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Subject: Is a second Y-wing useful? rss

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Simone C.
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Hello! I'd like to order 1 of each expansion ship (2 tie-advanced) but I don't know if a second Y-Wing could be useful due to the specific role of this ship, should be one enough?

TY
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brian
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Mailok wrote:
Hello! I'd like to order 1 of each expansion ship (2 tie-advanced) but I don't know if a second Y-Wing could be useful due to the specific role of this ship, should be one enough?

TY

Your choice. I intend to have 3 total because with large battles, more than 1 player might want to have one.
 
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Jeff Paul
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Hmm. "could be useful?"

Here's the thing, I think there is definitely a competitive build with two Y-Wings. But, more importantly, I think a flight of FOUR Y-Wings would be lots of fun.

So, what do you mean by "useful" ?

PS just think about it - four Y's mean you can take 32 hits. People are bragging about the eight Tie build - but that's only 24!!!
 
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Eric B.
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I think a two Y-Wing build certainly has some merits (just make sure to give both Ion Cannons).


I think a Wedge / Horton / Y-Wing (Dutch or Generic) squad with the right upgrades really has a chance.

Just make sure the Y-Wings always try and Ion Cannon a target that's just executed a 180 Koigran turn (this will "trap" them with a stress token for at least one extra turn and prevent them from taking any actions like Evade or Barrel Roll). Then, Wedge should do his best to get to within Range 1 of where that TIE will be drifting so he can fire a 4-Die attack with Focus against it's 2-Die straight up defense. This increases the odds you'll blast TIEs out of the sky in one swoop (since it'll have 1 Damage from the Ion Cannon already).


Failing that, try to use the Ion Cannons to cause certain TIEs to drift away from the action. The trick to beating a swarm squad will be for the rebels to minimize the damage they are sustaining across each turn. Balance this with concentrating fire: it's typically always better to do 1 Damage to a single time three times than it is to deal 1 Damage to three different TIEs.
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Eric B.
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Also, after some initial impressions (I may well be wrong), I think one of the most competitive Rebel builds may actually use four Y-Wings.
 
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Dave Graffam
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RogueThirteen wrote:
Also, after some initial impressions (I may well be wrong), I think one of the most competitive Rebel builds may actually use four Y-Wings.

I've been considering this, too. I may try this with proxies. I've been facing competitive Imperial squads made up of 2 TIE Advanced and 2 TIEs, so I'll try just about anything.
 
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Christian Busch

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In my few games (one of which featured a decked out 4 Y-wing squad), I found the build as a fun experiment but it's really hard to win with. If you are facing 6+ TIEs, you just don't last as they pick you apart. 32 hull + shield seems sexy on paper but you are typically rolling against 2 or 3 attack dice and you get one piddly agility die. The TIEs just rush you and get point blank shots on your flanks. Your Ion Cannon is your best bet to hit them but maxes at one damage and so you just lose the war of attrition. After the disaster of playing this squad once, I gave up on the experiment. If people have different result examples, I'd be interested in hearing it. Until then, I've put this build to bed.

2 Y-wings is what I ended up getting (I proxied to 4 before I made the purchase). The Y-wing seems like a great support ship and Salm is pretty awesome but if they don't have anything to support, they just get picked apart by TIEs like a wildebeest vs a pack of hyenas.
 
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Bryce K. Nielsen
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I've fielded 2 Y-Wings and an X-Wing for 100pts, and it was a good combo. I'm this close to buying a third Y-Wing and trying to field a squad.

-shnar
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Today I fielded:

Wedge + Swarm Tactics
Rookie Pilot
Gold Sqd Pilot + R5 Astromech + Ion Cannon
Gold Sqd Pilot + R5 Astromech + Ion Cannon

Won both games. First was a dogfight against 7 TIE fighters. The second was against Darth Vader, Maarek Stele and 2 unique TIE fighters in the Political Escort mission. The Y-wings are really nice escorts. They can stick close and give the shuttle evade tokens while firing back with their ion cannons. Highlight of that game was Vader getting ioned to set up a perfect killshot for Wedge.
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Eric B.
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space monkey mafia wrote:
In my few games (one of which featured a decked out 4 Y-wing squad), I found the build as a fun experiment but it's really hard to win with. If you are facing 6+ TIEs, you just don't last as they pick you apart.


