Hey guys and dolls,
For some reason I absolutely suck at making lists in 2.0. Probably because I've not been able to play much compared to my time in 1.0. Are there any good Republic lists with Y wings in it? I'm not super competitive as I play for fun with a fighting chance at winning. So as long as it works I'm happy. I just always loved the Y Wing and the Clone Wars design.
Republic Y Wing builds?
The short answer is no.
But you could try something like this for casual fun.
"Broadside" (36)
Ion Cannon Turret (5)
Clone Commander Cody (3)
Proton Bombs (5)
Ship total: 49 Half Points: 25 Threshold: 4
Obi-Wan Kenobi (47)
Sense (5)
R2 Astromech (6)
Calibrated Laser Targeting (4)
Ship total: 62 Half Points: 31 Threshold: 2
104th Battalion Pilot (42)
Synchronized Console (2)
Ship total: 44 Half Points: 22 Threshold: 5
104th Battalion Pilot (42)
Synchronized Console (2)
Ship total: 44 Half Points: 22 Threshold: 5
Total: 199
View in Yet Another Squad Builder 2.0:
https://raithos.github.io/?f=Galactic Republic&d=v8ZsZ200Z364XW138WW225WW69WY278X75W2W200WY341XWWWW211Y341XWWWW211&sn=Unnamed Squadron&obs=
Anakin Skywalker (62)
R2 Astromech (6)
Delta-7B (20)
Obi-Wan Kenobi (47)
R2-A6 (6)
Calibrated Laser Targeting (4)
"Broadside" (36)
Ion Cannon Turret (5)
Proton Bombs (5)
Total: 191
View in Yet Another Squad Builder 2.0
Works for me! Broadside is the standout of any of the Y-Wings.
Plasma Run
(60) Anakin Skywalker [BTL-B Y-wing]
(4) R5 Astromech
(1) Predictive Shot
(3) Hull Upgrade
(5) Ion Cannon Turret
Points: 73
(33) Red Squadron Bomber [BTL-B Y-wing]
(9) Plasma Torpedoes
Points: 42
(33) Red Squadron Bomber [BTL-B Y-wing]
(9) Plasma Torpedoes
Points: 42
(33) Red Squadron Bomber [BTL-B Y-wing]
(9) Plasma Torpedoes
Points: 42
Total points: 199
_________
It's pretty straightforward:
"11 Shields Annie" uses R5 actions liberally because he's got three force.
The other guys just Torp as much as they can and basically only target lock things.
It's a super fun starting point for my fellow Y-Wing fans, and I'm sure there's some optimization that can happen here....
But 11 Shields Annie plus 3 Plasma elephants seems fun.
12 hours ago, Cerebrawl said:The short answer is no.
The answer is actually yes.
I have run this and really enjoyed it. Also seen it perform well at the highest level, in other hands with incredibly minor changes.
Both these Y's are good and the list itself is surprisingly strong and flexible.
(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
Tucker locks Matchstick round 1 to provide him with at least one die reroll every shot. Afterward the Torrent just makes a nuisance of himself and gets free focus actions. Ric just darts in and out doing what aces do. Broadside circles to assist with ion shots and/or adding to squad mate attacks with 7th fleet gunner.
"Matchstick" (43)
Ion Cannon Turret (5)
Veteran Turret Gunner (8)
R4 Astromech (2)
"Broadside" (36)
Ion Cannon Turret (5)
Seventh Fleet Gunner (9)
R4 Astromech (2)
Proton Bombs (5)
Ric Olié (42)
Daredevil (3)
Fire-Control System (2)
R2-C4 (5)
“Tucker” (29)
Total: 196
Snapshot + Cody Ywings are great support vessels. Snap gives a strain in activation, so your high inits can attack in engagement making them Wedge-like
Obi-Wan Kenobi (47)
Sense (5)
R2 Astromech (6)
Delta-7B (19)
"Broadside" (36)
Snap Shot (7)
Ion Cannon Turret (5)
Clone Commander Cody (3)
Plo Koon (44)
R2 Astromech (6)
Delta-7B (19)
Total: 197
Obi and Plo are same init, so after snapping and straining enemy, the Delta with the best shot gets to attack first. Sense works to both block and help with snap. Can do r4 astro to give more greens to Ywing, for when it may need to b-roll to get a snapshot.
