Another help me finish this squad list...

By rowdyoctopus, in X-Wing

Shuttle - Yorr (24)

Interceptor - Royal Guard Pilot + Push the Limit (25)

Interceptor - Royal Guard Pilot + Push the Limit (25)

Interceptor - Alpha Squad Pilot (18)


Total: 92


The goal is have the Royal Guard Pilots stick relatively close to Yorr so he can use his pilot ability and take some stress while they use PTL. Its a range 1-2 ability, so their maneuvers won't be as predictable as a squad relying on range 1 abilities.


I like sticking Engine Upgrade on the Shuttle, but if the Shuttle is taking on stress, it will have less chances to use actions, which might make the ability to boost moot.


An Intelligence Agent or two could help the Interceptors maximize their use of barrel roll and boost.


Ion Cannon is nice.


Targeting computer on the Royal Guard Pilots would work nicely with PTL.


A friend suggested Gunner, but I'm not sure how well I like it with the role I'm hoping Yorr to play.


Stealth Device or even a Shield/Hull upgrade would increase survivability.


Just not sure where to put the last 8 points.

I would go with advanced sensors and engine for Yorr. That let's him stay in the fight after the initial strike. The interceptors can shake stress very easily so Yorr should be able to contribute and still take the odd stress you can't shake. If you have never run a engine + AS shuttle then you will be surprised how fast the white whale can turn and do some serious damage.

I would go with advanced sensors and engine for Yorr. That let's him stay in the fight after the initial strike. The interceptors can shake stress very easily so Yorr should be able to contribute and still take the odd stress you can't shake. If you have never run a engine + AS shuttle then you will be surprised how fast the white whale can turn and do some serious damage.

I had similar thoughts, but I started to second guess myself. If Yorr is taking on stress, he won't get as much mileage out of those upgrades. I guess the only time I really need it is when the Interceptors are K-Turning.

Exactly, and if Yorr is saved for last you are sunk without those upgrades. Use his ability wisely and save it for k-turns when badly needed. The shuttle can be an offensive powerhouse if played smart.

I don't think you find this combo has as much synergy in game as it does on paper. Interceptors already have built in stress relief in the form of a good dial. Moreover, you don't want them to have to stick close to the shuttle as it will limit their greatest asset, maneuverability.

I'm not saying the list can't work, but I wouldn't build it around stress relief for your ints.

If that's what he wants to run I think the shuttle set up in that manner is the best option. I find that Yorr synergies well with Tie Advanced specifically Marek Stele with opportunist. I have been using that combo quite a but lately and Marek era a lot of mileage out of pulling K-turns and giving the stress away.

If that's what he wants to run I think the shuttle set up in that manner is the best option. I find that Yorr synergies well with Tie Advanced specifically Marek Stele with opportunist. I have been using that combo quite a but lately and Marek era a lot of mileage out of pulling K-turns and giving the stress away.

An advanced is a very different ship than an interceptor.

All I was suggesting is that there might be a different approach to the shuttle that saves points and makes the list stronger. For example, he could drop Yorr, get a HLC and engine upgrade and have, imo, a much more complimentary ship (long range threat and a damage soak).

Edited by AlexW

If you are planning on keeping the squints together make the Alpha a Saber with Opportunist. Have the RGPs soften a target up and the Saber finish it off. This would also make your list 99 points so you might get initiative most the time.

Edited by Bjorn Rockfist

If that's what he wants to run I think the shuttle set up in that manner is the best option. I find that Yorr synergies well with Tie Advanced specifically Marek Stele with opportunist. I have been using that combo quite a but lately and Marek era a lot of mileage out of pulling K-turns and giving the stress away.

The best thing that combo has going for it is Maarek's PS7. Otherwise the Advanced chassis--unless and until FFG comes out with an update--is simply too much of a handicap.

I don't mind the advanced too much now that I run it with Yorr. It's is the most survivable ship for either side IMO. I would prefer some more 1 speed greens but it's not too hard to fly. I have found that pulling a K with Yorr makes it very easy to do a green the next turn and give Maarek opportunist every shot.