Building with Y-wings

By LeMightyASP, in X-Wing Squad Lists

ObiRicBroadside2Torrents_GS

(36) "Broadside" [BTL-B Y-wing]
(5) Ion Cannon Turret
Points: 41

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(4) R2 Astromech
(1) Crack Shot
Points: 47

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(6) R2-A6
(4) Calibrated Laser Targeting
(5) Sense
Points: 62

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
Points: 25

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
Points: 25

Total points: 200

10 hours ago, pakirby said:

ObiRicBroadside2Torrents_GS

(36) "Broadside" [BTL-B Y-wing]
(5) Ion Cannon Turret
Points: 41

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(4) R2 Astromech
(1) Crack Shot
Points: 47

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(6) R2-A6
(4) Calibrated Laser Targeting
(5) Sense
Points: 62

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
Points: 25

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
Points: 25

Total points: 200

Cool list! Definetely taking advantage of the most efficient pieces ofthe Republic, which allows you to fit 5 ships in there.

I only have a few concerns with how to fly this, since you have 4 different ships in there.

Stupid idea, but.

What if you threw SQL+TO onto R2 with Plo in a 7B as escorts for APT Anakin? Allows Anakin a reload every turn, on top of a focus, and to throw away his disarm tokens. Every. Turn. So long as R2 can coordinate him. See, the thing here is, every piece is essential to Anakin getting his shots off, meaning everything is a valid target. There's no singular "Kill that, RIGHT now" piece, except maybe Anakin..? But R2 and Plo Koon are nothing to mess with here either.

On 9/20/2019 at 6:30 AM, xanatos135 said:

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.

Debris gambit is a bit cheaper, but either are solid options.

Eleven (11) Shields Annie

(60) Anakin Skywalker [BTL-B Y-wing]
(4) R5 Astromech
(3) Hull Upgrade
Points: 67

Total points: 67

______________

As a side note,

I have to pay 68 points for my Poe...naked with NO heroic.

but also a dial and primary weapon worth half a **** :p

and white repositioning actions!

Edited by ficklegreendice

Yeah, paying 67 for Annie on essentially a Resistance Transport is not the best deal 😛

If you can find space for some secondary weapons though, he could be much more interesting...

Edited by LeMightyASP
Resistance -> Resistance Transport

Yes, it's one agility.

But 3 force.

This makes his R5 repair actions practically free.

Hull upgrade = a discounted shield upgrade with Plated Hull.

Even with no turret, I'd take this Anni in a heartbeat.

There are so many cheap filler options in Republic that if we can't come up with a BETTER Poe+3A using this 11 shield Anakin, I don't know what to tell ya.

He's very viable in my book.

51 minutes ago, ficklegreendice said:

but also a dial and primary weapon worth half a **** 😛

and white repositioning actions!

I'd take a 2 red gun with force over Poe's 3 gun.

37 minutes ago, Bucknife said:

I'd take a 2 red gun with force over Poe's 3 gun.

You'd take wrong, since an unmodded 3 dice shot has the same average damage output as a 3 force 2 dice gun. Also, Poe gets double mods every turn without needing support for it, and while he loses a hull, he has double the agility.

Annie on the Y is just incredibly hard to balance. Either he is terribly expensive or terribly efficient, kinda like Redline.

22 hours ago, pakirby said:

ObiRicBroadside2Torrents_GS

(36) "Broadside" [BTL-B Y-wing]
(5) Ion Cannon Turret
Points: 41

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(4) R2 Astromech
(1) Crack Shot
Points: 47

(47) Obi-Wan Kenobi [Delta-7 Aethersprite]
(6) R2-A6
(4) Calibrated Laser Targeting
(5) Sense
Points: 62

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
Points: 25

(25) Gold Squadron Trooper [V-19 Torrent Starfighter]
Points: 25

Total points: 200

Gawd, torrents are slow & clunky. Looking for suggestions on what to replace them with...ARC, Sprite?

