How useful is the YT… Actually?

By GoldCrow18, in X-Wing

It would seem to me that the YT all on its lonesome is highly overpriced to put in a squad and relies too heavily on upgrade cards to make it good. I believe that against a swarm of Ties and Interceptors it is highly succeptible unless you get lucky enough to one-shot a ship each round…

I have tried teams ranging from Han,Biggs, and Wedge to a Han with upgrades and 3 A-wings.. My favorite thus far is Han with Gunner, swarm tac, and Falcon, Wedge, and Prototype Pilot (3 wins 2 losses with that combo) (PS I roll like crap even with focus tokens, blanks torment my very core)… All but the final team get massacred (for the most part) by a team that is built to make the YT it's female dog. I have 1 imperial and 1 rebel build that I love and they are both with wave 1 and core ships… I want to make the YT work but I can't seem to build a team that is firing on all cylinders (one I would take I to tournaments with me) like the ones I built with wave 1… Anyone with tested and true ideas using 1 YT, 4 X-wings, 1 Y-Wing, and 3 A-Wings (my current models)? I want to trust the YT… "Help me, you're my only hope!"

Thanks in advance for any help you may be able to render!

GoldCrow18

How long have you had yourfalcon?

Like any ship in this game you need to learn how to fly it. People I play with have been saying the same things, till they see me use the Falcon. Use that 360 shooting to your advantage. You can't fly it four forward and start shooting like you can with X-wings and Ties. You need to learn to navigate asteroids all over again because it is different with the larger base. Remember this ship doesn't need to be front facing to shoot. Stay out of other ships firing ranges because they will still be in yours. Make ships follow you around the table and use your other fighters to pick them off. Han is a better shot, Lando is the best support pilot in the game and Chewie sticks around. You don't need to pimp the YT-100 out to the 9s to make it work. I NEVER use missiles with it. I always take an action that will improve shooting resaults. It's best defense is it's offense. If you have Han shoot the highest pilot skill opponent first.

I hope this helps.

I like my Falcon and I am looking to put a build together with one or maybe even two Y-Wings. I'll probably go with Chewie as the falcon pilot.

The 360 fire arc with some well placed Ion cannon shots should make for some fun.

Total Squad Points: 100

Pilot: Gold Squadron Pilot 1
Y-Wing (18)
Upgrades:

  • Ion Cannon Turret (5)
  • R5 Astromech (1)

Pilot: Gold Squadron Pilot 2
Y-Wing (18)
Upgrades:

  • Ion Cannon Turret (5)
  • R5 Astromech (1)


Pilot: Chewbacca
YT-1300 (42)
Upgrades:

  • Veteran Instincts (1) or Millenium Falcon (1)
  • Gunner (5)
  • Shield Upgrade (4)

I'll let you know how it flys.

I haven't played the outer-rim smuggler, but I don't really like what I see. Mostly because unlike every other ship it gets its stats nerfed.

But I have to say I love Han Solo. The following is my basic list

Han Solo - Milenium Falcon-Luke Skywalker

Rooky Piliot x2

I almost feeel guilty flying this list. It hasn't ever ever com close to loosing. I am generally in the avoid taking upgrades (and expensive ships) camp of X-wing.

I originally made this it seemed the coolest story wise (I didn't expect it to be good in the game). It was awesome. (one note: originally I did also take chewy, but I shaved him off to give the X-wings some droids or other upgrades)

Luke Skywalker at 7 points is just about the most expensive upgrade in the game (and he might be replaced with a gunner more efficency, but I don't have the gunner card.

I fly this list as follows:

The Falcon will move such that it is in the firing arcs of as few TIEs as possible and Take the evade action almost every turn. I don't need the focus or the Target Lock Action because this ship hit so well without them. Usually there is at least one TIE in firing range of the Falcon, but with his skill of 9 Han get's to shoot first. If he rolls poorly then he can re-roll all dice. If he misses (Which happens when TIEs burn their Evade or Focus Token) Luke Gives him another shot, if that shot is bad Han can re-roll all those dice. I usually one shot a TIE at least once a game.

The X-wings stay far away from the Falcon that my oppnnant has to choose which he is going to go after, but close enough to offer support. This sounds difficult, but it isn't too bad. If my opponant ignores my X-wings then I have two 3-attack-dice attacks comming at him unapposed. If they go after the X-wings then he isn't swarming up on my Falcon. Even if the Falcon wasn't so dangerouse to single Fighters attack it. It has so many hit points that the game would likely end before any one could kill it.

I've run this list many times now, and I've yet to lose with it. It's very solid and fun list to play. I've gone up against Swarms of ties, Soontir, The Firespray, and it hasn't really been close. There are games where Biggs doesn't die, even after being attacked many many times.

