Welcome to Rogue Squadron, pilot! In this series, we will be looking at different squadrons you can fly in Fantasy Flight Games X-Wing miniatures game. We give you the squad, what expansion pack all of the upgrades come from and then give you the lowdown on how best to fly it. Strap in and get ready to fly.
All Wings Report In
BTL-B Y-Wing “Goji” (Republic Y-Wing Expansion Pack (41 pts) (I2)
While a friendly ship at range 0-3 defends, it may roll 1 additional defense die for each friendly bomb or mine at 0-1 of it.
Plated Hull: While you defend, if you are not critically damaged, change 1 Crit to a Hit result.
- Astromech- R4 Astromech (Wave 1): Decrease the difficulty of your speed 1-2 basic maneuvers
- Modification- Delayed Fuse (Wave 4): After you drop, launch or place a bomb or mine, you may place 1 fuse marker on that device.
- Payload- Seismic Charge (Wave 1): Charges: 2. During the System Phase, you may spend 1 Charge to drop a Seismic Charge with the 1 straight template.
- (Bomb Token) – At the end of the Activation Phase this device detonates. When this device detonates, choose 1 obstacle at range 0–1. Each ship and remote at range 0–1 of the obstacle suffers 1 damage. Then remove that obstacle.
4x BTL-B Y-Wing “Red Squadron Bomber” (Republic Y-Wing Expansion Pack (40 pts) (I2)
While a friendly ship at range 0-3 defends, it may roll 1 additional defense die for each friendly bomb or mine at 0-1 of it.
Plated Hull: While you defend, if you are not critically damaged, change 1 Crit to a Hit result.
- Modification- Delayed Fuse (Wave 4): After you drop, launch or place a bomb or mine, you may place 1 fuse marker on that device.
- Payload- Seismic Charge (Wave 1): Charges: 2. During the System Phase, you may spend 1 Charge to drop a Seismic Charge with the 1 straight template.
- (Bomb Token) – At the end of the Activation Phase this device detonates. When this device detonates, choose 1 obstacle at range 0–1. Each ship and remote at range 0–1 of the obstacle suffers 1 damage. Then remove that obstacle.
- Turret- Dorsal Turret (Wave 1): Attack 2 (Range 1-2). Adds Rotate.
Lock S-Foils in Attack Position
This list is all about seeing how broken you can make Goji. His ability to give friendly ships extra defense dice has no upper limit. Five Y-Wings can fit in a list dropping seismic charges, and Delayed Fuse can keep them on the board, you can have a swarm of eight health ships rolling six defense dice. That could take awhile to chew through (Three four dice, focus+lock attacks, expected damage is 4.7).
This list wants to joust and how effectively you can force that will make all the difference. If you can force that first engagement to occur so that you can have all your Y-Wings drop their bombs and then 1 forward to stay in range of them, your opponent’s going to have a hard time killing Goji, who will definitely be their first target. Meanwhile you pluck away at them with five attacks. Next turn, they have to avoid the exploding Seismics. If you can get that first engagement right down the middle of an obstacle channel even better.
After the initial joust is done, your Y-Wings can take turns reloading their Seismics so that you’re always getting some dropped to aid your defense but not gaining weapons disabled on everyone at once. Unless you can escape for a round. Without the R4 Astromechs you are going to be limited in your maneuver options once you start reloading, thanks to the BTL-B only having 1-2 straights as blue. But worse case, they go without an action next round if they have to do a white.
Variations
You had to drop one turret from a Y-Wing in order to fit the Delayed Fuse + Seismic on everyone. Since Goji probably dies first, he made the most since to lose the turret. I gave him R4 so that if he survives, he can reload easier and keep dropping the bombs. You could also give someone Skilled Bombardier for some bomb dropping flexibility.
Wayne Basta
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