Developing List: Tactical Hunters (shuttle/tactician+BH/tactician)

By The_Brown_Bomber, in X-Wing

I am looking at using tactician in a squad with the shuttle and firespray

here is a tentative list:

Bounty Hunter + Tactician (35)

Omicron + Fire Control System + Tactician + Gunner + Engine Upgrade (34)

Backstabber (16)

Night Beast (15)

  • im pretty sure the tactician works from the rear firing arc of the firespray. right?
  • this gives it an easy way to stress ship that is behind it (at range 2).
  • the gunner + tactician on the shuttle lets u dish out two stress to ships at range 2.
  • this should make targeted enemy ships easy prey for Backstabber and Night Beast.
  • I think this squad would be really good versus rebels and just ok versus imperials which can more easily clear stress with their agile ships however putting a timely stress token onto Soontir Fel would be game changing as he is such a hard ship to take down. Yes i know, i know that is easier said than done but once they see your upgrades Soontir will be wary of getting into range 2 of either big ship and they should be able to support each other by creating a 'kill zone' in between them. Thats the theory anyway.
Edited by The_Brown_Bomber

I believe Tacticians only work in your primary firing arc.

Tactician just needs to be in your arc at range 2, so the Firespray's auxiliary arc should work. It's probably the best uses for Tactician in the game, although 2 on a shuttle or 3 on a VT-49 could be crazy as well.

Tactician just needs to be in your arc at range 2, so the Firespray's auxiliary arc should work. It's probably the best uses for Tactician in the game, although 2 on a shuttle or 3 on a VT-49 could be crazy as well.

hmm, double tacticians on the shuttle eh? thats nasty. automatic 2 stress. hmm.

lets rejig the squad to something like...

98pts

Bounty Hunter + Rebel Captive (36)

Omicron + Advanced Sensors + Tactician + Tactician + Engine Upgrade (31)

Omicron + Advanced Sensors + Tactician + Tactician + Engine Upgrade (31)

that looks pretty nasty. 2pts could be a seismic charge on the BH?

thoughts?

Edited by The_Brown_Bomber

here is another tankier version:

100pts

Omicron + Advanced Sensors + Tactician + Tactician + Engine Upgrade (31)

Kath Scarlet + Push the Limit + Rebel Captive + Engine Upgrade + Seismic Charge (50)

Dark Curse + Stealth Device (19)

On the first build, I'd say replace the Rebel Captive with a Tactician and take the 1 point for possible initiative.

The second build looks even better, but if you’re going for maximum stress, then I’d say you should look into the following:

Kath Scarlet/Firespray-31 + Ion Cannon + Marksmanship + Tactician + Engine Upgrade

Night Beast

Omicron Group Pilot/Lambda-Class Shuttle + Advanced Sensors + Ion Cannon + Tactician + Tactician + Engine Upgrade

If you are looking at builds to maximize Stress, then you should definitely look into the Ion Cannons. I have a similar stress-out build using a flight of HWK-290s. When a ship is ionized, it cannot perform a green maneuver to remove the stress.

Ion Cannon adds a single Stress with Kath and two Stress with Omicron. On top of this, Marksmanship in Kath has the potential to add another stress if the target evades the Ion. If they don’t, then they still lose their move and action during the next round.

At this point, Night Beast is just happily flying around and taking care of the Ionized ships while avoiding their firing arcs.

If you’re willing to replace an Engine Upgrade with a Hull Upgrade, I’d look into taking Backstabber instead since you know exactly how an Ionized ship is going to move.

hmm, good post Starfire. i might try ion cannon on the shuttle. Heres another take on the squad...

SQUAD#1 = 99pts

Omicron + Advanced Sensors + Ion Cannon + Tactician + Tactician + Engine Upgrade (35)

Kath Scarlet + Marksmanship + Gunner (46)

Backstabber + Targeting Computer (18)

Gunner gives u two chances with marksmanship if they evade ur first attack and a reasonable chance to deliver two stress at range two but unlike ion cannon it can be used from the rear arc as well.

backstabber with TC should be able to mop up the odd ionized target.

