Building with Y-wings

By LeMightyASP, in X-Wing Squad Lists

Let's be real here. Did Oddball ever have a good build, on any platform?

5 minutes ago, XPav said:

Let's be real here. Did Oddball ever have a good build, on any platform?

Actually, with wording differenxe on the new ability, i did think Y Oddball was pretty good with afterburners + torp, but now we will never know...

Hmm, guess I'm down with a serious case of the stupid... what exactly changed that it's no longer possible? They still share the same trigger, don't they?

Edit: Nvm, got it.

Edited by Marev

Oddball with debris gambit is awesome. His ability is insanely easy to pull off.

15 hours ago, LeMightyASP said:

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. :(

I do not understand what's changed.

«If an ability’s requirements are not met, it cannot be added to the ability queue. For example, at the start of the Engagement Phase, if a ship has an ability that requires it to be tractored, but that ship is not tractored, that ability cannot be added to the queue. The ship cannot add the ability to the queue even if another ability also added to the queue at the start of the Engagement Phase would cause that ship to become tractored upon its resolution.»

So that means that if you do not have the bullseye/range 1 with Anakin right afteryou execute his maneuver, his ability never gets added to the queue, regardless of repositioning that happens in that step.

This applies to Ani + R4P17, Ani + afterburners, Oddball + afterburners and Nien Numb + pattern analyzer, and maybe a few others that i can't think of right now.

3 hours ago, KingmanHighborn said:

Oddball with debris gambit is awesome. His ability is insanely easy to pull off.

Doesn't debris gambit force you to use a white evade while near obstacles? I don't think it'so good since you need to make sure you are far away from any obstacle...

On the other hand, C1-10P on Odball piloting his ARC seems pretty good to me.

Edited by xanatos135
4 hours ago, LeMightyASP said:

«If an ability’s requirements are not met, it cannot be added to the ability queue. For example, at the start of the Engagement Phase, if a ship has an ability that requires it to be tractored, but that ship is not tractored, that ability cannot be added to the queue. The ship cannot add the ability to the queue even if another ability also added to the queue at the start of the Engagement Phase would cause that ship to become tractored upon its resolution.»

So that means that if you do not have the bullseye/range 1 with Anakin right afteryou execute his maneuver, his ability never gets added to the queue, regardless of repositioning that happens in that step.

This applies to Ani + R4P17, Ani + afterburners, Oddball + afterburners and Nien Numb + pattern analyzer, and maybe a few others that i can't think of right now.

I think it still works for Nein and Pattern Analyzer. PA kicks in before you complete the maneuver, ie before the check difficulty stage. Although I could be wrong

Edited by Andyf1702
17 minutes ago, Andyf1702 said:

I think it still works for Nein and Pattern Analyzer. PA kicks in before you complete the maneuver, ie before the check difficulty stage. Although I could be wrong

No, you are absolutely right, the Nien/Pattern combo doesn't work on the same timeframe like the other combos mentioned, which means his combo is still 100% functional

Thank you for sharing, i already figured that out before but i completely forgot to correct myself in the meantime :)

Original list do not steal

(36) "Broadside" [BTL-B Y-wing]
(3) Clone Commander Cody
(5) Ion Cannon Turret
Points: 44

(42) 104th Battalion Pilot [ARC-170 Starfighter]
Points: 42

(42) 104th Battalion Pilot [ARC-170 Starfighter]
Points: 42

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

Total points: 200

Broadsides' price + ion buff + Cody = yay

I have something very similar. Sacrifices 7b on Obi for double-tapping on Matchstick. Everyone locks him on turn one so he has three re-rolls on BOTH attacks. Cody there for debuffs (doesn't need to lock because it's ok if he misses), R3 so one Arc can also lock as normal. It's beefy and hits hard. Option of R4 on Matchstick but I prefer the small bid.

