Looking at the Gray Squadron Bomber in the Y-Wing, we can see two new actions, and a shift of a shield to an extra hull, meaning those critical hits are going to hurt a little more. With that being said, the Y-Wing retains its ability to take an astromech and turret, while gains a gunner slot alongside a device slot.
These changes mean the Y-Wing can fulfil some different roles on the table, from a relatively cheap asteroid removal tool, to a turret-toting menace. The ideal turret appears to be an Ion turret with a Veteran Turret Gunner to tap that primary weapon as well as a turret shot, both out of the front, as a Primary Arc is considered separate to the Turret Arc.
This list appears to be a decent control list, enabling you to ionise targets, albeit, with more difficulty than previously, and still force damage through. The frame is robust enough to survive at least one joust, with more decisions in the mid and late game.
The Gold Squadron Veteran brings the Talent slot to the Y-Wing now, to open it up for those who enjoy them. This enables them to add a white barrel roll to their action bar, to increase their positioning ability. While actions are far more important in X-Wing now, there are still times where a barrel roll can put you in the exact position you want to be, even moving early during the activation phase.
Fielding four Y-Wings, with Expert Handling and Proton Torpedoes could make for a very difficult list to fly against. At Range 2-3, you are denying range bonus (3) and hitting with a 4 die, locked attack, while at Range 1, you open up with a 3 dice primary attack as seen here.
Coming up with a list where this would be most beneficial was rather, interestign to say the least. Evaan’s ability appears to be a double-edged sword. However, here, I’ve paired her with AP-5, Biggs, and a Blue Squadron Escort, to increase Biggs’ survivability if you run him out the front, while AP-5 Co-ordinates that Focus action, while knowing what a particular ship is going to be doing.
Using Horton’s ability here seems a little wasted, especially when you are generally going to have a lock and a focus token when you are attacking. It kind of feels like he is supposed to be going in with a swarm of allies, and no active modifiers, rather than the way the majority of players like to rell the attack dice. That being said, however, Horton does provide you with a lock effect for those times where you find a target of opportunity with your primary weapons or a turret.
As you can see here, I’ve built him with Kyle in Mouldy Crow, and two Phoenix Squadron pilots. The A-Wings can get in close, while Horton does his thing, or block to make targets stop where you want them, while Kyle passes around a focus token, when needed. Both have a Seismic Charge for opportunistic obstacle destruction, if targets present themselves.
“Dutch”, as you can see, is rather a handy pilot, with his ability to aid allies in acquiring locks for later in the game, or for some great Torpedo shots.
After watching A New Hope last night (time of writing), I figured I’d see if I could give “Dutch” a better shot at getting his Torpedo shot off, and hopefully surviving the Battle of Yavin, here.
We come to our final BTL-A4 Y-Wing pilot, Norra Wexley. For those who aren’t new to X-Wing, Norra is usually found in the cockpit of an Arc-170. However, she appears to have found a new ship to fly as well.
Norra’s ability gives her a massive advantage to getting up close, and staying there. You are always guaranteed a single evade result. That means that she’s going to be rather difficult to hit.
I’ve thought about this list, full of knife fighters, and a bumper to try and block while still getting a shot off.
Well, that’s the BTL-A4 Y-Wing looked at. I can’t say I’m totally happy with it, but, I’ve yet to actually put one on the table, despite owning five of them. If anybody does try any of these lists, I would love to hear some results and experiences with said list. As always, if I’ve missed something out, let me know.
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