Shuttle Talk

By Spaceman91, in X-Wing

I finally bit the bullet and bought the Lambda. Now I have a problem, I can't work out the best way to put it to use. This is what I have so far:

Captain Yorr/HLC/FCS

Howlrunner

4x academy pilots.

I'm not sure this is its correct use. I have seen them work as AWACS and as heavy hitters but I'm really lost.

Any help would be appreciated.

P.S 5xties 1x advanced 1x interceptor 1x aces 1x bomber 1x firespray

Edited by Spaceman91

They're almost my first pick now. I always grab a basic one as my back-line marker, to sweep up after the first engagement or to force them to go longer behind me. Darth Vader on there is just the cream. There are a ton of more advanced ways to get more out of them, but I think getting used to it's poor movement dial in a couple of games where it's not key for you is important.

My personal favourite is the "Doom Shuttle": An Omicron Group Pilot with the Darth Vader crew upgrade. I use it as a disposable flanker. If my opponent ignores it, it's still a three attack dice ship chewing into their side (with bonus Vader crits). If they try and take it down, the other 76 points of my squadron are shooting them instead.

Drop Yorr down to an OGP and give it a advanced sensor in place of the FCS

Slow move one of your ties in front of it so your space cow will 'bump' into the tie helping your cow stay far enough back to keep up the shooting. The advanced sensor means you don't loose your action.

A great way to get the most out of the great snowy space cow is to give it the engine upgrade, even with no other upgrades this works great as now it can get around the field ALOT faster and can actually now turn.

Give it advanced sensors to make it even more mobile. It now can, for example, boost a one bank THEN reveal your red two hard turn to completely through off your opponent!

+1 vote for the Adv. Sensors, if you aren't using Engine Upgrade then the sensors are truly worth the points.

All those red 0's and self-inflicted bumps (to keep the shuttle in-arc longer) and still getting an action, for just 3 points???

Yes please!

Then we have the buzzsaw

OGP + engine upgrade + gunner + FCS

You shoot, if you miss then gunner lets you shoot again and this time you have a free T/L the fcs gave you from your first shot. If you spend that T/L, all the better as now you get another from the gunners shot.

I love my shuttles, run them almost every time i play.

With the sensor, canon and two crew slots this craft is so flexible I'd rate it as one of the best ships in the game.

I love my shuttles, run them almost every time i play.

With the sensor, canon and two crew slots this craft is so flexible I'd rate it as one of the best ships in the game.

I'm gunna add this here aswell because I don't think its worth me doing another thread.

I have a list that I like but I'm still not sure what to put on Luke.

Luke

Biggs

2x Blues

What do I do with the three points?

I love my shuttles, run them almost every time i play.

With the sensor, canon and two crew slots this craft is so flexible I'd rate it as one of the best ships in the game.

I think this is my problem. I have too many options to make a choice.

My problem is I have too many options to replace the Shuttle. It's a very good ship, but I have much more fun playing a fast and agile ship than the white bovine, so i don't field it often enough.

For my part, OGP +Advanced Sensor + Engine Upgrade does the trick. 28pts so it leaves you with a lot of point to complete your team. You can then fancy it up with some personal upgrades if you feel like it.

Edited by Red Castle
I'm gunna add this here aswell because I don't think its worth me doing another thread.

I have a list that I like but I'm still not sure what to put on Luke.

Luke

Biggs

2x Blues

What do I do with the three points?

Stealth Device on Luke, works well with his ability.

Or,

VI on Luke, Determination on Biggs (with the droid that grants an EPT).

Or,

VI on both, regular R2 for Luke (or stay at 99 pts for initiative)

Or,

Swarm Tactics on Luke and R2.

Lots of options!

I think Yorr is better paired with Interceptors fitted with PtL. He can soak their stress. Note, Fel bonus doesn't trigger with Yorr.

The issue I see with Yorr is he can easily exceed 2 stress with two Interceptors to feed him. Not sure how to compensate.

I'm eager to try Jendon and feed target locks. I've drummed up several lists that usually include Echo. Fel, another Interceptor, or Backstabber and Mauler to fill the list.

Step one for the Shuttle. Unless you're putting Vader on it use Engine Upgrade. It cannot get back into the fray without it. It takes 4 turns to get a back in most of the time. That's too many.

After that, if your meta is high agility try either Heavy Laser or Gunner Fire Control system.

If your meta is low agility try Heavy Laser and or Advanced Sensors. Advanced Sensors Engine upgrade lets you fly like a leaf on the wind.(Meaning you probably still die, but your list wins in the end.)

