How to use two Y-wings/Ion turrets?

By Millennium Falsehood, in X-Wing

I finally got a second one of these buggers, and I was wondering if anyone has developed good tactics for two of them equipped with an ion turret each.

I was thinking they'd work well as "interdictors" for the squad, ion-ing up the most maneuverable fighters as they get into range, then having my strike craft go after them from behind.

That's how they're used most of the time. Ion as many ships as you can so you limit their movement and then you can hit them hard with something else.

That or used to get 2 ion tokens on a large ship in a single turn.

run them together normally and ion what ever gets in range or one that looks like they may run into something.

When running two ions (these days typically one is a HWK for me though) I like to have them about R1 to the side of my other two ships.

Y X B

H

Or something like that. This way I can blanket my fighters completely with Ion coverage. It keeps flankers from being able to get in close, and it basically forces the opponent to attack me head on. Which they can get a good attack in against me, and I'll get a good attack against them. But then they're ionized and are removed from the fight the next turn, as I do a K turn my with main fighters, and 1 bank inwards with my flankers (assuming they will clear). Now I can keep the opponent ionized again, while my others tear them apart.

The main thing about dual ions is that you have to have at least one enemy unit removed from the fight every turn. If done properly, you should be able to remove 2-3 from the fight each turn. This is really important since you only have 1-2 damage dealers. Note, if you can get a stressed interceptor ionized, do not ever let him de-ionize. Sick both ions on him if need be. But do not let him have a single turn to get back in it.

Also, you should be able to park someone on an asteroid. You don't need to ionize them if you can block them on it. This is especially true for large ships.

Two Ion equipped are like having one except for twice the potential havoc and big ships get thrown is more often.