1 hour ago, LeMightyASP said:

You'd take wrong, since an unmodded 3 dice shot has the same average damage output as a 3 force 2 dice gun. Also, Poe gets double mods every turn without needing support for it, and while he loses a hull, he has double the agility.

Annie on the Y is just incredibly hard to balance. Either he is terribly expensive or terribly efficient, kinda like Redline.

Hey, how is it choosing wrong when you say they have the same expected output?

I'd never take Poe without 1 to 5 points of upgrades, and naked he's still a point more than Eleven Shield Anakin.

Plus, FORCE .

What am I missing?

4 hours ago, Bucknife said:

Eleven (11) Shields Annie

(60) Anakin Skywalker [BTL-B Y-wing]
(4) R5 Astromech
(3) Hull Upgrade
Points: 67

Total points: 67

______________

As a side note,

I have to pay 68 points for my Poe...naked with NO heroic.

2 minutes ago, Bucknife said:

Hey, how is it choosing wrong when you say they have the same expected output?

I'd never take Poe without 1 to 5 points of upgrades, and naked he's still a point more than Eleven Shield Anakin.

Plus, FORCE .

What am I missing?

You're missing the part where i said Anakin's 2 dice is the same as an unmmoded poe primary, and then i added that Poe can get double mods every turn, which makes poe's gun >> Y Anakin's gun.

Also, much worse dial and action selection.

Also, half the agility.

I don't think an Anakin + 3 «As» will ever be a thing, but i would like to be proven wrong.

For the «As», you probably want to start by looking at the N1s. Something like this:

Anakin Skywalker (Y-Wing) (60)
Sense (5)
R5 Astromech (4)
Hull Upgrade (3)

Ship total: 72 Half Points: 36 Threshold: 5

Ric Olié (42)
Ship total: 42 Half Points: 21 Threshold: 3

Padmé Amidala (45)
Ship total: 45 Half Points: 23 Threshold: 3

Anakin Skywalker (N-1 Starfighter) (41)
Ship total: 41 Half Points: 21 Threshold: 3


Total: 200

Although, i do have to say that i don't like the look of these N1s without offensive upgrades. you'll have 4 2 dice primarys without investing any points on offensive upgrades, which seems a little sus.

Another idea is to use ARCs, but they're probably the furthest thing from As. but they do give you some more damage:

Anakin Skywalker (Y-Wing) (60)
R5 Astromech (4)
Hull Upgrade (3)

Ship total: 67 Half Points: 34 Threshold: 5

"Jag" (48)
Ship total: 48 Half Points: 24 Threshold: 5

104th Battalion Pilot (42)
Ship total: 42 Half Points: 21 Threshold: 5

104th Battalion Pilot (42)
Ship total: 42 Half Points: 21 Threshold: 5


Total: 199

Honestly i'm not too sold on these lists, but if you come up with something you prefer, do tell. I just got my Y-wings today, and i'll only be playing thursday. Between all the lists that i had already come up with and a tournament that I'll have soon, i have my hands full, so i don't think i'll try this thing any time soon

While I appreciate the strength of force, we gotta remember that different platforms abuse it to varying effectiveness

The Y is a slow, clunky, 1 agility; no evade token sloth with a 2 die primary. It can't stack defenses atop force; it can't be super manueverable while also banking force. It ain't exactly a Delta-B.

Poe completely dunks on it Ito base cost. He doesn't have force, but a Ywing with force isn't THAT much better than one without.

The biggest gain comes from fully modded attacks on a high I platform...oh, hey Poe!

