Y-wings?

By Xp45, in X-Wing Squad Lists

So I’m really new to this game, didn’t even play 1st ed, and I have a core set, a tie fighter expansion, a tie advanced expansion, a Saw’s renegades, and a Y-wing expansion. I’ve been readying out some things with rebels (as they are my favorite faction) and I have two lists that I think I might take into tournament play at my local store. However, one of them involves my Y-wing and I’m wondering, since I see no-one talk about it, is it any good? I at least find one of these set ups to be great.

”Dutch” Vander-40

-Ion cannon turret-5

-Veteran turret gunner-10

Ship total=55

OR

Evaan Verlaine-35

-Expert Handling-2

-Seismic charges-3

-Skilled Bombardier-2

-R4 Astromech-2

-Ion Cannon Turret-5

-Afterburners-6

Ship total-55

I would use either of these in conjunction with a benthic U-wing and a Kullbee X-wing

Benthic-46

-advanced Sensors-10

-Perceptive copilot-8

-Shield upgrade-6

-deadman’s switch-2

-Pivot wing(open)

ship total-72

Kullbee Sperado-46

-Proton Torpedoes-13

-Outmaneuver-6

-Hull upgrade-5

-R3 Astromech-3

-Servomotor S-foils(closed)

Ship total-73

List total( 200/200)

please let me know what you think, are Y-wings worth it? Is my list even worth it either? What expansions should I get as a rebel player? (And no, I’m not a huge fan of the Millenium falcon, so I’m not getting that) I got the perceptive co pilot in a trade with a friend.

Edited by Xp45

Y wings are a lot of fun with turrets and bombs. Your list looks okay as it is. Personally i pick 4 named pilots, then fill out the rest. 4 ship rebels is almost always a safe bet regardless of which pilots you choose.

Dutch is good. Proton torpedoes on him are very good. Ion turret and veteran gunner work well on Norra but is expensive

Edited by Amc879

Bombs are good on Ys as well. I run proton bombs with ICT often on Dutch

As folks have already mentioned ion turrets and bombs are great on Y-Wings. The generics are cheap enough to squeeze five into a list making for a lot of arcs and proton bombs to dodge.

One of the players in my group stands by the idea that Dutch is one of, if not the, best pilots in the game. With an R3 astromech his initial lock can be one that benefits a squad mate and passing it along then the second being for Dutch. Voila, your buddy now has a double modded shot. He's a common anchor piece for Rebel lists for good reason. Equip plasma torpedoes for some teeth or proton torps to make him genuinely scary. His main issue is that like all one evade ships he'll melt under concentrated fire. Which leads me to ...

... the criminally underrated Evaan Verlaine. Her magic is that she completely messes with your opponent's targeting priorities. Think Luke is hard to kill now? Wait till he has a stealth device that takes eight hits to deactivate and shoots back.

Nora is just a beast. Her ability makes her the most versatile and aggressive of all the Rebel Y-Wingd. I5 torpedo boat? Check. Brawler who wants to get in close to wreck stuff with turret, gunner, and ordinance? Check.

I have to plead ignorance with Horton. I want to say I've put him on the table once to shoe horn a cheaper I4 Ion/VTG into a list.

Best way to Dutch is probably Proton Torpedoes.

For other Y-Wings, even just an Ion Turret is OK, and the Gunner is acceptable but really expensive and not completely necessary.

Tossing a bomb onto any Y-Wing is totally reasonable if there's spare points. Best bombs are probably Proton Bomb, Seismic Charges, then Proximity Mine. Others aren't as good.

//

As to your specific lists... I kinda think everything is overbuilt. It's usually better to run one more ship than put lots and lots of upgrades on a few, and only keep the most important upgrades. That's not always true, but it's a good rule-of-thumb for newer players.

