Y wing build

By TacticalBastrd, in X-Wing

You're going to have trouble using all those blaster turrets effectively. No matter how many focus tokens Kyle has he can still only hand out one a turn.

That means you will have at most 2 and most times only 1 blaster turret that can fire and use a focus to help the roll.

What VDM said!

Chris

Maybe get rid of elusiveness and upgrade 2 of the blaster turrets to ion turrets? Never really thought elusiveness was worth it.

Blaster Turrets are next to useless on a Y-Wing sadly. Without an extra focus they are erratic at best. Now if we were to get a Y-Wing with a crew slot....

Blaster Turrets are next to useless on a Y-Wing sadly. Without an extra focus they are erratic at best. Now if we were to get a Y-Wing with a crew slot....

You'd have a HWK with a better movement dial, better hull and shields, an astromech slot, and better offense at R3.

:-) indeed I would :-)

simple suggestions.

-1 Allusiveness (2pts)

-3 Blaster Turret (12pts total)

+3 Ion Cannon Turret (15pts total), one for each Y-Wing

Blaster turrets are generally a more advanced strategy, both tactically and from a list building perspective. If you are new I would stay away from them until you get a better feel for how the action economy works in this game.

It's good to have one Ion turret. Two is probably going to reduce your firepower quite a bit.

I do highly recommend 4 rebel ships. Biggs is excellent once you know how to fly him, i.e. keep him in the back and force your opponent to take long range shots at him while you get in close range on his ships.

Skipping Biggs, here is a 4 ship build that uses a HWK, an Ion turret, has good firepower, and is still quite easy to fly. It does require quite a bit of different ships purchased for tournament play.

100 points

Roark Garnet + Ion Turret + Chewbacca (28)

Blue Squadron Pilot + Advanced Sensors (25) x2

Rookie Pilot + R2 Astromech (22)