Obeef-Wan Kenobi

(43) "Matchstick" [BTL-B Y-wing]
(8) Veteran Turret Gunner
(5) Ion Cannon Turret
Points: 56

(42) 104th Battalion Pilot [ARC-170 Starfighter]
(3) R3 Astromech
Points: 45

(42) 104th Battalion Pilot [ARC-170 Starfighter]
(3) Clone Commander Cody
Points: 45

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

Total points: 197

26 minutes ago, Waldorf28 said:

I have something very similar. Sacrifices 7b on Obi for double-tapping on Matchstick. Everyone locks him on turn one so he has three re-rolls on BOTH attacks. Cody there for debuffs (doesn't need to lock because it's ok if he misses), R3 so one Arc can also lock as normal. It's beefy and hits hard. Option of R4 on Matchstick but I prefer the small bid.

Obeef-Wan Kenobi

(43) "Matchstick" [BTL-B Y-wing]
(8) Veteran Turret Gunner
(5) Ion Cannon Turret
Points: 56

(42) 104th Battalion Pilot [ARC-170 Starfighter]
(3) R3 Astromech
Points: 45

(42) 104th Battalion Pilot [ARC-170 Starfighter]
(3) Clone Commander Cody
Points: 45

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

Total points: 197

Not sure if Cody will be of much benefit to you considering he his slotted in one of your lowest initiative ships, but otherwise i think it's a good list!

1 hour ago, ficklegreendice said:

Original list do not steal

(36) "Broadside" [BTL-B Y-wing]
(3) Clone Commander Cody
(5) Ion Cannon Turret
Points: 44

(42) 104th Battalion Pilot [ARC-170 Starfighter]
Points: 42

(42) 104th Battalion Pilot [ARC-170 Starfighter]
Points: 42

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

Total points: 200

Broadsides' price + ion buff + Cody = yay

Yeah, Broadside looks like such a steal at his points cost, replacing a battalion pilot for him on the usual Obi + 3 Arcs list seems only natural!

Yes I ummed and ahhed about just getting a second R3 but Cody still works because ideally the two Arcs are targeting the same ship, and with the new changes to Strain the token will persist if they don't execute a blue.

3 minutes ago, LeMightyASP said:

Yeah, Broadside looks like such a steal at his points cost, replacing a battalion pilot for him on the usual Obi + 3 Arcs list seems only natural!

yepyep!

Only bit of advice: ran him yesterday with a different list, but found out that putting him outside the formation with a range 1-2 turret is a tad problematic

70925023_10162256420065142_2224808731663

so the theory is he's AMAZING for keeping aces off your asses because a.) huge coverage and b.) big mods

in practice, being placed to the side of fatass arcs makes things awkward

70648795_10162256420200142_8393907534376

although he did have one shining moment!
70895379_10162256420305142_5624544945839

and, of course, literally FIRST ROLL OUT OF THE BOX

70789789_10162256420605142_1224721632535

lesson learned: put him behind the Arcs, not behind AND to the side of them. Range 1-2 isn't long enough to cover their fat asses

4 minutes ago, Waldorf28 said:

Yes I ummed and ahhed about just getting a second R3 but Cody still works because ideally the two Arcs are targeting the same ship, and with the new changes to Strain the token will persist if they don't execute a blue.

The strain mechanic didn't change all that much, they just changed the timing of it's removal slightly so Finn can't abuse it.

Note that you're counting on the arcs having the same target, and i just don't find that very realistic with 2 I2 medium base ships.

Cody is pretty unexpensive so you don't need to maximize his potential, but if you want to, i suggest utilizing dorsal Y wings instead, since they have the same beef, more time on target and easier to maneuver ( and may also provide more points for you to work with).

6 minutes ago, ficklegreendice said:

yepyep!

Only bit of advice: ran him yesterday with a different list, but found out that putting him outside the formation with a range 1-2 turret is a tad problematic

70925023_10162256420065142_2224808731663

so the theory is he's AMAZING for keeping aces off your asses because a.) huge coverage and b.) big mods

in practice, being placed to the side of fatass arcs makes things awkward

70648795_10162256420200142_8393907534376

although he did have one shining moment!
70895379_10162256420305142_5624544945839

and, of course, literally FIRST ROLL OUT OF THE BOX

70789789_10162256420605142_1224721632535

lesson learned: put him behind the Arcs, not behind AND to the side of them. Range 1-2 isn't long enough to cover their fat asses

Thank you for the pictures!

Yeah, i'm only getting my Y wings thursday, so everything i say about what is good/bad should be taken with a BIG grain of salt :)

2 minutes ago, LeMightyASP said:

Thank you for the pictures!

