Let's talk Y-wings

By Herowannabe, in X-Wing

Modification Upgrade - ACTION: Roll 1 attack dice. on a Hit reactivate 1 Torpedo, Missile, or Bomb. On a Critical Discard 1 Torpedo, Missile, or Bomb.

Think it would look like that. But the other bombers should be allowed to use it not just the Y's. As for a Points projection don't ask me... should be high enough to balanced with Wedge and Rhymer and still be reasonable for the basic multiple ordinance ships.

That why this should be an upgrade card using an ordance slot. Wedge can't use it. Rhymer could. Rhymer is expensive enough anyway.

But ... rolling for a reload? Please don't.

the only Ordinance Y's can use are Torpedoes. X-Wings also have access to Torpedoes. Which is why a Modification Card beneficial to all ships that use any Ordinance but clearly most beneficial on multiple ordinance ships. and to pick a point cost to balance for Wedge and Rhymer.

As for the rolling to reload it to balance it against HLC options on a B-Wing or Firespray. But rereading what you quoted me on I should have had it read "hit or focus, reload 1" on a Crit = you're actually empty, on a Blank = the weapon loader is still loading the ordinance.

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I see. you mean for a Torpedo / Missile upgrade option granting "infinite" torpedoes and missiles. But wouldn't that make HLC undesirable on ships with multiple ordinance and cannon upgrade options IF the costs were similar or less. Also Infinite Assault Missiles would be devastating; also an Empire only build with the current ships available and make Biggs and Swarms useless. And it's pricey but a B-Wing with HLC + AdvPT with Warhead Mag is A:4 at range 2-3 and A:5 at range 1.

If it was a Torpedo only reload then people would still pick B-Wings over Y's for the A:4 across all ranges but instead of HLC that do not crit at range 2-3 they have Torps that can crit.

Which is why I think a "Roll to Reload" would still be necessary.

Edited by IvlerIin

Y-wings have always been my favorite ship from Star Wars, I guess it's because of it's underdog reputation. As for in game, I've only been able to acquire 1 so far but when used with an ion it ends up more often than not being my MVP. Will definitely be stocking up on a couple more as soon as they are available at reasonable prices again. Really want to do a 4 Y-wing with 2 ion and 2 blaster turret list.

@lvl

No, no and no.

Bombers like the Y-Wing should carry enough ordnance to not went out of ammo in terms and range of a single battle in X-Wing. And I think you cant compare it with the HLC - since you need 2 actions to fire the next round of tops: 1. reload 2. target lock. With a HLC you could just fire right away every round. It may even be hard enough for a bomber to make the 2. salvo ready to fire, without being destroyed first - so no rolls! Either you have the Warhead Magazine with infinite ammo or don't. Rebel's synergy effects (free action, free TL) would help single bombers to faster reload and fire.

I'd say like 2 points for the Warhead Magazine Upgrade card.

I can't see that being a good idea. A single unmodified torpedo shot is almost always better than a hlc shot with either focus or target lock, a two point upgrade and plus a torpedo would be cheaper. Even with an action required it would be too useful I think.

Now something that reduced the cost of one off secondaries (A non-unique bomber title that cost 1 point and lowered all torpedoes and missile costs by two perhaps? Useful on ships with multiple slots like the Y, B, or Bomber but not super amazing), or maybe some way to stock things on the transport or other large ships and do an in flight rearm would work.

Have I got you right?

You state that a torpedo with reload option for 6 points 'would be too useful'

but 2 torpedos for 5 points are ok? Is it this what you mean?

Pretty much? A theoretically infinite number of torpedoes vs 2 at a discount is a rather large difference. Granted I haven't number crunched (Or slept).

What do you think how many torpedos you could fire before your Bomber is destroyed if you have to use an action to reload?

One ore two for the most times ... three times if you are very lucky. It depents on your enemy. Keep in mind that you can't reload after K-turning, so it would take even longer to reload.

5 points for 2 torps smells like overpowerness.