True, but I'm not sure other Rebel builds will do drastically better against 7 and 8 TIE builds either. At least with the Y-Wings you can take more attacks than an X-Wing, on average (sure, the X-Wing have an additional Agility die but the greater shields and hull seem to be more effective in my experience).

The 360 Ion Turrets increase the chance that all the Y-Wings can focus their attacks on single TIE, hopefully killing one a turn. Even though the Ion's penalty is that it maxes at one damage, it's only the fairly rare, lucky laser attack that deals 2+ damage in a single shot.
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Kurt Weihs
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Wedge1126 wrote:
Today I fielded:

Wedge + Swarm Tactics
Rookie Pilot
Gold Sqd Pilot + R5 Astromech + Ion Cannon
Gold Sqd Pilot + R5 Astromech + Ion Cannon

Won both games. First was a dogfight against 7 TIE fighters. The second was against Darth Vader, Maarek Stele and 2 unique TIE fighters in the Political Escort mission. The Y-wings are really nice escorts. They can stick close and give the shuttle evade tokens while firing back with their ion cannons. Highlight of that game was Vader getting ioned to set up a perfect killshot for Wedge.


Curse you Wedge! I was on the receiving end of these as the Empire in these games. His build worked very well, though in the first game I have to confess my near-sighted TIE pilots had some issues with asteroids which probably helped the Rebel cause greatly. For the Political Escort Mission I would drop the extra TIE advanced and replace it with at least 2 TIE's, particularly Backstabber who has a built in bonus against the shuttle.

Wedge1126 used the Ion cannons to great effect throughout both games. I think the four ship build is a must for the Rebels and having two Y-Wings protects against losing one (which he did in both games) while still having enough offensive power to knock out the TIE's with the X-Wings.
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Chad Hackman
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Mailok wrote:
Hello! I'd like to order 1 of each expansion ship (2 tie-advanced) but I don't know if a second Y-Wing could be useful due to the specific role of this ship, should be one enough?

TY


I like having the option of adding a second "tank" to the game. Also, even if you aren't using it...you have a model sitting at the side that curious observers can pick up and examine instead of moving your in-play models.
 
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Barry Hood
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RogueThirteen wrote:
space monkey mafia wrote:
In my few games (one of which featured a decked out 4 Y-wing squad), I found the build as a fun experiment but it's really hard to win with. If you are facing 6+ TIEs, you just don't last as they pick you apart.


True, but I'm not sure other Rebel builds will do drastically better against 7 and 8 TIE builds either. At least with the Y-Wings you can take more attacks than an X-Wing, on average (sure, the X-Wing have an additional Agility die but the greater shields and hull seem to be more effective in my experience).

The 360 Ion Turrets increase the chance that all the Y-Wings can focus their attacks on single TIE, hopefully killing one a turn. Even though the Ion's penalty is that it maxes at one damage, it's only the fairly rare, lucky laser attack that deals 2+ damage in a single shot.


I haven't tried it, but destroying one Tie per turn doesn't feel like an acceptable kill/cost ratio to me. After all, while you're killing one Tie per turn, the rest of those Ties are killing one Y-Wing per turn, and on that basis you will run out of ships long before they do.

It feels to me like the right way to play Y-Wings is to always have at least one X-Wing escort, the benefit of the ion cannon is not in its killing power (which sucks) but in its crippling power, meaning you need something with better firepower to take advantage of the crippled Ties.

Having said that, 2+ Y-Wings in close formation can cover each other and really help deal with Ties getting too close and gaining their +1 range attack bonus, but I still think they need a stronger attack ship in the mix.
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Guy Fox
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RogueThirteen wrote:
Also, after some initial impressions (I may well be wrong), I think one of the most competitive Rebel builds may actually use four Y-Wings.


I had not thought of this build, but I think you're on to something here. I love the Y-Wing and feel it has gotten a lot of unnecessary criticism.

Would you field something like:

Gold Squadron Pilot (18) + Ion Cannon (5) + R2-D2 (4)

Gold Squadron Pilot (18) + Ion Cannon (5) + R5-D8 (3)

Gold Squadron Pilot (18) + Ion Cannon (5) + R2 Astromech (1)

Gold Squadron Pilot (18) + Ion Cannon (5)

Total= 100 pts




 
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Eric B.
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Rogue Squadron wrote:
RogueThirteen wrote:
Also, after some initial impressions (I may well be wrong), I think one of the most competitive Rebel builds may actually use four Y-Wings.


