Reasons to buy more than 1 Y-Wing or TIE Advanced?

By rowdyoctopus, in X-Wing

Let me start out with some background info. I'm a newer player, only played a couple 100 pt games after playing the beginner's game of 2 TIEs vs an X-Wing (the one recommended by the core set) 5 times (with 5 different people). I don't have anywhere local that runs organized play, this is just something I play with friends. Right now, I am the only one in the group that owns ANY components.

Assuming we stick with 100 pt games, I'm looking at the options and just not seeing why I would run more than 1 Y-Wing or TIE Advanced. Now we have already mentioned going bigger than 100 points, but we wanna get some more games under out belt so that the pace is a little quicker. If large games become regular, then I probably will go out and get more. However, looking at the 100 pt build total, is there any draw to multiple Y-Wings and TIE Advanceds?

I guess what I am asking for is am I missing anything? What are some lists and strategies that utilize multiple Y-Wings and TIE Advanceds? The Y-Wing just seems too cumbersome and offensively weak to warrant taking up half your squad. Advanceds I have less experience with as a majority of my limited play time has been with the Rebels, but looking at them now they seem to be too expensive for the fire power they bring, again wanting me to shy away from using half my build on them.

So what kinds of things have you guys done with multiples of Y-Wings or TIE Advanceds? Has it been successful? Has it been fun to play? Am I missing something?

If it matters, here is my total count:

  • 3 X-Wings
  • 1 Y-Wing
  • 3 A-Wings
  • 1 YT-1300
  • 5 TIE FIghters
  • 1 TIE Advanced
  • 3 TIE Interceptors
  • 1 FIrepray 31

I plan to get at least 1 more X-Wing and TIE Fighter for now, though I feel like more options my friends and I would use in a 100 pt game are available.


I don't know if its an anomaly, or what, but my 7 year old. Who has bee playing since I picked up the game over a year ago. Runs a 3 or 4 Y-wing build and has a great time with it. He calls it the Dump Truck Squad because he had heard me say that everyone always dumps on the y-wing as not being a good fighter. I recently ran a small tournament in which he participated and went 4-1 against adult players. He has a very aggressive playing style and uses the Y-wings like an anvil. A lot of what you read about them is that they need to be a support ship fighting from the fringes. The only formations he has a problem with is a 4 X-wing or 3 X-wing with a Y-wing.





Another reason I personally like Y-wings is that I like running large point scenarios. One of my favorites is a squadron of Y-wings carrying full torpedo loads being escorted by X-wings. They must punch threw a Imperial fighter screen and hit a Star Destroyer represented by the opposing board edge. This is usually played on a 4 x 8 foot board played length wise. It plays up the describe use of the Y-wing as a capital ship killer.





Also when ever we run the Death Star scenario we have to have Gold leader and his wingmen make the first run down the trench.





And if in the future they do Clone War era expansions you will already have Y-wings.


OK, you can probably tell by my avatar that I am a fan of the Y wing. At present it is the cheapest Rebel ship around which is useful in small games. If you have two of these flying around with ion cannons then you greatly increase your chance of hitting something with your short ranged "ioniser". Also large ships can be tamed with two ion cannons in a single turn. Yes it takes a certain type of individual to field more than 2 (I have three but will get a fourth) but they do take a fair beating and while your opponent is shooting them your other ships are hopefully striking back.

The TIE Advanced is more difficult to justify at the moment unless you really want to use Homing or Assault missiles. Once the TIE Bomber (fingers crossed) gets released there should be a cheaper missile carrier around for the Empire. I have two of these and may get a third but only for large battles.

If nothing else, for a second set of the number tokens that are only found in those expansions. Not a very terribly compelling reason, but that was probably the main reason I got my second TIE Advanced, although I'm considering a third because the idea of a squad of them has started to intrigue me.