SQUAD#2 = 99pts

Omicron + Advanced Sensors + Ion Cannon + Tactician + Tactician + Engine Upgrade (35)

Kath Scarlet + Marksmanship + Ion Cannon + Tactician (46)

Backstabber + Targeting Computer (18)

Although i dont like cannons on the firespray as they cant be used from the rear arc, I can see how this #2 squad could cause a lot of problems at range2. also having two ion weapons is dangerous versus other large ships.

Edited by The_Brown_Bomber

Step 1, Build Omicron Group Pilot + Advanced Sensors + Engine Upgrade + Tactician + Ion Cannon = 33 points

Step 2, Take 3 of them.

Step 3, Have them thrown at your head.

Scarlet cowgirl list with tactician instead of merc co-pilot/reb captive

Miss Scarlet needs her barrel roll

I have found tactician to be of limited use because of the arc and range limitations, but if you are going to use it you really want it to be in conjunction with an Ion Cannon. Stress is mildly annoying, but stressed and Ioned is a real nasty combo.

The Rebels can do this well with a Gold Squadron with Ion Turret and R3-A2. Although you need arc for the droid, it's not hard to get and the Ion Turret is a staple anyway and that's only 25 points.

I'd also only use 1 Tactician per ship. One stress if used with the Ion is more than enough per round.

When Wave 5 comes out, Tactician and Mara on a ship will pretty much guarantee stressing the opponent, but that is a discussion for another day.

In summation, if you want a stress build I'd have

BH with Rebel Captive (36)

Omicron with Adv. Sensors, Engine Upgrade, , Tactician, Intel Agent (30)

Omicron with Adv. Sensors, Engine Upgrade, Ion Cannon, Tactician, Intel Agent (33)

You have covered the gamut of options to deal stress. You have a nice control ship with the Tac and Ion.

The Intel Agents are excellent with the Adv. Omicrons (one of my favorite shuttle builds)

I like this list

One even crazier, but effective option would be to drop the BH and add

Omicron with Adv. Sensors, Engine Upgrade, Gunner, Ion Cannon, Tactician (37)

Could try:

Bounty Hunter + Ion cannon + tactician

Omicron + engine + Ion cannon + tactician

Omicron + engine + Ion cannon + tactician

98 points

Would be lurvly to add some Apples (Anti-pusuit Lasers) on those big ol' ships if they're going to be ioning like insanity. I only thought of it 'cos I've tried flying the porcelain, tri-wing chunkster (The shuttle has so many nick-names) and it is sluggish. If you're in a position to Ion an enemy, it's easy as heck for a Firespray to just glide past and shoot the enemy with it's bum-gun, but shuttles are much more cumbersome. If you're in front of the enemy, you can't pass-then-K-turn the ioned enemy right away, and if you stop before you crunch into them, they're still going to be able to launch a range-1 volley even if they are stressed and ioned to all Hell. Even if you're to the flank, it's a big ol' ship and may not be able to get a great firing solution.

Maybe I'm just too much of a fan of APL's. I love just being able to turn elegant, balletic dog-fights among the stars into a slovenly demolition derby full p**-poor pilots who just wanna go crashin' into somethin'.

Here's my squad (after new tweaks) that I'm 3-0 with, 2 of those were phantom lists.

Kath with Vet Instincts, Rebel Captive, Engine, Seismic

OGP with AdvS, Engine, Tactician

Gamma with Flechette Torp, Flechette torp

I have only lost a single ship in all 3 games. Each of these ships can stress you multiple times throughout the game, and the stressing all happens in the combat phase, so it gets around Wingman. Rebel Captive counters ACD. Plus the stressing works vs ptl falcons, interceptors, etc. Plus its a new spin on a Scarlet Cowgirl squad, so I'm familiar with flying it.

And a point about Marksmanship on Kath, with marks, she has no defensive action. She tends to go down quickly for me if I do put marks on her, making it a poor investment. It uses her ability, yes, but I have found she is better built when you don't try to use her ability with marksmanship.

Edited by hothie

Nice list Hothie. I came up with one that is very similar for our new league., but uses a named shuttle and a BH.

Edited by Englishpete

Here's my squad (after new tweaks) that I'm 3-0 with, 2 of those were phantom lists.