Edited by ficklegreendice

ObiRicBroadsideWolffe_GS

(36) "Broadside" [BTL-B Y-wing]
(2) R4 Astromech
(5) Ion Cannon Turret
Points: 43

(42) Ric Olié [Naboo Royal N-1 Starfighter]
(4) R2 Astromech
(1) Crack Shot
Points: 47

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

(50) "Wolffe" [ARC-170 Starfighter]
(8) C-3PO
Points: 58

Total points: 199

Not sure if C-3PO is worth it on the ARC. reroll int a defense die when you only have 1 defense die doesn’t sound too bad, and you gain a calculate after you perform a calc.

3 hours ago, pakirby said:

Gawd, torrents are slow & clunky. Looking for suggestions on what to replace them with...ARC, Sprite?

My 2 suggestions would be Wolffe or CLT Plo Koon

lemighty said

Anakin Skywalker (Y-Wing) (60)
Sense (5)
R5 Astromech (4)
Hull Upgrade (3)

Ship total: 72 Half Points: 36 Threshold: 5

Ric Olié (42)
Ship total: 42 Half Points: 21 Threshold: 3

Padmé Amidala (45)
Ship total: 45 Half Points: 23 Threshold: 3

Anakin Skywalker (N-1 Starfighter) (41)
Ship total: 41 Half Points: 21 Threshold: 3

but that can't work becuse you have two anakins and thats a nono

38 minutes ago, player3770772 said:

lemighty said

Anakin Skywalker (Y-Wing) (60)
Sense (5)
R5 Astromech (4)
Hull Upgrade (3)

Ship total: 72 Half Points: 36 Threshold: 5

Ric Olié (42)
Ship total: 42 Half Points: 21 Threshold: 3

Padmé Amidala (45)
Ship total: 45 Half Points: 23 Threshold: 3

Anakin Skywalker (N-1 Starfighter) (41)
Ship total: 41 Half Points: 21 Threshold: 3

but that can't work becuse you have two anakins and thats a nono

Oops, scratch that

Hey @Cuz05 , care to share any experiences with your double Y-Wing, double CLT Jedi list here? (if not, all good)

Happy to plow my days worth of waffle into it :)

The entirety of my personal Y experience lies in this list, so I'll stick to that...

(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

(43) "Matchstick" [BTL-B Y-wing]
(2) R4 Astromech
(8) Veteran Turret Gunner
(3) Dorsal Turret
Points: 56

(36) "Broadside" [BTL-B Y-wing]
(5) Ion Cannon Turret
Points: 41

Total points: 196

Played a dozen or more games with it, facing pretty much all comers, winning most and running close when not. Haven't yet gone up against the full meta monsters of triple Rep/Imp aces, but I think it has at least a little game there too, judging from similar match ups I've had and knowing how tricky running my own trip Imps against it would be.

The Y Wings are obviously key. They are the frontline, but losing one in the 1st 2 engages makes things massively problematic. The damage from Matchstick and control from Broadside is essential, it has to threaten for the required amount of time and actually do a fair bit of work, so some finesse is required to get us there.

The Jedi will win games and finish broken opponents, but they can't do the breaking without taking unconscionable risks, so its very much down to Matchstick and Broadside to push for that early swing, without sacrificing themselves needlessly.

Everybody locks Match 1st turn, ofc. I haven't used a lock anywhere else as yet.

Matchstick, turret fwd, looks for an offset joust. He has a lot of options here, he can utilise any of his red moves, or the roll. Most of the time, I'm just looking to get him R1 of the main thing, unstressed, with Obi R2 away, and facing somewhat limited return fire. He can drop half points here, but he wants to be a problem next turn, definitely firing double again. Ideally, he's difficult to take out for the next turn or 3 and keeps rolling red dice. If that is allowed to happen, the opponent is in trouble. He is almost always traded 1st though, 3 rounds of fire can be enough, any more than that and I've almost certainly won already.

R4 is massive in making him at least a little squirrelly on the way in and capable of keeping guns on target when there. I wouldn't ever drop it from this list, now I've tried it with and without.

