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Revision as of 02:03, 17 October 2020 by Arrow (talk | contribs) (Added first auxiliaries)
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SWS-Ywing.png
Hull 1200
Shield 1200
Speed 110
Acceleration 121
Manoeuvrability 70

Bombers are flexible craft with extremely powerful guns. What they lack in mobility, they make up for in firepower, against both fighters and capital ships. Being equipped with both bombs and torpedoes for capital ships is half of their battle - they also feature the powerful rotary cannon, the most health out of all the ships, and multi-target missiles for dealing with groups of enemies.

In Fleet Battles, Y-wings are often seen as inferior to the TIE Bomber, as Y-wings lack the power conversion ability of TIEs. This makes redirecting shields very important when performing bombing runs, and raises the skill floor of the craft. When attacking Star Destroyers, avoid flying over the full length of the ship, as this exposes yourself to nearly all of its defensive turrets; instead, approach it from above, below, or from the sides.

Y-wings receive the Automated Ion Cannon, Multi-Missile, and Proton Bomb auxiliaries as standard.

Cockpit

SWS-YwingCockpit.jpg

Components

For more details on this topic, see Star Wars: Squadrons/Components.

Weapons

Name Description
SWS-Icons-StandardCannon.svg Standard Taim & Bak KX8 Laser Cannon The default laser cannon on the Y-wing is not often used, and is oftentimes replaced by the rotary cannon as soon as it is unlocked.
SWS-Icons-StandardIon.svg Krupx JR-89 Ion Cannon Ion cannons aren't often used on the Y-wing. They can be used to target a capital ship's shields to make it easier to attack.
SWS-Icons-GuidedRotaryCannon.svg Krupx Guided Rotary Cannon Less often used than its non-guided counterpart, the guided rotary cannon's aim assist can be used to help pin down TIE Interceptors. It is otherwise not often used.
SWS-Icons-RotaryCannon.svg Krupx Rotary Cannon The most common weapon seen on the Y-wing. After a short wind-up time, the rotary cannon fires a flurry of blaster bolts with a DPS as good as the short-range gun on the A-wing, but with greater range. The wind-up time is negligible, as by the time players figure out they're in the sights of the rotary cannon, they are already dead. The rotary cannon's high damage also lends it well to dealing with capital ship subsystems.

Countermeasures

Name Description
SWS-Icons-Flares.svg ArMek HM Seeker Warheads Seeker Warheads, or sometimes called "flares", are the most common and flexible anti-missile countermeasure. A-wings are often found turning and manoeuvring, making chaff less useful, and the sensor jammer only has a single use.
SWS-Icons-Chaff.svg Particle Burst The Particle Burst is not often used on the A-wing, as in order for it to reach maximum effectiveness, enemy missiles must fly through the static cloud. This cloud can be used to cover capital ships on occasion, but flares are the more popular choice.
SWS-Icons-Jammer.svg Melihat Sensor Jammer The sensor jammer's short 4 second duration and single use make it not often used. Its biggest benefit is being able to shake missiles at any rate and from any direction.

