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....Okay.
First thing to say: You've gone a bit over the top on upgrades.
Okay. Biggest problem here is the advanced proton torpedoes. A lot of people will rag on them and say they're useless. They're not, but you can't take them without a good plan for using them. They have several 'problems':
~ Like most torpedos, you need a target lock to fire them. Getting a target lock on a higher pilot skill opponent can be awkward in the opening pass because you move, and get your action whilst they're still out of range, then they move in and lock you up. In the second turn, they are dodging out of your arc of fire or range band, so whilst you get the lock you now don't have the shot.
~ To make matters worse, advanced proton torpedos really need a focus token when you fire them. So setting up an attack in one turn needs a target lock AND a focus token - which makes them the province of people who can do multiple actions at once (ususally due to elite pilot talents).
~ To make matters worse than worse, you're trying to use a range 1, forward arc only weapon in one of the least manouvrable ships in the game.
I'm not saying it can't work - move into the edge of range 3 and target lock, then close and focus. But you're spending a hell of a lot of points - nearly a 4th fighter's worth - on those three torpedo spreads - and I'm not convinced you'll get your money's worth. Advanced protons belong in the tubes of a named pilot with the ability to use them effectively, like Guri, Nera Dantels or Major Rhymer.
You need bomb loadout cards on all the Y-wings if you want proximity mines on board. If you're using mines (which you drop with an action) then there's an argument for being lower pilot skill - as you get to drop the mine on someone before they can move off. Hence having those two as Gold squadron not Grey squadron might work well - and save you a few points.
Finally, the blaster turrets are so-so. 3 dice attacks in 360' at range 1-2 sounds good, but you need to 'feed' it focus tokens to get it to shoot. Which means no using the focus tokens to get hits....which in turn means it's actually only putting out the same firepower as your 2-dice primary attack WITH the focus token.
Blaster turrets work well with people who can either generate or pass around focus tokens (Kyle Katarn, Garven Dreis) or can in some way improve the shot once it's been triggered (Kavil, R4 agromechs). On a generic dude - I'd stick to ion cannon turrets, wait for the twin laser turret coming with the K-wing, or take autoblaster turrets and engine upgrades.
As a rule, don't overload generic pilots with upgrades; take one piece of secondary ordnance, or one turret, and maybe a bomb loadout. For example - you could take just Ion Cannon Turrets on a Gray Squadron Pilot - and have four of them, not three.
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