The vast majority of early headscratching is on Match's approach. I've had decent results just piling him into R1 but was losing him too quickly and having to scrape wins as a result. I tried holding him off and being a bit more patient in a few games, he'll go down slower but a 2 die double tap does little, even double modded, so it ends up a bad trade and winning becomes that much harder.

So it's tricky. Success or failure against most archetypes pretty much hinges on getting him R1 for a couple turns at least. One tantalisingly isolated Jedi, (sorry Plo), can often be a very fruitful bait. Either way, it's the key element of the list, working out that good trade for him and making sure it's the top priority.

Losing a Jedi at this early stage is also really bad, but obviously quite easy to just not do.

You can likely get a similar job done with Wolffe, but imo, the ARC is near impossible to solo into a lot of lists without losing it in a ball of flame on the 2nd round of shooting at the latest. 2x3 double modded red dice per turn probably does more damage as well.

Broadside goes for a flank. He can't flank too hard, or he'll be out of the early fight and end up combatting his dial. 3 bank and 2 hard are his best friends, so you can't lock yourself out of them with a positional roll on approach unless there is a crystal clear benefit and no loss on next turns straight move. If the enemy has a flanker on his side, he'll go for them instead of turning in. He's likely worth less points and can tie up just about anything for a little while, including Ghosts and Upsilons.... The upside of that situation in particular, is that Matchstick is probably able to be much more aggressive.

Broadside, (Ionside, if you have a memory long enough for old detective drama, his stiff old frame does not blunt his edge), literally needs nothing but that turret. Bombs don't do a lot on a flank, R4 is not necessary on something that will likely never roll or pull a red. He'll never really be in a position to fire anything else and comes with all the mods he'll ever need built in. 41pt to spit Ion and if need be, block and die cheaply. More points on him just gives enemy fighters a reason to go dodge his arc and take him out. Good for the others if they try, but generally better in the long run if they don't.

Jedi do Jedi things, bait, hide, pick on lesser beings. If (when) Broadside gets something Ioned, they should be ready to pounce and then break away. Sometimes, one of the 2 is enough to swing points well in the squads favour at that stage. Normally Plo, keeping Obi safe in a support role, but they are clearly interchangeable and board state dictates what it does.

Maximising the Y offence, while pulling the opponents forces around is the Jedi role for early/mid game. Passing a focus to Matchstick and replenishing it for the double tap can be clutch. I try to make the Obi refresh happen on every 1st engage, at a minimum. Passing Broadside a focus can be great as well ofc, but rarely comes up, he'll normally be fine to take his own action. Most of the time, it's just Obi replenishing Match's focus a couple times in the early exchanges, but the Plo option is well worth keeping up a sleeve. 4k Match, swoop Plo in from outfield and enable the double mod, double tap, a very nice move to pull at a key stage.

Putting the Jedi into positions where the opponent has to keep an eye on them and fight the temptation to go for them, is very important in keeping the Ys out of an obvious alpha. There is some risk, but Range 2 of the Y's is a good place to be, for many reasons, I try not to be outside it for long, unless I'm running a solid chase.

So.. Plated Hull is really good. It procs several times in every game and with the shield in for hull, the Ys are actually very good at remaining fully functional, even when full of holes. This is massive at times, picking up an Ion, Weapon Disabled or Panicked can render one utterly useless in just a couple of exchanges. Turns out they brawl really very well.

Advantages over Torrents and ARCs. Flexibility!

They have the beef of an ARC but imo, the side arc is much more useful for maintaining fire and keeping aces from escaping, both are necessary in keeping heat off the Jedi.

The medium base comes with different perks ofc, but keeping your opponent guessing is not one of them. The I4 roll and small base on Match means he can really hedge his bets on approach. Line up on a rock and slip either side of it, for eg. The same goes for Broadside but I mostly just hang him out on an easy approach and dare my opponent to send too much, or too little, his way.

Additionally, Match will Init kill most generics. Broadside can simul fire Ion onto many as he goes. This is potentially pretty huge, compared to a 104th.