Edited by TheRealStarkiller

What about something similar (*to the torpedo reloader idea), but as a unique astromech droid ability? That way it would be limited to one ship. And while it might still seemed overpowered, that is only true if your y-wing survives for a long time (It's like saying Wedge is overpowered. It may be true, but it's balanced out by the big target he has on his back). Plus, with the Astromech slot gone, that would limit a lot of the Y-wings options for maneuverability and survivability.

It could read something like:

•R5-XYZ

Discard this card to return all proton torpedos to this ship that it had at the beginning of the game

3 points

Or whatever. Anyway, the one-time restock would make it more valuable on the Y-wing than the X-wing, making the Y-wing slightly more desirable, which is the whole goal here, right? ;)

Edited by Herowannabe

So a X-Wing could have unlimited torps, like Wedge, and a TIE Bomber can't?

Besides, its hard to imagine how a little astro droid should be able to reload torps...

This has been my thought.. the 'reload' is ridiculous on two points.... 1, this is not attack wing... and 2, the ships that are loaded would never have enough room for all those missiles and torps and bombs... (except the TIE bomber, even the Y wing has limited storage for such an option)

My thought on point 2 is that missiles and torps take up room, and if all you do is flip the card the round it is used and then on the second round flip it back, then there is a potential for many turns ofnuse... might be fine for a bomber with a bay for such hardware, but an X wing or TIE advanved don't have such bays.. so its not feasible to have such an option on them. It also seems to me to be a bit like, just cause you're upset the torps and missiles are so costly for a one use item, that you wanna figure out a way to get more.. without really paying for it...

Every card has a cost, I'm sure the idea behind the missiles and torps was that they are powerful, and they may be a game changer so lets make sure you can't have 5 or 10 of them on 1 ship... maybe... I don't know...

Just my 2.. you don't tave to agree with me, but seriously can we stop the attack wing talk.. that is a whole different concept, those ships are much larger and have stowage for such ordnance.

I love the Y-Wing. It's my favorite ship to fly. It's maneuver dial isn't that great, but I love running ion turrets on them and just disrupting enemy movement. Most rebel squads I run has at least one y wing. I love running Horton, Dutch and Kyle together.

They can take a beating and the Astromech slot is extremely useful. All around I feel the Y-Wing is a great ship. Not as flashy or impressive as a B-Wing, but it has it's place and I feel is underrated.

Sounds like an interesting setup. Kyle passes a focus token to Dutch, Dutch passes a target lock to Horton, and Horton focuses. Both Y-wings get to TL and focus on the same turn - neat!

Yes and I'll load Horton and Dutch both with torpedoes giving myself a small alpha strike. It's worked well the few times I've run it.

So a X-Wing could have unlimited torps, like Wedge, and a TIE Bomber can't?

Besides, its hard to imagine how a little astro droid should be able to reload torps...

Edited by Herowannabe

Why are we talking about buffing the Y-Wings Torpedo capabilities anyway?

Y-Wings should get a possibility to reload torps. Like the Attack Wing's style, by deactivating after fired - activating through an action. Maybe realized through a Warhead Magazine upgrade card that uses up a top slot.

Reloading ordinance of any kind could very easily break game balance.

Which is partially made up for with the Astromech slot. The Glaring issue is the lack of Astromech currently available options. Some of the EPT, Crew, and System Cards. Would make sense as an Astromech - Weapons Engineer, Recon, Sensors, FCS, PTL.

If Y-Wings and X-Wings were given an Astromech with a "Gunner" type ability for their Torpedoes Y's would would become the Premier Rebel Bomber over the B-Wing. With it's higher attack and Cannon option the B-Wing has a more Fighter/Bomber feel that a Y-Wing anyway.

If the B-Wing was Missile / Torpedo instead of Torpedo x2 It would reflect better that the Y's are Torpedo Bombers and the B's are Utility Bombers. But you cannot win them all...

Making overpowered droids like that would break game balance, and not just for the Y-wing, but for anything that uses droids. X-wings would see a huge boost, and X-wings are already quite good. they certainly don't need any buffing.

You can't compare crew upgrades to droid upgrades. Crew upgrades are always going to be better on a point cost basis, which is reflected in the base stats / cost of the ship.

