What assets and techniques can Imperials use to counter Y-Wings with ion cannons?
Edited by jemCountering Y-Wings
Focus fire, Focus fire, and more Focus fire.
Plus a little more thought to your own maneuvers, so that your not pointing towards asteroids, or stressed. lol
Missiles, specifically cluster missiles. Also, heavy laser cannon at range 3, and TIE Interceptors in general, especially with stealth devices are a ***** to hit.
Just cut your losses and concede right from the start, Y-Wings are beastly kings.
More seriously, plan your lines through asteroids with a lot of forethought and use stressful maneuvers only very carefully (a stressed ion ship can be doomed). Focus fire to work on one, definitely. Any 1 agility ship is toast after that, including a falcon.
I haven't had much success with Y-wings as a rebel player. My opponent favors interceptors, which just boost or barrel roll out of my arc after they do the straight-1. I
Perhaps ion cannons are more useful in 100 point games, but in the 200 point games that we play they just don't seem very good. Large ships need two hits, small ships have boost and/or barrel roll, and the limited range of the ion turret makes it even more difficult. Ion is also a double edged sword. While it makes your opponent's move predictable, it also makes your own move more predictable. That's fine if there's only 4 opponent ships in play, but it seems more like suicide when there's 8 or 9.
Large ships need two hits, small ships have boost and/or barrel roll, and the limited range of the ion turret makes it even more difficult.
Two hits for a large ships?
Large ships need two hits, small ships have boost and/or barrel roll, and the limited range of the ion turret makes it even more difficult.
Two hits for a large ships?
Yes large ships need two ion tokens to suffer the effects of it.
I haven't had much success with Y-wings as a rebel player. My opponent favors interceptors, which just boost or barrel roll out of my arc after they do the straight-1. I
Perhaps ion cannons are more useful in 100 point games, but in the 200 point games that we play they just don't seem very good. Large ships need two hits, small ships have boost and/or barrel roll, and the limited range of the ion turret makes it even more difficult. Ion is also a double edged sword. While it makes your opponent's move predictable, it also makes your own move more predictable. That's fine if there's only 4 opponent ships in play, but it seems more like suicide when there's 8 or 9.
I'm seems like you haven't been using the y-wing ion cannon as a turret. It does have a 360 degree firing arc.
I haven't had much success with Y-wings as a rebel player. My opponent favors interceptors, which just boost or barrel roll out of my arc after they do the straight-1. I
Perhaps ion cannons are more useful in 100 point games, but in the 200 point games that we play they just don't seem very good. Large ships need two hits, small ships have boost and/or barrel roll, and the limited range of the ion turret makes it even more difficult. Ion is also a double edged sword. While it makes your opponent's move predictable, it also makes your own move more predictable. That's fine if there's only 4 opponent ships in play, but it seems more like suicide when there's 8 or 9.
I'm seems like you haven't been using the y-wing ion cannon as a turret. It does have a 360 degree firing arc.
I think he meant the arcs of the other ships he sends to finish off the ion'ed one.
What happens when you ion a stressed ship. Also I guess I got this one wrong, but when the ioned ship does it -1 maneuver, I thought it couldn't do actions.
What happens when you ion a stressed ship. Also I guess I got this one wrong, but when the ioned ship does it -1 maneuver, I thought it couldn't do actions.
You have to do a 1 straight, so you can't clear the Stress so you go without an action next turn. It can be horrifically nasty against things like Interceptors and especially Soontir, as he can't trigger his ability and goes from probably having an Evade and a Focus in defense to having no additional defense.
A y-wing with a ion turret costs 23 points. That is 1 point shy of 2 Academy Pilots. Y-wings also only have 1 agility dice, so TIE Fighters can consistently hit them.
True Hrathen, but Dutch and Horton both only cost a handful more points each and can really devastate TIE's with a little luck and good teamwork.
A y-wing with a ion turret costs 23 points. That is 1 point shy of 2 Academy Pilots. Y-wings also only have 1 agility dice, so TIE Fighters can consistently hit them.
The problem here though is that two tie fighters would need a minimum of two rounds, hitting every shot and with the y-wing not rolling a single evade die, in order to kill it. A skilled y-pilot will ion one, slip out of it's arc, and continually ion it for the next two rounds before fighting it's buddy, probably still with half it's health. A well equipped and flown y-wing should be handled in one of two ways, enough numbers that it can never have 50% or more of the ships trying to kill it ioned at once, or long range sniping where it can't ion and it's two die will rarely be more than an annoyance. They don't look as scary as the other rebel fighters but they are squirrely.
Against Y Wings (and B-Wings, and the Millennium Falcon for that matter), more ships are better. Tie Swarms melt Y-Wings.
Focus fire, Focus fire, and more Focus fire.
Yep. Y-wings have 1 agility. Pick one and keep shooting it until it dies.
Ion Turrets only do 1 damage so it might be a good idea to save it for later until the X-wings and B-wings are dead.
Edited by onebitRemember that the Ion Turret is useless at range 3.
I might also say that a Proton Bomb has some potential against an Ion equiped Y-Wing. Getting to slip a face-up damage card under the Y-Wings shield could just knock that Ion Turret out of the game.