I'd go with something like this:

  • Kullbee Sperado (S-Foils, and nothing else or R4 Astromech) 46-48 - I like the R4, since one of the really strong things Kullbee can do is Close S-Foils, Focus > Boost, and re-Open the S-Foils. Gaining access to a hard 2 turn to clear that stress seems nice to me. However, he'll be fine without if it can't be afforded.
  • Dutch Vander (Proton Torpedoes) 53 - Dude hits hard, and gives someone else a Lock, and that's really handy.
  • Benthic Two-Tubes (Perceptive Copilot, Contraband Cybernetics) 56 - This does most of what an Advanced Sensors version will do, but a lot more cheaply. Alternately, just go Advanced Sensors and skip the Copilot.
    • Don't have a Contraband Cybernetics? Proxy one, or ask a friend. No one will care about proxy upgrades from newer players. I like having a print-out or whatnot, so it's easy to refer to the text of the card if you need it.
  • One more X-Wing for up to 45 points.
    • Jek Porkins fits, and gives you a lot of Init 4 pilots. Mostly ignore his ability, but being able to K-Turn and clear the stress can be worth it in a critical situation.
    • Edrio Two-Tubes is solid enough. He's a cute ship to pair with Benthic, and saves 2 points to get R4 on Kullbee.
    • Cavern Angel Zealot saves a lot of points, and that'd be enough to take Leia Organa instead of Contraband Cybernetics on Benthic, and she's a great upgrade. Again, it's fine to just proxy Leia.

//

Not interested in a Torpedo Y-Wing? Try this! Everyone is just a simple mid-initiative ship, and should do at least OK.

  • Norra Wexley (Ion Cannon Turret, Veteran Turret Gunner) 56
  • Kullbee Sperado (S-Foils) 46
  • Jek Porkins (S-Foils) 45
  • Saw Gerrera (Pivot Wing) 52 - He's cheaper than Benthic, and he'll grant rerolls to anyone at half-health or lower, so it's not too bad. Norra with her two attacks seems like she'd really enjoy having those rerolls.

//

For more Rebel ships: Getting a B-Wing or two, plus an A-Wing or two are solid ships. Start with 1 each; all the named pilots are solid enough. There are also pilots in the X-Wing expansion which aren't in the Core Set or Saws.

Thanks for the advice! I’ve heard that 2nd ed is more about having more ships than really good ships so I’ll try that out, your second suggested list seems pretty good, I’ll have to give that one a whirl. Thinking about changing Jek to Edrio, then switching Saw for benthic and Copilot as I just really love that action economy every time I play. I’ve had my eyes on the B-wing expansion, guess I’ll have to get it now, especially for those adv. proton torpedoes

Horton Salm can work well with Veteran Turret Gunner and Ion Cannon Turret. This makes him pricey, but can be a very consistent piece if you've got allies at range 1 of your desired target.

Y-Wing is more of a support ship rather than straight damage dealer. I am in love with "Dutch" Vander and he is being flown by me as a core piece of my current squadron. I have mostly two approaches to the Y-Wing. One is a heavy anvil, stacked with Proton Torpedoes ad an R3 Astromech. The other is equipped with Ion Cannon Turret, Proton Bombs and R3 Astromech. For any other pilot than "Dutch" Vander, I would swap the Astromech for an R4. The ship flies like a big, heavy brick and getting it to turn around is a real issue. Depending what you intend to fly it with. As others have noted, you have some extremely overloaded ships. I would rather thin down on the cards you use for the ships and add a fourth pilot. Something like...

Benthic Two Tubes (46)
Perceptive Copilot (8)
Pivot Wing (0)

Ship total: 54 Half Points: 27 Threshold: 4

"Dutch" Vander (40)
Ion Cannon Turret (5)
R4 Astromech (2)

Ship total: 47 Half Points: 24 Threshold: 4

Kullbee Sperado (46)
Contraband Cybernetics (2)
Predator (2)
Servomotor S-Foils (0)

Ship total: 50 Half Points: 25 Threshold: 3

Garven Dreis (X-Wing) (47)
Predator (2)
Servomotor S-Foils (0)

Ship total: 49 Half Points: 25 Threshold: 3


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel Alliance&d=v8ZsZ200Z36XWWW54WW140Y27XW138WW5WWWY12X92W127WWWW142Y6X127WWWW142&sn=Unnamed Squadron&obs=