Broadside only needs an Ion Cannon, though I like ExHan too!
Matchstick, meanwhile, deserves a turret and VTG, but he also needs some CLT Jedi to lock him (because they don't need their own lock) off the bat and give him rerolls. Thats a beast
Personally been running a "triple debuff" list last couple game nights that looks like this:
(45) Mace Windu [Delta-7 Aethersprite]
(7) C1-10P
(18) Delta-7B
(4) Foresight
Points: 74
(50) "Wolffe" [ARC-170 Starfighter]
(8) C-3PO
(3) Clone Commander Cody
(8) Snap Shot
Points: 69
(43) "Matchstick" [BTL-B Y-wing]
(8) Veteran Turret Gunner
(1) Crack Shot
(5) Ion Cannon Turret
Points: 57
Total points: 200
Matchstick with Ion Turret and Vet Gunner is a great use of 56 points anywhere you can fit it in, particularly if you have ships that don't often use their own target locks.
As noted above by wurms, Snap+Cody is a killer combo and broadside is as good a place for it as anywhere else it can fit.
I like Broadside as well, but he really wants extra focus sources to make that attack conversion useful even when he has to red maneuver, barrel roll, or rotate turret. Good sources for this include Ahsoka (crew or pilot) and Plo.
Anybody have experience with R2-D2 or Goji? They both intrigue me, but Goji seems like he needs multiple Y's and I only picked up the one for now.
Ric Olié (42)
Crack Shot (1)
Fire-Control System (2)
R2-C4 (5)
Anakin Skywalker (62)
Precognitive Reflexes (13)
R2 Astromech (6)
Delta-7B (20)
"Broadside" (36)
Ion Cannon Turret (5)
Clone Commander Cody (3)
R4 Astromech (2)
Total: 197
View in Yet Another Squad Builder 2.0
Whatcha think?
The republic Ywing in its most viable form is Ict Broadsides with Cody (makes your front arc matter; enemies can roll three evades because **** green dice)
Only two more points than a 104th and provides great antiace coverage
Run with Delta r2 obi and two 104ths. Easy.
Might one day try Broadsides Ahsoka to use as a support or a surprise late game piece
The btl-b is otherwise too clunky, fragile, and unremarkable to really use in any other capacity. Matchstick vtg can get disgusting offense, but at 58 points (you're bringing r4) he's just a giant liability.
I agree the best use of the Y-wing is as a bit of special sauce on a beef list. My preferred build is keep Broadside lean and mean:
(44) Plo Koon [Delta-7 Aethersprite]
(6) R2 Astromech
(19) Delta-7B
(4) Foresight
Points: 73
(36) "Broadside" [BTL-B Y-wing]
(5) Ion Cannon Turret
Points: 41
(42) 104th Battalion Pilot [ARC-170 Starfighter]
Points: 42
(42) 104th Battalion Pilot [ARC-170 Starfighter]
Points: 42
Total points: 198
I absolutely love Foresight on Plo (or Obi, or both!). The fact it triggers before green tokens are acquired makes it lethal against ships with two green dice or fewer.
Also consider that R2-D2 as a Y-wing pilot is the cheapest crew carrier in the republic. So far I think Palp is the only one of interest though and he's pretty pricey 😕
On 11/8/2019 at 10:54 PM, Stefan said:Ric Olié (42)
Crack Shot (1)
Fire-Control System (2)
R2-C4 (5)Anakin Skywalker (62)
Precognitive Reflexes (13)
R2 Astromech (6)
Delta-7B (20)"Broadside" (36)
Ion Cannon Turret (5)
Clone Commander Cody (3)
R4 Astromech (2)
Total: 197View in Yet Another Squad Builder 2.0
Whatcha think?