The ONLY change that I would make to the Y-wings, is add an EPT slot on both of the named pilots for zero cost. Their abilities and point cost progression are already quite balanced.

I'm going to be the odd one out and say that I think the current Y-Wing pilots are just fine without EPT. Horton already basically gets to reroll attacks at medium to long range, and Dutch is amazing for the ability to pass over Target locks as long as an ally is close. What I would like to see is Grey Squadron Pilot with EPT, or perhaps a PS 5 generic card that does have EPT as an ability.

Why are we talking about buffing the Y-Wings Torpedo capabilities anyway?

Y-Wings should get a possibility to reload torps. Like the Attack Wing's style, by deactivating after fired - activating through an action. Maybe realized through a Warhead Magazine upgrade card that uses up a top slot.

Reloading ordinance of any kind could very easily break game balance.

Balance wouldn't be broken if both sides would have access to reloading ordnance. And this is the case. We have the Y-Wing and the B-Wing on the Rebels side and the TIE Bomber on the Imperial side which would be capable to.

If this would break the game then Attack Wing would be completely broken. But this isn't the case.

As I said before... relaoding isn't practical for this game as the ships are not able to carry 50 loads of ammo... this is not attack wing.. it is X wing and the ships don't carry thousands of missiles or torpedoes. Yes I'm exaggerating, but that's what you are actually saying is that you want unlimited reloads on a ship that can't actually carry them..

I'm going to be the odd one out and say that I think the current Y-Wing pilots are just fine without EPT. Horton already basically gets to reroll attacks at medium to long range, and Dutch is amazing for the ability to pass over Target locks as long as an ally is close. What I would like to see is Grey Squadron Pilot with EPT, or perhaps a PS 5 generic card that does have EPT as an ability.

Agreed.. they obviously thought the pilots had enough going for then as to not need anything else..

I'm going to be the odd one out and say that I think the current Y-Wing pilots are just fine without EPT. Horton already basically gets to reroll attacks at medium to long range, and Dutch is amazing for the ability to pass over Target locks as long as an ally is close. What I would like to see is Grey Squadron Pilot with EPT, or perhaps a PS 5 generic card that does have EPT as an ability.

Horton's reroll ability is actually quite good, you are right. It is somewhat anti-synergistic with PtL, at least for primary attacks. I don't think it would hurt game balance to add it in though. At a minimum it would open up the possibility of him carrying an Advanced Proton Torpedo.

Balance wouldn't be broken if both sides would have access to reloading ordnance.

That is far from certain, especially with asymmetrical ships and modifiers on both sides.

If this would break the game then Attack Wing would be completely broken.

Attack Wing also had this functionality built in from the ground up. I haven't looked into the Attack Wing mechanics in detail enough to comment. I wouldn't comment until I ran the numbers.

Edited by MajorJuggler

I'm going to have to disagree with the notion of regenerating weapons in this game without a really point heavy upgrade. Something like that would have to be about 6 points on a ship.

hmm, al this talk about Y-Wings has got me thinking about whether FFG will ever release a support ship expansion like The Rebel Escort they have with the extra X-Wing/4 new pilots and potential upgrades.

just imagine if we got 4 new Y-Wing pilots! two with Elite Pilot Talents :) sign me up. I mean you could argue they should have done that now instead of release X-Wing pilots. C'mon FFG, where is the love for the Y-Wing!

The game IS called "X-wing", after all... :)

Chris

In my experience, Y-wings are often underestimated. I just went undefeated at a local tournament by running 3 Gold Squadron Y-wings naked and 2 Gold Squadron Y-wings with ion turrets. I was also able to win a previous tournament using Dutch w/ ion and 3 Gold Squadrons w/ ions and R2s. Many opponents just have difficulty chewing through that much health in the tournament time limit, and ion cannons allow board control to optimize future shots. I'd like to use blaster turrets on some y-wings, but spending your focus just doesn't seem worth it. After today's tournament, all my opponents ordered y-wings from the FLGS. :)

Why are we talking about buffing the Y-Wings Torpedo capabilities anyway?

