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How to use YV-666 in competitive play?

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I think at this point the 666 is as competetive as shuttles are.

Its not the ship nor a pilot that makes them competitive - its the crew they carry along.

 

I also think there should be a kind of a questionnaire with the top 32 at worlds about the ships there are not in their lists and why.

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I ran Bossk /w Marksmanship, Gunner, Tactician, and Engine along side IG88-B with PtL, Advanced Sensors, HLC, and Autothrusters this week and went 2-0.  First against a double ace + doom shuttle(Soontir, Whisper) and then against Whisper + Miniswarm.

 

The primary job of Bossk was to hunt the aces and stress them.  It worked out really well.  The aces were mostly able to control the range by staying at 1 or 3, but even then Gunner helped me lay in some damage.  I double stressed an already stressed Soontir in the first match which effectively took him out of the game, he was easy to kill the next round.  Whisper got caught in overlapping fire and went down to a bad agility roll, but even then Bossk w/ Gunner + IG88-B w/ HLC shooting at the same target is bound to get something through.  He conceded after Whisper went down.

 

The second match was a lot tougher.  The mini swarm was 2 Tie/ln and 2 Tie/fo's, they focused on Bossk after IG88 took damage but managed to slip away after the first engagement.  This Whisper played conservative, and it took me a while to take her down.  He was good at flying the four ships together and tried to set up kill boxes, only one of which I completely avoided.  Once I did IG88 was nearly dead and Bossk kept taking shots.  I managed to pop two ties in three shooting rounds and things got a lot easier.

 

With the YV most of my actions were boost but Marksmanship did help me lay in some additional damage when I used it.  I might try Bossk with VI and K-4 for better action economy.  I'm not sure what to do with IG yet, plugging in Fire Control System seems like a good idea, I didn't use the PtL + Advanced Sensor's combo nearly as much as I thought I would.  I might have to revisit the elite talent there as well.  VI, FCS, and an illicit?  Predator + Advanced Sensors?  Outmaneuver?  Maybe a bomb to help against swarms.

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How about strong defensive builds?

I'm trying a list including:

Bossk

Flight Instructor

Elusiveness

Countermeasures

Guri with Bodyguard

I have lots of other bloat on these two, but considering only defense, are there better options to help keep the Sandcrawler alive?

 

I plan on pairing Palob w/ Bodyguard, a turret, Rec Spec, MC with Bossk at some point.  Fly Bossk between Palob and the opposition in the beginning and stack tokens so you can pump up Bossks agility when shooting starts.  If you build Bossk with a Rec Spec as well  you could have a focus for offense and defense with two agility dice.  Not much room left in the list though, maybe a pair of Z95s.  I think this is more of a casual build.

 

 
That Palob leaves 30 points to spend on upgrades for Bossk and other ships if you put a Tactical Jammer on Bossk to help keep Palob alive..
 
Bossk (35)
Tactical Jammer (1)
 
Palob Godalhi (20)
Bodyguard (2)
Twin Laser Turret (6)
Recon Specialist (3)
Moldy Crow (3)
 
Total: 70
 

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I'm really hoping that the Boba Fett crew card makes the YV a bit more worth it. Because right now it's a slightly more expensive Lambda Shuttle with a couple of minor improvements.

 

And your point is? The scuttle is a more amazing Lambda, and Lambdas are already amazing.

The Lambda is amazing because of the crew you can put on it, i.e. Darth Vader and Emperor Palpatine. Without them it's a decent jouster... for one turn. After that turn you'll be spending the rest of the game turning around while the battle happens behind you.

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I'm really hoping that the Boba Fett crew card makes the YV a bit more worth it. Because right now it's a slightly more expensive Lambda Shuttle with a couple of minor improvements.

 

And your point is? The scuttle is a more amazing Lambda, and Lambdas are already amazing.

The Lambda is amazing because of the crew you can put on it, i.e. Darth Vader and Emperor Palpatine. Without them it's a decent jouster... for one turn. After that turn you'll be spending the rest of the game turning around while the battle happens behind you.

 

 

Why would you ever take a naked shuttle? Of course it's about the crew... especially Gunner. The shuttle is amazing because of its upgrade options and its cost effectiveness. 'sides, it only takes one extra turn to turn around the shuttle because you've obviously got engine upgrade.

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I'm really hoping that the Boba Fett crew card makes the YV a bit more worth it. Because right now it's a slightly more expensive Lambda Shuttle with a couple of minor improvements.

 

And your point is? The scuttle is a more amazing Lambda, and Lambdas are already amazing.

The Lambda is amazing because of the crew you can put on it, i.e. Darth Vader and Emperor Palpatine. Without them it's a decent jouster... for one turn. After that turn you'll be spending the rest of the game turning around while the battle happens behind you.

 

Why would you ever take a naked shuttle? Of course it's about the crew... especially Gunner. The shuttle is amazing because of its upgrade options and its cost effectiveness. 'sides, it only takes one extra turn to turn around the shuttle because you've obviously got engine upgrade.

That extra turn is all an arc dodger needs to get behind you and stay there forever while you predictably lumber around, even with Engine Upgrade, because your hard turns are red. If you slap Gunner and other expensive upgrades on it, you risk hinging your list on something that will die 90% of the time. This is why the Vader crew card is good, because you do as much damage as possible suiciding into something more expensive.

I've tried many different shuttle builds and they've all taught me to count on the death of the space cow and run it as light as possible.

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Last night I got to play a couple games with my YV-666 as I try to narrow down the list I want to bring next time I can actually play in a tournament!  My only real requirement is that I bring Bossk (pilot) as part of it, cause, well... Bossk.

 

Anyways, this is what I flew:

 

 

Bossk

Calculation

K4 Security Droid

Outlaw Tech

 

Talonbane Cobra

Crack Shot

Glitterstim

 

Black Sun Ace

Crack Shot

Glitterstim

 

98pts

 

Went 2-0, tabling a scary DeciVader w/TIE Swarm after struggling against Guri and a mini-swarm of her own.

 

Though it worked pretty beautifully.  Talonbane is scary enough that there's an incentive to try and kill him first rather than Bossk, leaving the 12HP YV-666 floating around until late game (and hopefully making sure anything able to get behind it and stay there dead beforehand), since going straight for Bossk will open you up to those two Khiraxzes getting behind you with CS and Stim.  Heck, good ol' Bossk survived both games!  Might make a few tweaks, and I'll also probably try Bossk with a Bug-Zapper Swarm, but I'm thinking my squad may not be super shabby.

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Has anyone seen a YouTube video of a YV list doing the job when it's two good players?

I ask as each time I've faced one, it's been an easy kill. Now I'm ok but not great at the game but it has so far been easy to exploit its weaknesses and I find myself wondering if the players hadn't figured the ship out themselves yet making my experience against it semi invalid?

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