For Y-wings, I have three and a fourth on the way. I have found the ion cannon to be a pretty devastating weapon to a equal squad of TIEs. It lets you control their movement, get behind them (out of their firing arc) and pound them with proton torpedoes. Sometimes you'll destroy them with just the ion cannon while setting up the shot. Its tough enough to take a turn or two of their fire while doing it. Its only weak if you try to fly it like an X-wing. Just my opinion.

There is an interesting rebel build using the falcon and 2 Y-Wings. And in the early days I took 2 TIE Adv vs swarm builds to nuke ships before the initial larger engagement.

You can do just fine with just one of each, but 2 offers you other options.

Y-wing is a great ship, nothing else need be said why you would need another. The TIE Advanced is also very noteworthy, throw in two basic pilots and missiles for 50 points into most games and they work wonders.

Well, I am probably somewhat nuts, but I'm accumulating enough for the combined fighter wing of the ISD Antagonist, which will deviate slightly from the standard compliment of squadrons by having a squadron of TIE/Advanced in place of one of the three TIE/ln squadrons. That presumes, of course, that we get TIE Bombers.

I'm going to need a bigger mat, and willing opponents. burla

The Y-wing comes with the R2 Astromech, which is really nice if you are flying multiple Rookie Pilots. Also, having two Y-wings on a squad can be REALLY nice against the big ships because it won't take too many rounds of double-ion to fly them off the board.

ive never flown 2 y-wings in the same squad but that was b4 wave2. i would consider a squad with 2 ywings with a falcon, but even one in ur squad gives it more versatility. 1 have 4 x-wings and they all seen lots of play. i have never flown 2 tie advanced in the same team, despite owning two of them, one day i might but there r so many other builds i want to test first.

I own four of each. I've never had an impulse to fly them in large numbers.

The Y-Wing doesn't do as much damage as I would like and is a trap for enemy fire. If you like Ion fun and think that special weapon is worth it, two is always better than one. For myself I'd rather kill a target than restrict its movement, meaning I like X-Wings over Y-Wings.

The TIE Advanceds are kind of disappointing since the two generics do not equip elite slots, just missiles. The TIE Adv has shields going for it (becoming the most resilient fighter so far), but the lack of attack power doesn't compensate. Missiles are good for only one shot and that's IF you cause enough hits to be satisfying. I've never had an impulse to fly many of these either.

With regards to the TIE Advanced, I've come to a new appreciation of it over the last couple of days. I played in a tournament against two of them in the one list, and essentially they are X-wings that can barrel-roll and evade. Combined at higher levels with something like Expert Handling, they simply manoeuvre out of the way of incoming fire and drop the target locks that the Rebel ships paint. It's a pain in the butt.

And the Y-wings are great ships. I love the idea of a Dump Truck list! I don't think I'd take them without the Ion Cannon Turret, but other than that, I would happily field two or more at 100pts. Add in something like a generic R2 unit or even R2-D2 (regenerating shields and no need to worry about firing arcs? Yes please!), and now with the further addition of the Shield Upgrade - it makes them very tough opponents to take down.

If it helps you to decide, consider this.

Eventually, i would like to have 7 Y-wings.

The rational being, there were 7 Gold Squadron Y-wings that participated at the Battle of Yavin.

http://starwars.wikia.com/wiki/Gold_Squadron_(Rebel_Alliance)

Thorben_Garthwhitt said:

If it helps you to decide, consider this.

Eventually, i would like to have 7 Y-wings.

The rational being, there were 7 Gold Squadron Y-wings that participated at the Battle of Yavin.

http://starwars.wikia.com/wiki/Gold_Squadron_(Rebel_Alliance)

Yep, sometimes you just want to pick up what appeals to your sense of what you want to have. Like my in-progress TIE wing.

if you really get 72 TIEs in their various incarnations, i gotta see a picture of that.

Thorben_Garthwhitt said:

if you really get 72 TIEs in their various incarnations, i gotta see a picture of that.

