwan is great, but with only 2 agility he will take damage more quickly and he is worth the most points. Changing the dial when you reveal it is a nice trick but at some point you will still get shot at because good players won't let you arc dodge them forever and he is the most expensive piece in the list and can't regen to get those points back. Having R2 lets you take a favorable trade then disengage to regen and hold on to those points. That is an expensive Ric. If your dice blank out in the first engagement(happens to me from time to time, and once last night) and he takes 4 damage R2 lets you disengage to regen back above the half points threshold. I like your idea with Oddball, but if you put the list on table a couple of times try Oddball with just R4 and Proton Torps at least once. You have at least 2 solid 4 dice attacks that can reach out to range 3. He is the cheapest ship in the list and also the easiest to kill. I bet that you will find that people key in on him and kill him before he can get into range to get the Adv Proton Torps off by hiding behind obstacles where he won't be able to reach them with a fast maneuver + afterburners.

Anakin Skywalker (Y-Wing) (60)
Instinctive Aim (1)
Adv. Proton Torpedoes (6)
Ahsoka Tano (12)
R4 Astromech (2)
Angled Deflectors (6)

Ship total: 87 Half Points: 44 Threshold: 4

Just reinforce and smash people in the face with APTs every 2 turns.

29 minutes ago, Burius1981 said:

Correct. Carson also had R2 on Anakin and Ric. His squad was sitting at 198 points but it didn't matter as much if any of his ships couldn't move last because of Sense on Obiwan. The plan with that list is the usual ace play of spread out and arc dodge but get ahead in points. Against other ace lists Sense let him set up blocks and better choose when to commit his ships for the kill. Regen lets Anakin and Ric trade shots 1v1 with other ships then run away and regen back some of the damage taken in order to preserve points. Obiwan is definitely the key piece in that list for what he does, but if he didn't have R2 on Anakin and Ric he wouldn't be able to take as many risks with 1v1 or 1v2 engagements to try and get ahead on points.

I think the key difference between these lists is their win condition. Carson's tries to protect his points as much as possible by avoiding engagements where he would have a bad time. My list, on the other hand, wants to start the game by trading aggressively. That's because Aces thrive in situations where they have to deal with less enemies: less arcs to dodge, less bump potential, more favorable engagements, etc. That's why i prefer R2-A6 on Obi, he becomes a much more capable ace, abd he doesnt need regen because he is not trying to protect points, he is trying to finish things off.

52 minutes ago, Burius1981 said:

Specific thoughts about your Alpha strike list, which I really like the idea of! 7B Obiwan is great, but with only 2 agility he will take damage more quickly and he is worth the most points. Changing the dial when you reveal it is a nice trick but at some point you will still get shot at because good players won't let you arc dodge them forever and he is the most expensive piece in the list and can't regen to get those points back. Having R2 lets you take a favorable trade then disengage to regen and hold on to those points. That is an expensive Ric. If your dice blank out in the first engagement(happens to me from time to time, and once last night) and he takes 4 damage R2 lets you disengage to regen back above the half points threshold. I like your idea with Oddball, but if you put the list on table a couple of times try Oddball with just R4 and Proton Torps at least once. You have at least 2 solid 4 dice attacks that can reach out to range 3. He is the cheapest ship in the list and also the easiest to kill. I bet that you will find that people key in on him and kill him before he can get into range to get the Adv Proton Torps off by hiding behind obstacles where he won't be able to reach them with a fast maneuver + afterburners.

Usually the swarm lists are the ones who stall for time. That's because after the first engagement they become much less effective due to some of their ships being dead and their formation being broken. Carson's list is special because of regen, where you want to take a very light engagement to get a few points, regen your damage off and put the pressure on the opponent to create an engagement. The squad of legend (Soontir, Whisper and Redline) had Redline in it because of how good it was at doing a lot of damage very quickly. Obviously Redline loses points very quickly, but Soontir and Whisper are exceptionally good at taking out isolated targets. That's the concept i'm trying to work out here, Oddball wants to take as many things off the board as quickly as it can, with no regards to its own safety. Ric can also pump out a ton of damage if he has to, but the combo of daredevil and R2-C4 means that Ric can easily transition into a pure ace role.

I think this explains why i prefer the dial flexibility on Obi. Now, for the other suggestions:

If Obi Wan is getting targeted, and R2-A6 and fine-tuned aren't enough to escape, you're either playing poorly or you should have both Oddball and Ric unchecked, absolutely obliterating the enemy.

If you're blanking out with Ric and taking 4 hits in one shot, then you were never meant to win that game.

Pro torps are better than APT, sure, but they're also double the points. If the opponent is hiding behind rocks because of Oddball, then Oddball is under no pressure and can just look for a another angle to engage

To continue on the Ani Smash thread

Anakin Skywalker (Y-Wing) (60)
Instinctive Aim (1)
Adv. Proton Torpedoes (6)
R4 Astromech (2)
Hull Upgrade (3)

Plo Koon (44)
Sense (5)
R2 Astromech (6)
Calibrated Laser Targeting (4)

R2-D2 (35)
Expert Handling (2)
Ion Cannon Turret (5)
Ahsoka Tano (12)
Chancellor Palpatine (14)
Total: 199

View in Yet Another Squad Builder 2.0

Anakin fires every turn with APTs, with Plo pulling the disarm tokens and R2/Palp/Ahsoka supporting him with locks and focus. Plo isn't a slug by himself of course, and R2 adds some ion control.