As for Torrents, the onus is entirely on the Jedi to capitalise on their sacrifice. It's a different ball game. Here, there are no sacrifices, the Jedi need the Ys to cripple a list. The Ys need the Jedi to finish a list. At a push though, they can swap roles temporarily. All 4 work together somewhat interchangeably, which gives a lot of extra flex on the table.

Well, much plan. Plans famously go awry though and this is really where they the list has been shining. The Y durability, the potential 180 arcs, the 2 maximum squirrel I5 aces with their 4pt bid and terrific support abilities all come together to provide a surprising degree of flex and positional adaptability. Bottom line is just keeping the Ys brawling and Jedi darting in for bullseye kills. With a solid approach in the bag, it's mostly enough.

An interesting angle for me. At a glance, it would very much seem that the Jedi carry the Clones along and then just ace out the end game. In my 1st handful of games, with me gung ho on the Ys, that was very much the case. In the last half a dozen though, one or other of the Clones has been an easy MVP. More and more, the Jedi are simply overwhelmingly thematic, on the side lines, shepherding through the force and casting a generals eye. Then at the last, they sweep in, win the battle with a flick of the wrist and then crack wise at each other amidst a sea of dead Clones....

Most important thing to remember, never leave home without your lucky charms.

sfBtFwg.jpg

And also, try to avoid playing on mats like this.

Actually, worth noting the positioning in the pic, this is very unusual for me. I would usually be much more spread and more aggressively placed with Matchstick.

The opponent was flying C4- Chertek, PAce, 404 and Grievous, so I had to adapt. I kept them close and slow in this open space, denying Nantex approaches while I worked on getting Grievous and 404 separated, (ioned and Init killed). Once the Nantex did engage, They were denied a great deal of their Ensnare options because of my ships proximity to each other. The open arcs of the Ys compounded their difficulties.

In the end, I secured the win by blocking a Grievous Ensnare roll escape route with Obi, (5 straight, boost, hello there ). Then finished him with combined Y fire. Neither would have had a shot on him without the Obi flyby....

Ran into some problems with it today, since there is interest, I will ANECDOTE and posit facts regarding it.

Swarms!

I hadn't faced a strong swarm with it before, but had reasonable hope of being able to cope. Turns out it is very much a hard archetype to face with them. Ofc.

However, an 8 ship Sear swarm and a 6 Snap MTG squad are fierce for any list, I was happy to be in with a shot at winning both games against good opponents.

The Snaps had a big early hiccup that gave me a strong upper hand, taking them down to 4 and a half. But I couldn't capitalise enough in that short space of time, with 2 Ioned even.

He recovered and used his coverage really well, I was mostly on the run then and looking for scant openings. The Snaps I couldn't avoid wore me down too quickly, reducing them as much as I did cost me a lot of my offence.

Seevor is quite annoying when he ends up being the open target 😭

It was close enough in the end. A little bit of variance made it harder for me to open a window to try and tip it in my favour. The points I lost in a couple of hits at that point, could have been traded later for something more. It was a variance risk I opted into that just didn't pay out. The safer choice may have given me the edge I needed. Kind of a positive thing....

The Sear game was actually really in the balance on the 1st engage. I was happy with almost everything, except Matchstick was facing enough fire to lose half points for little return. I took a bad positional roll for safety and traded acceptably, but it basically killed him on a rock, blocked, for nothing the next turn, having taken away the angle I wanted.

That was more or less instantly game over man.

If he had gone in the way I'd initially intended, even halved, the game looked good to me, the angle was there. If he survived that next turn, (miraculously, like he did a few times today), then it would have been very good indeed. I needed to be more aggressive with the Jedi, but with Matchstick stranded and gone, I couldn't pick any holes without losing more points. Tried anyway and lost almost all of them, as expected :D

Surmising.... The role that Matchstick plays is SO important. Swarms are quite a hard counter in that he has to put himself in the way and is inevitably going to go quick. The extra arcs give CLT Jedi very few places to support without major risk, which can blunt his alpha. If numbers don't reduce enough while the Ys are on the table, the Jedi are just hunted and killed.