It's in work. It's a modified ISD Wing, and will be comprised of 2 TIE/ln squadrons, 2 TIE/in squadrons, 1 TIE/x1 squadron (taking the place of one of the normal TIE/ln squadrons), and provided they come through with bombers, 1 TIE/sa squadron. Thus far, I'm up to one full TIE/ln, one full TIE/in, and 3/4 of my TIE/x1 squadron. Pics are up of what's in the fleet so far in the "show off your fleets" topic.

one of my favorite squads is 4 Y's with ion cannon. I have had fair amount of success, Just need to choose targets wisely, ones close to flying off the board or in danger of going into an asteriod in a turn or two. Don't be shy about putting multiple ion tokens on a single ship by far better to get one ship out of the game than slapsh damage all over. and 28 HP is nothing to sneer at (nor our 360 arc of fire), you may lose one Y to a Cluster or other missile. But that just evens the odds for the IMPS

Happy flying

I know its a very uncommen point but it's a point:

A buddy and me are planning a small XW campaign and one of the key differences between Tie Advences and normal TIE/ln will be the Hyperdrive: The ln will need carriers to change sectors, the advance won't!

Of course this is a reason to buy 4 Tie/A. You won't need a Star Destroyer to field them.

Played 3x Storm Squadron Pilots with cluster missiles and Howlrunner with determination tonight on a 3:3 100pt game.

The other two players had rebels, including Luke and Lando. Barrel roll and target lock made all the difference.

Luke bit the big one with missiles.

I won.

Tie Advanced, in the words of generation y, is baller. Haters gonna hate.

I play two y-wings in Mission 1: Political Escort. I let them give the shuttle evade tokens while they ion the imp elites. I played rebel v. rebel in this scenario. I kept using ion on wedge until he died. He may have shot the shuttle twice before he was facing the wrong way and was ioned to death. I only have two ywings, but I used them both on the Battle of Yavin on Saturday. The imps came in behind me, so I slowed the y wings down to absorb hits while the x wings zooned forward to destroy the Death Star. Cheaper than xwings with more HP, they definitely have value in the right hands. Load them up with proton torpedoes! They are perfect support vehicles.

I suspect that fans of the ywing will enjoy flying the tie bomber while tie advanced proponents will probably dig the b wing.

Just saying.

I enjoy the Y-wings. They aren't mainline fighters like the X or A-wings but they're excellent support vessels if they have ions or protons. People give them flak for their one agility but the fact that they have three more health than the X-wing offsets that somewhat. Essentially against people with a lot of missiles or against interceptors where you'll be taking more damaging and less frequent attacks the Y-wing is probably better off than an X-wing.

The Advance is the tankiest small based ship at the moment and has the same attack as the standard ties. In a timed game it might be better to use more offensive builds but in a pure elimination game I think the extra survivability is great. Missiles are better than protons in general so the overall potential firepower is about on par with the X-Wing. They pretty much fulfill the same “backbone fighter” role really.

Overall I’d consider the Advance to be a mirror of the X-wing, whereas the Y-wing and Tie fighter are opposites, the big clumsy support craft vs the fast, cheap, swarming, cannon fodder. All have their place and it mostly comes down to the person playing to decide what’s best.

Before wave 2 came out I thought that one Y-Wing is enough… I bought a second one just because I like the ship…than wave 2 came out and now I'm happy to have two of them. It is great against the falcon for example.

I have only one advanced and I can't find any reason to have two of them but who knows perhaps with wave 3 it becomes a more useable ship.

I haven't been playing long, only about a month but one thing that was obvious straight away is the game is all about ACM (Aerial Combat Manoeuvres) because of that you want even numbers of ship types that can fly together and act as a team. Budget reasons meant I could only afford three Y-Wings so next step is to even this out. I played a game on the weekend where I had two Y-Wings and was able to keep them as a unit and they took out one TIE, badly damaged another and took out Darth Vader. The points restriction we had meant that I didn't have any Ion turrets but I was very impressed with how they went, they were a threat from the word go. I would expect two TIE Advanced flown like that would be a huge headache.