YV-666 Build?

By Skullyz, in X-Wing Squad Lists

New to Xwing and have decided to invest into the Scum and Villainy Faction.

Acquired a few ships at this point and I'm enjoying the game.

Recently picked up my First Large Ship, that being the YV-666, and I'm struggling for ways to fit it in to a team. Any recommendations for a good Build for the YV-666? because I really want to get into flying it. Keep in mind I'm still fairly new to the game.

Any advice would be greatly appreciated!

J

There are a lot of YV-666 lists floating around in various forum threads right now. The two below have a lot of different builds you might want to consider.

Also - welcome to the game! Always happy to hear of another Scum player.

Edited by feltipern1

Lightly loaded as particularly sturdy 3 dice gun, perhaps with Lando crew aboard is one way, another cheap crewmember can be useful too, such as Zuckuss.

Another is to fit it with a Feedback Array and use it as a blocker/ionizer.

Tactical scrambler can be useful too, to make it useful to screen ships behind it, but then it should fly before they do, so don't try that with initiative 1 ships. This can be combined with the above.

Flying advice: on the early turns, before the first engagement, it can be very useful to self-bump the YV to keep it behind at least one of your other ships, otherwise it has a tendency to fly too fast, this lets you control the engagement better. Also it's best deployed on one of the edges of the matt, and then turned inwards turn 2-4, as it's clumsy to turn around.

Another one that gives some mixed-squad options:

39 minutes ago, Cerebrawl said:

Lightly loaded as particularly sturdy 3 dice gun, perhaps with Lando crew aboard is one way, another cheap crewmember can be useful too, such as Zuckuss.

Another is to fit it with a Feedback Array and use it as a blocker/ionizer.

Tactical scrambler can be useful too, to make it useful to screen ships behind it, but then it should fly before they do, so don't try that with initiative 1 ships. This can be combined with the above.

Flying advice: on the early turns, before the first engagement, it can be very useful to self-bump the YV to keep it behind at least one of your other ships, otherwise it has a tendency to fly too fast, this lets you control the engagement better. Also it's best deployed on one of the edges of the matt, and then turned inwards turn 2-4, as it's clumsy to turn around.

What would you recommend flying with if I wanted to use the ship as an Ioniser? Fenn Rau?

4 minutes ago, Skullyz said:

What would you recommend flying with if I wanted to use the ship as an Ioniser? Fenn Rau?

Wouldn't be a bad pick, or Talonbane. Or anything that wants to line up a bullseye, like Torani Kulda or M3-As with heavy laser cannon. I also recommend Captain Jostero, because feedback array triggers his ability, giving him two shots. Or Quinn Jast with Advanced Proton Torpedos, usually has trouble using them because of her initiative and their range requirement, but on a blocked and ionized target...

Edited by Cerebrawl

I won a little OP with this:

Nerf Herder

(68) Fenn Rau [Fang Fighter]
(3) Fearless
Points: 71

(54) Trandoshan Slaver [YV-666 Light Freighter]
(0) Jamming Beam
(2) 4-LOM
(4) Feedback Array
(8) Static Discharge Vanes
Points: 68

(54) Trandoshan Slaver [YV-666 Light Freighter]
(0) Jamming Beam
(4) Feedback Array
(2) Electronic Baffle
Points: 60

Total points: 199

But have changed it to this (and I must say, I LOVE Xizor. The Starviper is such an awesome chassis to follow a space whale about, and Xizor pilot ability is so good with a YV):

Nerf Herder 2.0

(68) Fenn Rau [Fang Fighter]
(3) Fearless
Points: 71

(54) Prince Xizor [StarViper-class Attack Platform]
(3) Fearless
Points: 57

(54) Trandoshan Slaver [YV-666 Light Freighter]
(0) Jamming Beam
(2) 4-LOM
(4) Feedback Array
(8) Static Discharge Vanes
Points: 68

Total points: 196

I don’t know if it’s better, but this one is funner to play.