I think 7th Fleet Gunner is gonna be finding a home on the ywings. It gives ric 4 dice at all ranges, or clt jedi hitting hard or harder as a delta7b. Wolffe can be 4 dice with reroll with ywing 7th fleet support. That is like an upsilon attack. Not fun when that is in front of you.

Plo Koon (44)
Calibrated Laser Targeting (4)

Obi-Wan Kenobi (47)
Calibrated Laser Targeting (4)

R2-D2 (35)
Dorsal Turret (3)
Seventh Fleet Gunner (9)
C-3PO (8)

Ric Olié (42)
Daredevil (3)
Total: 199

15 hours ago, XPav said:

To continue on the Ani Smash thread

Anakin Skywalker (Y-Wing) (60)
Instinctive Aim (1)
Adv. Proton Torpedoes (6)
R4 Astromech (2)
Hull Upgrade (3)

Plo Koon (44)
Sense (5)
R2 Astromech (6)
Calibrated Laser Targeting (4)

R2-D2 (35)
Expert Handling (2)
Ion Cannon Turret (5)
Ahsoka Tano (12)
Chancellor Palpatine (14)
Total: 199

View in Yet Another Squad Builder 2.0

Anakin fires every turn with APTs, with Plo pulling the disarm tokens and R2/Palp/Ahsoka supporting him with locks and focus. Plo isn't a slug by himself of course, and R2 adds some ion control.

My fundamental problem with this list is that it requires you to use Plo Koon as a 50 point upgrade that says 《you can shoot while you have a disarm》. That's really not very good, and even if it was ok, Anakin has to reload every turn and therefore his shot will have no mods. Sure, you can bring Ahsoka and Palp, but then you will have 2 useless ships instead of one.

Aside from that, double force upgrades is generally pretty bad, and R2 is suboptimal in CLT builds

I think it is much better to just build the list counting on the fact that you will eventually have to reload your stuff, which allows you to regen your force and have an action for mods.

You can build Anakin pretty similarly to how i talked about Oddball, which is in essence an upgrade in initiative and access to the force. This is how i would do Anakin with APT:

Ani APT

(60) Anakin Skywalker [BTL-B Y-wing]
(2) R4 Astromech
(6) Afterburners
(6) Adv. Proton Torpedoes
Points: 74

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(5) R2-C4
(3) Daredevil
Points: 50

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(19) Delta-7B
(5) Sense
Points: 71

Total points: 195

The only real difference here between this Anakin and yours is that mine has afterburners to make sure that he can get the range for APT and also to trigger his ability. Ric and Obi are just nice individual pieces that want i6 aces out of their way, which is a task tailor-made for Anakin.

14 hours ago, wurms said:

I think 7th Fleet Gunner is gonna be finding a home on the ywings. It gives ric 4 dice at all ranges, or clt jedi hitting hard or harder as a delta7b. Wolffe can be 4 dice with reroll with ywing 7th fleet support. That is like an upsilon attack. Not fun when that is in front of you.

Plo Koon (44)
Calibrated Laser Targeting (4)

Obi-Wan Kenobi (47)
Calibrated Laser Targeting (4)

R2-D2 (35)
Dorsal Turret (3)
Seventh Fleet Gunner (9)
C-3PO (8)

Ric Olié (42)
Daredevil (3)
Total: 199

First of all, i really like C3PO on this list. It makes your support ship, which would usually be the weakest link on this list, extremely tanky.

That being said, there's a couple of things i don't really like here.

First, i would suggest you upgrade dorsal turret to ion cannon turret. It is extremely intimidating to face when you are packing Ric and CLT jedi;

Second is kind of a personal preference, i'd rather have a second support Y than a third Ace;

Third, which is kind of a follow up to second, i reccomend you use Broadside, as he is quite cheap and greatly increases the threat of the ion cannon turret.

Fourth, while i think is a very efficient ship, i think he has diminishing returns with SFG, so if you would trim 1 ace i would cut him.

Lastly, while i really like what R2 + C3PO bring to the list, i think they clog up your points too much so i would probably end up running Broadside + an I3 generic.

However, most of these points work considering that a balance of 2 Ys + 2 Aces is better than one of 1 Y + 3 Aces, which might just be flat out wrong.

I do really like your list though, tge obly thing i really feel like you shoukd change is dorsal -> ion and daredevil -> predator to make the points work

Meanwhile, i made another list that i find interesting:

Obstacle Heavy Control

(43) "Matchstick" [BTL-B Y-wing]
(5) Proton Bombs
(4) Trick Shot
(5) Ion Cannon Turret
Points: 57

(36) "Broadside" [BTL-B Y-wing]
(5) Proton Bombs
(4) Trick Shot
(5) Ion Cannon Turret
Points: 50

(62) Anakin Skywalker [Delta-7 Aethersprite]
(6) R2-A6
(5) Calibrated Laser Targeting
(13) Precognitive Reflexes
Points: 86

Total points: 193

This list requires a lot of big obstacles to work, and the main draw is the trick-shot-powered ion cannon turrets. Side arcs are, in my opinion, the best arcs at utilizing trick shot, since you dont have to worry about overlapping the obstacles. Ionizing enemies is cluttered asteroid fields is very amusing for you but quite annoying for your opponent.

Anakin once again has the most annoying build possible, having ab amazing choice for positioning. I would love to see someone try to chase through all the obstacles...

So yeah, your win condition is to just have your opponent walk out in pure frustration :)

Quick Update:

Following the most recent change to the rules, Anakin and Oddball ATP builds no longer work very well with afterburners, since you can't use them to trigger the abilities of those pilots. For that reason, i don't think Oddball and Anakin have very good builds anymore. :(