Total Squad Points: 100

Pilot: Biggs Darklighter
X-Wing (25)
Upgrades:

  • R2-F2 (3)
  • Stealth (3)

Pilot: Rookie Pilot 1
X-Wing (21)
Upgrades:

  • R2 Astromech (1)

Pilot: Lando Calrissian
YT-1300 (44)
Upgrades:

  • Determination (1)
  • Millenium Falcon (1)
  • Nien Nunb (1)

Deterination has been great on Lando. It protects his special ability, and saves on extra damage. It's stopped a surprising amount of crits for me. Lando is great because his ability to give an action is dependent on his move. Even if someone obstucts his full move, as long as it's a green move, he can great an action. I always give Biggs a focus. Now Biggs has 4 defense and has a focus for defense.


The falcon is great if you don't treat it like an invincible all-powerful tank of your list. It's a damage sponge and support ship for the rest of your squadron. Use the massive template to block enemy movement and the turret to shoot at things the rest of your squadorn is shooting at. Use Chewie with draw their fire to keep your other pilots from being critted, and use Lando with Target-Locking X-Wings to do lots of killing.

So yeah I'd say the YT is awesome.

I do not think many players of this game have the experience/understanding of minatures games to allow the type of forethought that is required to have immediate sucess with certain builds or ships. I just see to many players applying too little tactical thought in how to not just build the list, but apply it. These karger ships require you to have a plan going into the game, one beyond flying straight into your opponent and shooting. How are you going to delpoy this ship to keep it off asteroids. How are you going to give it good firing solutions (more for Slave 1), what are your contigentcy plans.

I've watched people borrow a YT and fly it into every TiE Range 1 and wonder why it died or put the thing on an asteriod 2-3 times and wonder why it didn't preform well. It comes down to lack of forethought.

ScottieATF said:

I do not think many players of this game have the experience/understanding of minatures games to allow the type of forethought that is required to have immediate sucess with certain builds or ships. I just see to many players applying too little tactical thought in how to not just build the list, but apply it. These karger ships require you to have a plan going into the game, one beyond flying straight into your opponent and shooting. How are you going to delpoy this ship to keep it off asteroids. How are you going to give it good firing solutions (more for Slave 1), what are your contigentcy plans.

I've watched people borrow a YT and fly it into every TiE Range 1 and wonder why it died or put the thing on an asteriod 2-3 times and wonder why it didn't preform well. It comes down to lack of forethought.

Not that good tactics with the YT-1300 are that hard, it always has a 360 firing arc, so you don't have try to get ships in your arcs, yu just have to stay away from getting swarmed.

Hrathen said:

ScottieATF said:

I do not think many players of this game have the experience/understanding of minatures games to allow the type of forethought that is required to have immediate sucess with certain builds or ships. I just see to many players applying too little tactical thought in how to not just build the list, but apply it. These karger ships require you to have a plan going into the game, one beyond flying straight into your opponent and shooting. How are you going to delpoy this ship to keep it off asteroids. How are you going to give it good firing solutions (more for Slave 1), what are your contigentcy plans.

I've watched people borrow a YT and fly it into every TiE Range 1 and wonder why it died or put the thing on an asteriod 2-3 times and wonder why it didn't preform well. It comes down to lack of forethought.

Not that good tactics with the YT-1300 are that hard, it always has a 360 firing arc, so you don't have try to get ships in your arcs, yu just have to stay away from getting swarmed.

Getting a firing solution isn't hard, but keeping it off obstacles and still in the flight requires thought before deployment. Keeping it in the flight but keeping it from being destroyed to early requires some not so basic tactical thought. The ship can range from 40 to over 50% of your lists points, you have to get some yield from that in order to win. You can't just line up and play man to man with it, you have less ships. The issue I keep seeing again and again comes from the fact that because it has a 360 arc, players don't think where you put it matters. In some ways it doesn't, but in the ways that seperate winning from losing it does.

I have found that close formation flying with the Falcon isn't a good idea. I usually have the Falcon split off from my other 2 Fighters. If my opponent goes after the Falcon, slow curving moves keep me moving whilst always having firing solution and lets me get my second two fighters in behind theirs.

If my opponent goes after my fighters, then you have the Falcon behind them. The fighters can usually pull enough tricks to make life difficult while the Falcon (usually Han and Gunner) blasts away.

The Falcon is not a manuverable ship, don't put it in situations where it needs to be. Use it as a fire platform, have your fighters manuvere so the Falcon can exact a toll on the enemy.

If your fighters are down, stay with the same action, fly as you wish, make them come to you. With Han, you move last making it hard to pin you and you fire first. Most ties will go down in a round to the Han/Gunner set up.