A great way to get the most out of the great snowy space cow is to give it the engine upgrade, even with no other upgrades this works great as now it can get around the field ALOT faster and can actually now turn.

Give it advanced sensors to make it even more mobile. It now can, for example, boost a one bank THEN reveal your red two hard turn to completely through off your opponent!

GRAMMAR NAZI ALERT!

It is "throw off your opponent" not "through off you opponent".

END GRAMMAR NAZI ALERT.

On topic now. I totally agree that Engine Upgrade on any large base ship is excellent. Perfect for getting to places your opponent is not expecting, boosting out of arc or into range 1.

Edit: Someone already mentioned the Buzzsaw shuttle.

Edited by phild0

I am going to expirement with this build in some form this weekend:

Echo (VI/Recon/Adv Cloak/FCS or Adv Sensors) + Buzz saw + DoomShuttle w/ adv sensors.

I can also easily switch out Echo for a HLC Vessery which should work well with Buzz Saw.

I am going to expirement with this build in some form this weekend:

Echo (VI/Recon/Adv Cloak/FCS or Adv Sensors) + Buzz saw + DoomShuttle w/ adv sensors.

I can also easily switch out Echo for a HLC Vessery which should work well with Buzz Saw.

I tend to tell people not to run extras on the doomshuttle. That ship is doomed the moment it hits the board. You may as well not give the enemy 3 extra points and instead spend those points protecting the ship you want to live.

Try this loadout instead of the Buzz Saw:

Omicron Group Pilot (35)
Lambda-Class Shuttle (21), Advanced Sensors (3), Heavy Laser Cannon (7), Engine Upgrade (4)
It is more maneuverable and will actually deal more damage than your Buzz Saw will. It's also 3 more points.

I am going to expirement with this build in some form this weekend:

Echo (VI/Recon/Adv Cloak/FCS or Adv Sensors) + Buzz saw + DoomShuttle w/ adv sensors.

I can also easily switch out Echo for a HLC Vessery which should work well with Buzz Saw.

I tend to tell people not to run extras on the doomshuttle. That ship is doomed the moment it hits the board. You may as well not give the enemy 3 extra points and instead spend those points protecting the ship you want to live.

Try this loadout instead of the Buzz Saw:

Omicron Group Pilot (35)

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

It is more maneuverable and will actually deal more damage than your Buzz Saw will. It's also 3 more points.

This loadout is my current favorite. Once I get Tactician, I'll switch the HLC for a Ion Cannon + Tactician for a Control Shuttle. Then, once Fleet Officer come out, I'll add it for a Control Center Shuttle.

I do like that HLC shuttle. Every ship is a dangerous target and all three work well against 3/4 evade dice ships.

The trick with Yorr is to only use his ability once per turn. This lets you clear his stress with a green maneuver, and use his action anyway.

If you want your Shuttle to have any kind of maneuverability, grab an Engine Upgrade.

There are also some REALLY nasty combos that you can use on a Shuttle.

  • HLC + 2x Merc Co-Pilots turns 2 of your [boom]s into [KABLAM]s at Range 3... after the HLC loses its original crits.
  • Ion Cannon + 2x Tactician ionizes your opponent at Range 2, and gives them 2 stress tokens. 2 turns without actions, and 3 with predictable maneuvering.
  • Fire-Control Systems + Gunner means that your Gunner'd second attack ALWAYS has a Target Lock on board.

I didn't realize until now the shuttle I like is Buzz saw. One of my sugar daddies bought me one and it arrived today. I'm eager to test the buzz!

A great way to get the most out of the great snowy space cow is to give it the engine upgrade, even with no other upgrades this works great as now it can get around the field ALOT faster and can actually now turn.Give it advanced sensors to make it even more mobile. It now can, for example, boost a one bank THEN reveal your red two hard turn to completely through off your opponent!

GRAMMAR NAZI ALERT!It is "throw off your opponent" not "through off you opponent".END GRAMMAR NAZI ALERT. On topic now. I totally agree that Engine Upgrade on any large base ship is excellent. Perfect for getting to places your opponent is not expecting, boosting out of arc or into range 1.

Hahaha cheers man.

Its hard typing on a cellphone as I can't see half of the text half the time :-P

Correcting myself is a lesson in frustration......

I love my shuttles, run them almost every time i play.

With the sensor, canon and two crew slots this craft is so flexible I'd rate it as one of the best ships in the game.

I think this is my problem. I have too many options to make a choice.
Edited by Ryther