28 minutes ago, Cerebrawl said:

Wouldn't be a bad pick, or Talonbane. Or anything that wants to line up a bullseye, like Torani Kulda or M3-As with heavy laser cannon. I also recommend Captain Jostero, because feedback array triggers his ability, giving him two shots. Or Quinn Jast with Advanced Proton Torpedos, usually has trouble using them because of her initiative and their range requirement, but on a blocked and ionized target...

Currently have lined up. Thoughts?

(54) Trandoshan Slaver
(0) Jamming Beam
(2) 4-LOM
(4) Feedback Array
(2) Electrical Baffle

(48) Torani Kulda
( 1) Marksmanship
(7) Proton Rockets
(3) Contraband Cybanetics

(68) Fenn Rau
( 3) Fearless
(6) Adv. Proton Torpedos

Total Points 198/200

Baffle and feedback array will eat your slaver quick. I wouldn't bother with 4-LOM either on it, just stick to feedback array.

Fenn Rau doesn't need the ATPs and I prefer Predator on him, because it works when he flanks too. Predator>Marksmanship on Torani too, despite not working with prockets.

Fenn Rau also wants a bid. If you make these changes you have a 12 point bid, or if you really want to up your ionizing game you can put static discharge vanes on the slaver, and keep the last 4 points for the bid.

Edited by Cerebrawl

Sidenote, this fits:

Trandoshan Slaver (54)
Feedback Array (4)
Static Discharge Vanes (8)

Ship total: 66 Half Points: 33 Threshold: 6

Torani Kulda (48)
Predator (2)

Ship total: 50 Half Points: 25 Threshold: 5

Captain Jostero (42)
Ship total: 42 Half Points: 21 Threshold: 3

Quinn Jast (34)
Adv. Proton Torpedoes (6)

Ship total: 40 Half Points: 20 Threshold: 2


Total: 198

10 minutes ago, Cerebrawl said:

Sidenote, this fits:

Trandoshan Slaver (54)
Feedback Array (4)
Static Discharge Vanes (8)

Ship total: 66 Half Points: 33 Threshold: 6

Torani Kulda (48)
Predator (2)

Ship total: 50 Half Points: 25 Threshold: 5

Captain Jostero (42)
Ship total: 42 Half Points: 21 Threshold: 3

Quinn Jast (34)
Adv. Proton Torpedoes (6)

Ship total: 40 Half Points: 20 Threshold: 2


Total: 198

I dont have an M3 Interceptor at this moment in time.

The upgrades spread out is a little bit of a concern but Im willing to give it a try.

I do have a Scurrg Bomber that was kindly donated by a friend of mine.

Edited by Skullyz

I have been running this lately to a good amount of success. Basicly Cpt Jostero is the key to get off extra attacks. My basic set up is Bossk and Zuvio in one corner and Cpt J and the pirate in the middle. The z95 is used as a blocker and if possible, blow up and trigger Jostero ability. The 2 points for Electronic Baffle are flexible. I have run Zuccas on the tug boat also. It is a fun list to play, took a bit to get use to the way the trip6 moves.

New Squadron

(64) Bossk [YV-666 Light Freighter]
(6) Jabba the Hutt
(12) Han Solo
(3) Contraband Cybernetics
(1) Marksmanship
Points: 86

(42) Captain Jostero [Kihraxz Fighter]
(2) Deadman's Switch
Points: 44

(35) Constable Zuvio [Quadrijet Transfer Spacetug]
(5) Proton Bombs
(2) Deadman's Switch
Points: 42

(24) Binayre Pirate [Z-95-AF4 Headhunter]
(2) Deadman's Switch
(2) Electronic Baffle
Points: 28

Total points: 200

A silly dude is:

Moralo Eval (Han Solo, Jabba The Hutt, Contraband Cybernetics) 89 points

discussed here:

There's going to be something really fun with flying off the board, plopping this dude right behind an enemy list, and letting him park there and get double-mod shots.

15 hours ago, Skullyz said:

I dont have an M3 Interceptor at this moment in time.

The upgrades spread out is a little bit of a concern but Im willing to give it a try.

I do have a Scurrg Bomber that was kindly donated by a friend of mine.