Auxiliary

Name Description
SWS-Icons-ProtonTorpedo.svg Krupx MG7-A Proton Torpedo The proton torpedo is a powerful anti-capital ship missile. While it has a fairly long range of 1500, it also has a minimum range of 500 and cannot be dumbfired. This torpedo must be fired from a distance against a target, and it has trouble against shielding. Its biggest issue, however, is its slow speed - corvettes are able to outrun it.
SWS-Icons-MultiMissile.svg Arakyd MD-88 Multi-Lock Missile Not to be confused with the cluster missile, the multi-missile locks onto multiple targets and fires a missile at each one. It will always consume one charge of ammunition, no matter how many actual missiles are fired. Lock onto as many targets as possible before firing. It is best used in dogfights at range, and against capital ship turrets.
SWS-Icons-GoliathMissile.svg ArMek Goliath Missile This variant of the normal concussion missile is identical in most respects to its fighter counterpart. Unique to the Goliath missile is that it explodes in a huge area of effect, destroying entire AI squadrons and causing considerable damage even if decoyed by flares or chaff.
SWS-Icons-IonBomb.svg Taim & Bak Ion Bomb Ion bombs cause extra damage to shielding and can disable subsystems, but do not cause raw damage. Follow up attacks will be required to damage the targets. Green arrows will indicate your bomb will hit a target. Use the roll function to orient your ship so the target is beneath you and drop your bombs.
SWS-Icons-ProtonBomb.svg Arakyd PW-16 Proton Bomb Proton bombs cause considerable damage to targets, but require the target be directly beneath you. Green arrows will indicate your bomb will hit a target. Use the roll function to orient your ship so the target is beneath you and drop your bombs.
SWS-Icons-SeekerMine.svg Czerka Seeker Mine Drops a mine behind you. The mine locks onto and chases any enemy that gets too close. Mines are most effective in narrow corridors where enemies will have to run near them. Particularly useful for bombers which have trouble shaking enemies off their tail.
SWS-Icons-AssaultShield.svg Chempat Emergency Assault Shield The Assault Shield, when activated, puts up a shield in front of you that blocks a large percentage of damage. It only lasts 3 seconds, making it more useful on bombers than on fighters for attacking capital ships. The assault shield can, however, be used to give you an edge in head-on attacks against enemy fighters.
SWS-Icons-CompositeBeam.svg Quarrie Composite Beam Cannon The composite beam cannon, sometimes called the "memebeam", is a powerful anti-capital ship weapon. While you can't alter your course with the beam active, it is more than capable of drilling through shields and hull to deal considerable damage - especially against enemy subsystems.
SWS-Icons-AutoIonCannon.svg ArMek Automatic Ion Cannon Unique to the Y-wing, the automatic ion cannon is a stock option that adds a canopy-mounted automatic ion cannon. It is capable of dissuading enemies, but does not cause enough damage to ward off dedicated players. It is often removed and replaced by one of the other options as a result. With a cooldown shorter than its duration and infinite charges, always have this ion cannon working if you equip it.

Hull

Name Description
SWS-Icons-StandardHull.svg Incom Ferroceramic Hull The standard hull, with no strengths or weaknesses.
SWS-Icons-DampenerHull.svg Fabritech Dampener Hull The Dampener hull increases the amount of time an enemy needs to lock onto you with missiles. This benefit comes with a reduction in health, so it isn't often used since Y-wings are generally fairly easy to lock onto anyway.
SWS-Icons-ReinforcedHull.svg Koensayr Reinforced Hull This hull increases your ship's hull at the expense of mobility. This makes it perfect for dedicated bombers, looking to fly with the extra health required to reach their targets.
SWS-Icons-DeflectorHull.svg Chempat Deflector Hull This hull improves the shield capacity of your craft at the expense of health. This hull modification is best used for dogfights where it is possible to retreat and regenerate your shield. The default is preferable in bombing runs as it offers more total health, including shields.

Engines

Name Description
SWS-Icons-StandardEngine.svg Incom Sublight Engine The standard sublight engine with no benefits or drawbacks.
SWS-Icons-UnstableEngine.svg Unstable Sublight Engine This engine makes you lose a moderate amount of both health and shields, but offers greatly increased acceleration and speed. What really makes this engine stand out, however, is the large explosion you create when you are shot down. Some players use this explosion as an anti-capital ship weapon, hoping to take out the capital ship's turrets when they die.
SWS-Icons-JetEngine.svg Quadex Jet Engine This engine greatly increases the rate at which you generate boost power, but also greatly increases the rate at which you consume it. This engine is mostly designed for drifting, as it performs very poorly when boosting in straight lines.
SWS-Icons-SLAMEngine.svg Incom SLAM Engine The SLAM (Sublight Acceleration Motor) engine automatically produces boost power regardless of whether there is maximum power in the engines or not, at the cost of maximum speed. It is similar to the Jet Engine, in that it provides smaller boosting power but lets you boost more often. The SLAM engine reduces your overall speed, but lets you divert power from engines to other systems and receive a small trickle of boost power. Increasing power to engines will appropriately increase the boost meter respectively.

Shields

Name Description
SWS-Icons-StandardShield.svg Standard Incom Deflector Shield This shield offers no benefits or drawbacks.
SWS-Icons-ConversionShield.svg Krupx Conversion Shield When the conversion shield is depleted, this shield takes all your weapon power and dumps it into a brief but impenetrable barrier. With no weapon power, you are effectively a sitting duck, but it can give you time to temporarily withdraw from battle to make it to safety.
SWS-Icons RayShield.svg Loronoar Ray Shield This shield falls quickly to missiles, but takes less damage than normal from lasers.
SWS-Icons-OverloadedShield.svg Overloaded Shield The overloaded shield offers a lot of defence, reducing incoming damage while still having a good capacity. Once these shields are depleted, however, they will not regenerate.