I had not thought of this build, but I think you're on to something here. I love the Y-Wing and feel it has gotten a lot of unnecessary criticism.

Would you field something like:

Gold Squadron Pilot (18) + Ion Cannon (5) + R2-D2 (4)

Gold Squadron Pilot (18) + Ion Cannon (5) + R5-D8 (3)

Gold Squadron Pilot (18) + Ion Cannon (5) + R2 Astromech (1)

Gold Squadron Pilot (18) + Ion Cannon (5)

Total= 100 pts



Yup, I was originally calling the build Golden Boys. I'd run R2-D2 and 3x R5 Unit, actually (to mitigate "Direct Hit" cards and turn them back into only one damage), or else 2x Torps and 2x R5 Unit. If you get lucky, the torps might take out a TIE or two a little quicker, but more importantly the torps will take out a Rebel ship in a mirror match-up tournament game.

And really, 4x Ion Turret will cripple a Rebel Squad, as they've only got 3-4 ships and at one or two Agility they can't reliably dodge the Ion shot, so once you start hitting them they'll just coast forward trapped until you kill you them.

In all honesty, though, I think this build will really really struggle against TIE Swarm squads.
 
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Jonathan Bowen
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I ran a few games with Dutch, Horton, and Wedge. It was ok but I think I'm going to drop one of the Ys to an unnamed pilot and try to squeeze another x-wing in.

I couldn't see myself not having 2 of them. They screw up the flow of the game for your opponent to much. You always have at least 1 tie out of the fight. The Ties can recover fast but it buys you time to drop one. I also have been playing closer to the table edges. Forces the Ties to come at an angle and then they can't do the Koigran and waste 2 turns using 1 speed 90s.

I'm tempted to try running the X-wings down the middle and a Y-wing on either side. Forces your opponent to split his force more. Trap a few Ties close to the edges and roll in to provide backup to the X-wings.
 
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Barry Hood
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jonbowen234 wrote:
I ran a few games with Dutch, Horton, and Wedge. It was ok but I think I'm going to drop one of the Ys to an unnamed pilot and try to squeeze another x-wing in.

I couldn't see myself not having 2 of them. They screw up the flow of the game for your opponent to much. You always have at least 1 tie out of the fight. The Ties can recover fast but it buys you time to drop one. I also have been playing closer to the table edges. Forces the Ties to come at an angle and then they can't do the Koigran and waste 2 turns using 1 speed 90s.

I'm tempted to try running the X-wings down the middle and a Y-wing on either side. Forces your opponent to split his force more. Trap a few Ties close to the edges and roll in to provide backup to the X-wings.


Yes! Table edges are a massive key to any rebel strategy, they're the number 1 way to combat Tie maneuverability, and if you're lucky and your opponent isn't paying attention, an ion-immobilised Tie might even drift off the board edge, easiest kill of the game.
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Joe Field
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Talking of table edges, does anyone play on a round table? I'm buying a 5ft round trestle table, mainly for big games of Arkham Horror, but I think it would work for big squad games of X-Wing.

I suppose you'd have to limit set-up to central opposite edges, but apart from that I can't see a problem. What do you think?
 
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Joe Field
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I know what you mean, but the radius of the table is only 2.5ft so it's not that much of a hardship to reach into the middle.

And the surface area of the table is greatly increased compared to my current extendable kitchen table (which is just under the regulation 3ft width for X-Wing). Plus it stows away beautifully and will have many other uses, as well as gaming.
 
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The R5Donth Star II
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At the very least you are getting a second generic R2 Astromech and R5 Astromech.
 
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Barry Hood
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BanjoChutney wrote:
I know what you mean, but the radius of the table is only 2.5ft so it's not that much of a hardship to reach into the middle.

And the surface area of the table is greatly increased compared to my current extendable kitchen table (which is just under the regulation 3ft width for X-Wing). Plus it stows away beautifully and will have many other uses, as well as gaming.


I think, aside from having to tweak set-up and some scenarios to fit the table, it would play fine. In fact I kind of like the idea of playing this on a round table so it's more like a radar view, it would introduce some interesting manoeuvring out at the edges.
 
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