So I have been playing with Imperials for about a year now and I am pretty comfortable using Ties/Interceptors, but I am having a lot of trouble learning how to use the Shuttle effectively. Usually in my games using the Shuttle, I move it up slowly, shooting at range 3 for 1 or 2 turns, then I have no targets in my shooting arc. I spend the rest of the game trying toturn around while my opponent stays behind me and kills me slowly. So the question is, what pilot, upgrades, tactics, etc., do I use to overcome the Shuttle's abismal maneuver dial? Any help would be great.
How do I use the Imperial Shuttle effectively?
I'd recommend these two posts written by the guy who figured out how to use the Shuttle effectively.
http://community.fantasyflightgames.com/index.php?/topic/98438-flight-school-lambda-101/
They should go a long ways to getting you up to speed on the care and feeding of the Great White Space Cow.
Edited by VanorDMThanks VanorDM
use him as supporter like the hwk 290 from the rebels is supposed to be the supporter
the ps 4 and ps 6 pilot are pretty handy like moving target locks to units that dont have the ability like moving target locks to mauler mithel so he can be more deadlier in range one. i never used the lambda but my mate will buy one and i cant wait to test it or see it in action ^^ but from the pilot cards ive read i come to a conclussion being in range 3 or 2 firing with 3 attack is pretty **** good for a supporter
There are 4 main builds that really let the Shuttle shine, as well as a variation for Jendon. Yorr can be kitted out the same as an OGP with little interruption, and Kagi's not gonna shine until he get's another action denying wingman (here's looking at you, Carnor Jax).
So, without further ado...
The Buzzsaw Shuttle
Omicron Group Pilot
+ Engine Upgrade
+ Gunner
+ Fire Control Systems
[ 32, or 35 if using Yorr instead ]
See Lambda 101 and Lambda 102 by SableGryphon (helpfully linked in VanorDM's earlier comment) for a clear analysis of how this shuttle works.
The basic breakdown is that the FCS means that the Gunner's attack is ALWAYS target locked, giving you HSF-eque damage guarantee. The EU is there for mobility's sake, as with the Dogfighter Shuttle.
The Critboat Shuttle
Omicron Group Pilot
+ Heavy Laser Cannon
+ Mercenary Co-Pilot
+ Mercenary Co-Pilot
[ 32, or 35 if using Yorr instead ]
The Critboat takes advantage of the interaction of the HLC with the 2x Merc Pilots. The Merc Pilots create their crits AFTER the HLC loses its, so this guarantees 2 Crits a shot at Range 3... out of 4 attack dice, when your opponent doesn't get a bonus die for range. Ouch. Notable in that build leaves open the Modification and Sensors slot, leaving it fully compatible with the Dogfighter build, though expensively so. (39/42 for the combination).
The Dogfighter Shuttle
Omicron Group Pilot
+ Engine Upgrade
+ Advanced Sensors
[ 28, or 31 if using Yorr instead ]
The Dogfighter, though lacking the raw punch of the previous two builds, attempts to make up for this with the greatest maneuverability of the bunch. With a Boost followed by the Red Turn in a single direction, this shuttle can shoot at it's flankers even if they've made it "behind" the shuttle. It also still gets to maintain its action if it's going to do the epic shuttle "Park" maneuver, and even has the choice to Boost before Parking, if the field isn't as anticipated.
As noted earlier, this build uses no Crew or Cannon slots, and so is perfectly compatible with the Critboat build, though expensively so. (39/42 for the combination).
The Suicidal Shuttle
Omicron Group Pilot
+ Darth Vader
[ 24, or 27 if using Yorr instead ]
Don't put any more upgrades on this shuttle. It lives to die, and deal massive amounts of damage in the mean-time. It doesn't expect to turn around, as it intends to be dead by the time it arrives at an obstacle. However, it's the most swarm-friendly option, and as such should be treated as one GIANT missile. Deal the damage to cripple, and watch as they fall to the rest of your fleet.
====================================================
Notables about the Named Pilots:
Yes, you CAN theoretically use Yorr to absorb an entire field's worth of stress in one turn. However, this is typically a terrible idea, as he still only clears 1 stress token per turn. The trick is actually to take 1 stress token per turn, and to continually do green maneuvers, essentially turning his Pilot Ability into one free Adrenaline Rush per turn. If he's about to die, on the other hand, feel free to load him up with stress for when he goes down.
Colonel Jendon is the Target Lock King. He can pass out TLs to ships that don't have the action already, and often gets his own unique build.
Target Lock Kingshuttle
Colonel Jendon
+ Fire-Control Systems
+ Weapons Engineer
+ ST-321
[ 34 ]
Of note in this build is that it can completely absorb the Buzzsaw Shuttle build, but will often opt to take a Rebel Captive rather than a Gunner. This is NOT a shuttle you want to lose, as it boosts the effectiveness of every other ship in your fleet.
You are running it alongside a Tie Interceptor/Fighter Swarm, right?
Fly it slow, keep it back, and blow things out of the sky. That's how I'd do it.
Hello rabbit hole... I'm Kelvan.