I flew this twice yesterday. Ric and Anakin were really cool, but Broadside didn't really perform well. In the first game, he died before doing anything, and in the second game, I ionized an enemy but couldn't clear its arc, so it wasn't all that profitable. Don't know if it's the ship or my flying.
Probably flying
I've had issues flying Broadsides behind formation, because his slow *** doesn't keep up well with Arcs
I'm still getting the proper positioning down (have had VERY little practice with turrets) but you probably want him flanking
6 hours ago, Stefan said:I flew this twice yesterday. Ric and Anakin were really cool, but Broadside didn't really perform well. In the first game, he died before doing anything, and in the second game, I ionized an enemy but couldn't clear its arc, so it wasn't all that profitable. Don't know if it's the ship or my flying.
I usually set up my Broadside alongside board edge with enemy ships worth ionising. I'm using 3straights to go by the enemy. My beefy units follow by slower. Broadside takes a bit of beating on it's way behind the line, but once he does, it's either face away from the Jousters or get ionised by hard-turn Broadside.
6 hours ago, ficklegreendice said:I'm still getting the proper positioning down (have had VERY little practice with turrets) but you probably want him flanking
I do this, but it's not easy to get the range right. Patience is good, but so is the 3 bank.
Possibly the main problem is that you only have 3 ships. Difficult to punish them quickly enough if they go for him.
Worked well for me in a 4 ship list with a flanking approach. May be a better fit for him.
Went on with the list and really like it. My current idea:
Ric Olié (42)
Daredevil (3)
Fire-Control System (2)
R4 Astromech (2)
Anakin Skywalker (62)
Precognitive Reflexes (13)
R2 Astromech (6)
Delta-7B (20)
"Broadside" (36)
Dorsal Turret (3)
Veteran Turret Gunner (8)
R4 Astromech (2)
Total: 199
47 minutes ago, Stefan said:Went on with the list and really like it. My current idea:
Ric Olié (42)
Daredevil (3)
Fire-Control System (2)
R4 Astromech (2)Anakin Skywalker (62)
Precognitive Reflexes (13)
R2 Astromech (6)
Delta-7B (20)"Broadside" (36)
Dorsal Turret (3)
Veteran Turret Gunner (8)
R4 Astromech (2)
Total: 199
Precognitive reflexes is a nonbo on aethersprites. Y-wings are too fragile to load heavily and earn their points, and Ric wants to be going faster than 2 speed at all times.
If you drop the highlighted you can fit a gold squadron trooper in there, and broadside might actually earn his points.
I really liked the reflexes on Anakin, where is the problem?
My idea for Ric was that his derth of blue maneuvers to shed the stress necessitates R4. Like after Daredevil etc.
2 minutes ago, Stefan said:I really liked the reflexes on Anakin, where is the problem?
My idea for Ric was that his derth of blue maneuvers to shed the stress necessitates R4. Like after Daredevil etc.
1.) "If you do, you cannot perform another action during your activation." So no fine tuned controls, and no action step. Goodbye double repositions and action economy.
2.) He really really wants that free evade. Oh it does make it easier to shed stress with the r4, but ideally you should be using speed 3 maneuvers to do it. If you want to give him an astromech, an r2 fits him better, so he can be bait, and then disengage and recharge shields and not give up points. I like daredevil on him though, you can 5 straight, hard boost, and then next turn 3 bank, shed stress, and get back in the fight, boosting if necessary.
1) That I overlooked. ****. What is this upgrade good for then?!
2) Thanks!
29 minutes ago, Stefan said:1) That I overlooked. ****. What is this upgrade good for then?!
I ask myself the same thing(it lets you reposition before you move, which could let you avoid a killbox or asteroid now and then, but if you just use it to avoid a block... what's the point? No action anyway. The main use is probably to reposition into a red maneuver). Btw Supernatural Reflexes is basically the same thing, without the restriction, and there's a reason it costs 32 points at ini 6.
Edited by Cerebrawl