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 LeMightyASPCleaning up some typos