Y-Wings should get a possibility to reload torps. Like the Attack Wing's style, by deactivating after fired - activating through an action. Maybe realized through a Warhead Magazine upgrade card that uses up a top slot.

Reloading ordinance of any kind could very easily break game balance.

Which is partially made up for with the Astromech slot. The Glaring issue is the lack of Astromech currently available options. Some of the EPT, Crew, and System Cards. Would make sense as an Astromech - Weapons Engineer, Recon, Sensors, FCS, PTL.

If Y-Wings and X-Wings were given an Astromech with a "Gunner" type ability for their Torpedoes Y's would would become the Premier Rebel Bomber over the B-Wing. With it's higher attack and Cannon option the B-Wing has a more Fighter/Bomber feel that a Y-Wing anyway.

If the B-Wing was Missile / Torpedo instead of Torpedo x2 It would reflect better that the Y's are Torpedo Bombers and the B's are Utility Bombers. But you cannot win them all...

Making overpowered droids like that would break game balance, and not just for the Y-wing, but for anything that uses droids. X-wings would see a huge boost, and X-wings are already quite good. they certainly don't need any buffing.

You can't compare crew upgrades to droid upgrades. Crew upgrades are always going to be better on a point cost basis, which is reflected in the base stats / cost of the ship.

The ONLY change that I would make to the Y-wings, is add an EPT slot on both of the named pilots for zero cost. Their abilities and point cost progression are already quite balanced.

If they are following cannon to some degree they only have a few more non-unique R-Series left. After that they would all be Unique with R#-A# designations. so Blanket Astromech (R# - Astromech)options would be fairly limited. But who says they won't just create a New Astromech series in the future...

As for point costs of say a "Weapons Engineer - Astromech" the point cost would be balanced against ships with astromechs available. maybe cost 2 instead of 3.

I wasn't saying make 1 droid with all those upgrades. I was giving examples of some of the other EPT, Crew, Systems upgrade cards that I think would make sense as a Droid Clone at a balanced point cost to ships that have access to droids.

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As for reload-able Ordinance we got on that topic from someone saying: "I think the Y-Wing could need a little push towards its bomber role."

then I proposed a "ACTION: Roll to Reload" Modification for All ships which lead the infinite torpedo/missile talk we had going on. Since a random chance to activate an effect is looked bad upon (R5-K6) :unsure:.

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As for Named Y-Wings not having EPTs vs. Named X-Wings having EPTs.

I justify it in my mind by comparing the 2 starfighters to the Hawker Hurricane vs Supermarine Spitfire.

Y-Wings and the Hurricanes were workhorse fighters. But the Prestige and Popularity when to the X-Wings and Spitfires for Reasons A) B) C) ect.

I'm fine without. But I would like more Droids!

Of the Named Y-Wing Pilots if anyone should get a EPT is should be Salm. And the reason for that is he ranked General flying Y-Wings. I much rather have his Personal R-Unit be maybe a combination of Squad Leader and Swarm Tactics for 6pts or something...

Not saying there are not any "Elite Y-Wing" pilots just that the ship they fly is more suited to group tactics than individual efforts of a single pilot. Also those Elite Pilots were probably transferred to A B or X-Wing groups (Porkins and Janson for example). Salm is the only named Character I can think of with "Elite status" that preferred the Y-Wing of the other ships.

If Y's get a Title Card maybe:

"Aggressor Wing - Ships equipped with this Title can Target Lock any ship on the board in Target Lock Range of another ship with this Title"

Reflects squad coherency and teamwork between Y-Wings and allows a lower PS Y-Wing for "Target Painting"

But ya more Droids...

R4-Astromech 5pts - Torpedoes can make 2 attacks against the same target. (Similar to Cluster Missiles)

As for reload-able Ordinance we got on that topic from someone saying: "I think the Y-Wing could need a little push towards its bomber role."



then I proposed a "ACTION: Roll to Reload" Modification for All ships which lead the infinite torpedo/missile talk we had going on. Since a random chance to activate an effect is looked bad upon (R5-K6)



gr8 suggestion. could be an upgrade modification (in which case bombers could also take it) or introduce a new astromech with this ability (in which case X-Wings could use it).