Sometimes, lists are better when they have fewer moving parts - especially when you're new to the game. Just learning how the ships move, what they do, and the best place to send them is probably a better first step. Spreading the upgrades around, or running one or two on a ship to fit it out for a definitive purpose, is beneficial in a few ways. First, you don't have to overthink the interactions. Second, it allows you to focus on flying. Third, it makes it a little more even of a game when you're playing someone with an ace list, or something that has some weird, obscure, but ultimately punishing interactions. With more ships, each ship will be worth fewer points, allowing you to fight for a better margin of victory (MoV in the forums, quite often). For example, the reason @Cerebrawl mentions that you don't need the Advanced Proton Torpedoes on Fenn is because, although his ability gives you an extra die in a Range 0-1 attack, and the Advanced Protons can only be fired at Range 1, and - let's face it - a 7-dice attack in the face is just awesome, Fenn also needs a target lock to fire the Torps, and that means that you've likely missed out on a much more valuable modification at that range for him - a Focus.

16 hours ago, Skullyz said:

Currently have lined up. Thoughts?

(54) Trandoshan Slaver
(0) Jamming Beam
(2) 4-LOM
(4) Feedback Array
(2) Electrical Baffle

(48) Torani Kulda
( 1) Marksmanship
(7) Proton Rockets
(3) Contraband Cybanetics

(68) Fenn Rau
( 3) Fearless
(6) Adv. Proton Torpedos

Total Points 198/200

On this list particularly, I would second the point that Fenn doesn't need the Torps. Torani Kulda is good, but with a set of Proton Rockets ("Prockets"), you may have a difficult time getting the range. That ship tends to be more of a brute-force flyer. It can't go as fast as the other ships, although in exchange, you have a lot more maneuverability at slower speeds, with your turns, banks, and straights at 1, 2, AND 3, so you are less likely to get it into the engagement when you can use it effectively. To use the list overall, I'd probably focus on flying the Slaver close to Fenn Rau for the first part of the engagement, making it difficult for your opponent to hit Fenn until you can use his speed and ability to reposition and then get a modification. Revise the Slaver build to be an ionizer/blocker, and keep Torani moving steadily in until you can line up the bullseye shot and have the range to use the Prockets.

Torani with RP-TK, Munitions Failsafe and Clusters is a fun one with a YV. Lock the with the bus and have it block. Line up the bullseye on as many enemies as possible, shoot the 1st Cluster at the bus to trigger her ability, cancel results with Failsafe and fire the 2nd at the blocked enemy for double Torani pain.

It'll take a fair bit of practice to get the manoeuvres synchronized though. Scum is overall quite a tough faction to master, so perseverance is key :)

This is not an overly complex list and is a ton of fun, if you have 2 Fangs. They're not easy to fly well and are easily punished, but they are fairly basic, so they're a good place to learn the art.

Alternatively, if short on Fang, swap Kad for whatever. Maybe Talonbane.

Hounds Teeth

(59) Latts Razzi [YV-666 Light Freighter]
(6) Jabba the Hutt
(12) Han Solo
(3) Contraband Cybernetics
(4) Trick Shot
Points: 84

(54) Kad Solus [Fang Fighter]
(3) Elusive
Points: 57

(56) Old Teroch [Fang Fighter]
(3) Fearless
Points: 59

Total points: 200

This is also my favourite Bus, by a distance. It'll fit with a lot of different things too. Worth noting that her ability is useful for popping unwary ships in a friendly bullseye.

For example, the next squad on my agenda, (largely because named I1 pilots are on the bonus list for league night)... Ofc, no Lancer for the OP, maybe put one on the wish list ;)

Fatal Attraction

(59) Latts Razzi [YV-666 Light Freighter]
(6) Jabba the Hutt
(12) Han Solo
(3) Contraband Cybernetics
(4) Trick Shot
Points: 84

(30) Sunny Bounder [M3-A Interceptor]
(2) Autoblasters
Points: 32

(70) Ketsu Onyo [Lancer-class Pursuit Craft]
(5) 0-0-0
(3) Contraband Cybernetics
(3) Fearless
(3) Shadow Caster
Points: 84

Total points: 200

Edited by Cuz05