2 Double Shuttle Squad ideas.

By The_Brown_Bomber, in X-Wing

Squad #1 (100pts)

Captain Yorr + FCS + Gunner + Engine Upgrade (35)

Omicron Group Pilot + FCS + Gunner + Intelligence Agent + Engine Upgrade (33)

Backstabber (16)

Dark Curse (16)

Higher than average PS throughout this squad so i am thinking initiative bid isnt that important.

Intel Agent helps BS + DC to do their job (flank and stay out of arcs).

Squad #2 (100pts)

Omicron Group Pilot + FCS + Gunner + Engine Upgrade (32)

Omicron Group Pilot + FCS + Gunner + Engine Upgrade (32)

Bounty Hunter + Recon Specialist (36)

3 durable ships with solid primary weapon attack capabilities. The plan here is to hit and run and take on single ships to avoid getting overwhelmed by multiple attackers (the shuttles one defense dice makes it an easy target if it engages multiple ships).

thoughts? which squad looks like it has more promise?

I like Squad 2 better. Two named ties do not a Bounty Hunter make.

I would run squad 2. Harder hitter and harder to kill

Definitely Squad 2. The passenger seat in Firespray could be also taken by Rebel Captive as he´s "always on" and IMO quite annoying. That´s of course more a matter of taste than effectiveness.

Plus once the transport comes, Rebel Captive will have funsies with Hobbie and the new Astromech.

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Double Shuttle

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Doomcow and Dogfighter


100 points


Pilots

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Omicron Group Pilot (24)

Lambda-Class Shuttle (21), Darth Vader (3)


Omicron Group Pilot (38)

Lambda-Class Shuttle (21), Advanced Sensors (3), Heavy Laser Cannon (7), Rebel Captive (3), Engine Upgrade (4)


Bounty Hunter (38)

Firespray-31 (33), Seismic Charges (2), Recon Specialist (3)


Both the Bounty Hunter and Dogfighter make good late game ships. You'd be amazed how good rebel captive is on a shuttle that can turn 135 degrees in a turn.

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Double Shuttle
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Doomcow and Dogfighter
100 points
Pilots
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Omicron Group Pilot (24)
Lambda-Class Shuttle (21), Darth Vader (3)
Omicron Group Pilot (38)
Lambda-Class Shuttle (21), Advanced Sensors (3), Heavy Laser Cannon (7), Rebel Captive (3), Engine Upgrade (4)
Bounty Hunter (38)
Firespray-31 (33), Seismic Charges (2), Recon Specialist (3)
Both the Bounty Hunter and Dogfighter make good late game ships. You'd be amazed how good rebel captive is on a shuttle that can turn 135 degrees in a turn.

nice, this looks solid. 3 very different roles. ive been so attached to my Buzzsaw shuttle loadout i havent given other variations much chance. i think ill play this at my next group get together.

I like squad 2. I would switch Recon Specialist out for Rebel Captive. Then, here's how I would play it.

Scenario 1: Opponent in the center

Bounty Hunter in the center. Shuttles on the flanks. Both Albino Space Cows move three forward and bank in to the center. You may have a first round shot with one or both. Bounty Hunter moves forward moderately in such a way to improve his position next round. Round two, if your opponent moved fast first round, slowly bank your Alabaster Void Llamas towards them. BH should leap forward and engage any wounded craft. If you opponent moved slowly, move the Ghostly Orbital Oryx slowly towards them enough to get into range, move the BH faster into possible range.

Scenario 2: Opponent on one side. Closest Wintery Star Bison moves slow while the far one rushes forward. BH banks toward the enemy. Keep your near side slow while your far side arcs in to envelop and catch them from behind. Move slow with the Bounty Hunter, focusing on damaged craft. When you have your first collision with the Lambda, it's time to spring forward, blasting out of range/arc while the other chases their craft. Be ready to flee engagement with the BH if you have to zoom the second Ivory Stellar Moose out of range before the first can return.

It plays like the deluxe buzzsaw. You spend more,points though.

Is it just me, or does the idea of going into combat in shuttles sound absurd?

Briefing Officer: "We're going up against some of the Rebels best pilots."

TIE Pilot: "Are we going to use the TIE Fighters or the TIE Interceptors, sir?"

Briefing Officer: "No, we'll use the shuttles!"

TIE Pilot: :huh:

PS: I know under the game system, they're pretty darned good, but...

Is it just me, or does the idea of going into combat in shuttles sound absurd?

Briefing Officer: "We're going up against some of the Rebels best pilots."

TIE Pilot: "Are we going to use the TIE Fighters or the TIE Interceptors, sir?"

Briefing Officer: "No, we'll use the shuttles!"

TIE Pilot: :huh:

PS: I know under the game system, they're pretty darned good, but...

I always treasured the thought of the following:

Officer: Welcome back, TIE Pilot #1435. You did excellent today. You performed above and beyond the call of duty. You destroyed several rebel ships, one of which containing a high value target. You put yourself in the way of fire directed at your commander at the cost of your own ship. Yet you managed to bring the terribly damaged craft back. Your actions have been in the highest traditions of the Imperial Navy.

TIE Pilot #1435: Thank you sir.

Officer: It is my pleasure to promote you. And I have just the craft for you.

TIE Pilot #1435: I am honored sir. Will I get one of the new Interceptors? I've always wanted to fly something fast and agile. It's been my dream sir.

Officer: Oh, no. Even better. You get to fly a shuttle!

TIE Pilot #1435: ... What?

Is it just me, or does the idea of going into combat in shuttles sound absurd?

Briefing Officer: "We're going up against some of the Rebels best pilots."

TIE Pilot: "Are we going to use the TIE Fighters or the TIE Interceptors, sir?"

Briefing Officer: "No, we'll use the shuttles!"

TIE Pilot: :huh:

PS: I know under the game system, they're pretty darned good, but...

If you played the TIE Fighter PC game, you'd know those shuttles (especially the assault variety) could be a huge PITA.

I think SableGryphon's on my wavelength here. LOL.