My whole squad was under pressure the entire time. But it does seem that Matchstick getting a strong early trade, definitely init killing something, with Broadside then having time to throw Ion onto something, is enough to break a swarm and give the Jedi openings. You can swing their coverage very quickly in your favour. But it utterly hinges on not making a single mistake with the Y Wings and maybe a little nudge on the dice. Both are quite hard asks :D

The squad actually requires Match to be the 1st sacrifice. In my final game, Broadside went 1st, then Obi Wan. Plo had no lock on Match and was on the run. It really became very awkward to hurt Silencers! At one point it looked done, but there was another 10 min. Kylo and Blackout spiralled out of control and I barely squeaked it by 11pt!

I was really trying to shove Matchstick down his throat the whole time, but he refused :D

1st game of the day was simply glorious and all good things. Hurt Y's became perfect blockers for CLT vs CLT. Was a tip top game of positioning for both of us.

2-2 but it's still a really good list, I promise.

It may not survive January though. Even if it could be run at 200pt with no R4, it would possibly have lost too much of that slim edge it currently has.

I think it's good, but also wholesome, so it's a bit of a shame. I totally understand the ways in which Jedi need to be reigned in. I've only repositioned over an obstacle once or twice with a Jedi, ever, so maybe that's just a thing I don't care about either way. Neither of them feel overpowered to me, but both do feel undercosted.

Matchstick may reduce to compensate. I would be fine with that. He is easily worth his current 54 in this list.

Cough, force is fine if costed properly, not too much, not too little.

Fully Execute is BS, sure whatever. Errata or just don't do it unless you actually fancy having a scumbag moment for collective giggles :D

In case of nerfs, I wonder if Matchstick could kind of be replaced by Wollfe. 3 red with a reroll on the opening isn't exactly like Matchstick, but he's got something of the blunt object on the approach, and is a good deal cheaper.

5 hours ago, theBitterFig said:

In case of nerfs, I wonder if Matchstick could kind of be replaced by Wollfe. 3 red with a reroll on the opening isn't exactly like Matchstick, but he's got something of the blunt object on the approach, and is a good deal cheaper.

Its exactly the change I think should work, that is almost entirely the role. I only tried him once on the table, against my boy no less, and lost fairly convincingly. The ARC can't make the same kind of minimal adjustment on approach to disguise and sidestep all the focus fire.

I'd have to give it a lot more play to unlock it, it may just require some adjustment to the overall pattern. Might only be harder to work out optimal paths, rather than impossible.

12 hours ago, Cuz05 said:

Ran into some problems with it today, since there is interest, I will ANECDOTE and posit facts regarding it.

Swarms!

I hadn't faced a strong swarm with it before, but had reasonable hope of being able to cope. Turns out it is very much a hard archetype to face with them. Ofc.

Yeah, i think Ys are unfortunately quite bad against swarms. Maybe teching in a couple of proton bombs could help?

Man, i haven't tried Matchstick enough, but you definetely make him sound so cool... i gotta give him a shot...

9 hours ago, theBitterFig said:

In case of nerfs, I wonder if Matchstick could kind of be replaced by Wollfe. 3 red with a reroll on the opening isn't exactly like Matchstick, but he's got something of the blunt object on the approach, and is a good deal cheaper.

I'm not sure if Matchstik will be the problem when nerfs come around, if anything i think he might be the piece that may go down in points.

Has any of you thought about getting foresight into the Jedi? It seems pretty good with ion going around, i think ill try it soon.

Also, do you think matchstick could go with ion turret instead of dorsal? I understand you lose some damage, but i think the added control and consistency could be nice