Yeah, i'm only getting my Y wings thursday, so everything i say about what is good/bad should be taken with a BIG grain of salt :)

fair warning, then

BTL-Bs are CHONKY

70638230_10162256274015142_1996442193799

at least I now finally understand why the rebel BTL-a4 was considered an improvement. Relative same durability, increased mobility; 66% the size!

Edited by ficklegreendice

Only a Sith deals in model sizes!

It's ok, BTL-B. You're perfect the way you are...

Anyone a fan of sinker swarms?

"Sinker" (54)
Ship total: 54 Half Points: 27 Threshold: 5

"Broadside" (36)
Ion Cannon Turret (5)
Clone Commander Cody (3)
R4 Astromech (2)

Ship total: 46 Half Points: 23 Threshold: 4

Gold Squadron Trooper (25)
Ship total: 25 Half Points: 13 Threshold: 3

Gold Squadron Trooper (25)
Ship total: 25 Half Points: 13 Threshold: 3

Gold Squadron Trooper (25)
Ship total: 25 Half Points: 13 Threshold: 3

Gold Squadron Trooper (25)
Ship total: 25 Half Points: 13 Threshold: 3


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Republic&d=v8ZsZ200Z280XWWWWY364XW138WW225W5WWY321XWY321XWY321XWY321XW&sn=Unnamed Squadron&obs=

1 hour ago, LeMightyASP said:

Note that you're counting on the arcs having the same target, and i just don't find that very realistic with 2 I2 medium base ships.

To my mind the pertinent question is does Cody offer more utility than a second R3. I think he does, just about.

Quote

Cody is pretty unexpensive so you don't need to maximize his potential, but if you want to, i suggest utilizing dorsal Y wings instead, since they have the same beef, more time on target and easier to maneuver ( and may also provide more points for you to work with).

Yeah I'm not massively enamoured with the Y-Wing chassis overall so I'll be sticking with just the one! :)

Thanks for the suggestions though.

[edit: actually I've changed mind. R3 on both Arcs I think. Frees up Obi-Wan to lock if he has to]

Edited by Waldorf28
Better suggestion

I think you basically need Cody on Broadsides (assuming you're not taking another not-veteran gunner)

he's got massive coverage, but the primary arc is near worthless without cody

Another interesting application of the btl-b4, cheap talent for squad leader + r4 to abuse it

...least it would be if squad leader weren't EIGHT ****** POINTS on i3s

1 hour ago, ficklegreendice said:

I think you basically need Cody on Broadsides (assuming you're not taking another not-veteran gunner)

he's got massive coverage, but the primary arc is near worthless without cody

5 minutes ago, ficklegreendice said:

Another interesting application of the btl-b4, cheap talent for squad leader + r4 to abuse it

...least it would be if squad leader weren't EIGHT ****** POINTS on i3s

First of all, to me, you are viewing the value of Broadside wrong. Once you put a turret on him, that is his <<primary>> weapon, and the front arc becomes a bonus. It's still pretty good firing from the front with Cody, but it is not a necessity. The value of Broadside is defined by his side arc weapon. (Just my 2 cents)

Also, that Y-wing with squad leader looks like the perfect Cody carrier! You can even give him dorsal to make him have that Cody shot more often

1 hour ago, LeMightyASP said:

First of all, to me, you are viewing the value of Broadside wrong. Once you put a turret on him, that is his <<primary>> weapon, and the front arc becomes a bonus. It's still pretty good firing from the front with Cody, but it is not a necessity. The value of Broadside is defined by his side arc weapon. (Just my 2 cents)

Also, that Y-wing with squad leader looks like the perfect Cody carrier! You can even give him dorsal to make him have that Cody shot more often

Well, obviously the value of Broadsides are his...Broadsides. you're always going to be trying to leverage them

But you're not always going to get them because he's a slow, clunky Y with a range 1-2 secondary, and your opponent could always just "dodge" into your significantly worse primary

This is why Cody is amazing . No matter what weapon Broadsides fires, you'll get something . Even at range 3!

Also, the problem with Squad Leader is solely that it's 8 points. That's a LOT, especially since you basically have to add r4 for the stress management

Edited by ficklegreendice