Kath with Vet Instincts, Rebel Captive, Engine, Seismic

OGP with AdvS, Engine, Tactician

Gamma with Flechette Torp, Flechette torp

I have only lost a single ship in all 3 games. Each of these ships can stress you multiple times throughout the game, and the stressing all happens in the combat phase, so it gets around Wingman. Rebel Captive counters ACD. Plus the stressing works vs ptl falcons, interceptors, etc. Plus its a new spin on a Scarlet Cowgirl squad, so I'm familiar with flying it.

And a point about Marksmanship on Kath, with marks, she has no defensive action. She tends to go down quickly for me if I do put marks on her, making it a poor investment. It uses her ability, yes, but I have found she is better built when you don't try to use her ability with marksmanship.

How often do you find yourself using the EU on Kath? Seems like it is also taking her defensive action. Is it just phantom positioning tech?

Here's my squad (after new tweaks) that I'm 3-0 with, 2 of those were phantom lists.

Kath with Vet Instincts, Rebel Captive, Engine, Seismic

OGP with AdvS, Engine, Tactician

Gamma with Flechette Torp, Flechette torp

I have only lost a single ship in all 3 games. Each of these ships can stress you multiple times throughout the game, and the stressing all happens in the combat phase, so it gets around Wingman. Rebel Captive counters ACD. Plus the stressing works vs ptl falcons, interceptors, etc. Plus its a new spin on a Scarlet Cowgirl squad, so I'm familiar with flying it.

And a point about Marksmanship on Kath, with marks, she has no defensive action. She tends to go down quickly for me if I do put marks on her, making it a poor investment. It uses her ability, yes, but I have found she is better built when you don't try to use her ability with marksmanship.

How often do you find yourself using the EU on Kath? Seems like it is also taking her defensive action. Is it just phantom positioning tech?

But eu lets you change your rear arc around, and if it pulls you out of range of 3 enemies it's better then a focus :D

I use the engine for several reasons:

1. When blocking, it makes for a more effective block because it is less predictable. But that is generally on BHs. In this list, the shuttle has that option. Blocking is also a great way to prevent decloaking to a particular side.

2. For turning. I have learned not to kturn firesprays. Instead, I will often do a 3 turn. Engine gets me back into the fight quicker, often without even losing a shot.

3. Also, on rare occasion, I have been known to go 4 fwd and boost, which is especially effective against a phantom that went forward and cloaked, because it can't shoot back. Sometimes I roll a crit, they cancel it, now they are stressed turn one.

4. Yes, it gives me the option of repositioning to get a phantom in arc if I need to. Slippery little devils.

Edited by hothie

If you are planning on working out that aux firing arc alot I feel outmaneuver is better then push the limit

If you are planning on working out that aux firing arc alot I feel outmaneuver is better then push the limit

About half the time when firing out of the back arc it's because you are being chased and not getting that outmaneuver bonus. Ptl hasn't really shown up on a lot of firesprays. They lack the greens to really make it work...a lot of EPTs feel really situational on the Firespray.

How about:

Bounty Hunter /w Tactician

Bounty Hunter /w Tactician

Omicron Group Pilot /w Fire-Control System, Gunner, and Tactician

I call it "Think Tank".

If you are planning on working out that aux firing arc alot I feel outmaneuver is better then push the limit

About half the time when firing out of the back arc it's because you are being chased and not getting that outmaneuver bonus. Ptl hasn't really shown up on a lot of firesprays. They lack the greens to really make it work...a lot of EPTs feel really situational on the Firespray.

I usually get one or two shots out of the back arc after each pass where it would work. I haven't actually played it, its just been something I have been watching for when I play games to see if I should try it.

Here's my squad (after new tweaks) that I'm 3-0 with, 2 of those were phantom lists.

Kath with Vet Instincts, Rebel Captive, Engine, Seismic

OGP with AdvS, Engine, Tactician

Gamma with Flechette Torp, Flechette torp

I have only lost a single ship in all 3 games. Each of these ships can stress you multiple times throughout the game, and the stressing all happens in the combat phase, so it gets around Wingman. Rebel Captive counters ACD. Plus the stressing works vs ptl falcons, interceptors, etc. Plus its a new spin on a Scarlet Cowgirl squad, so I'm familiar with flying it.

And a point about Marksmanship on Kath, with marks, she has no defensive action. She tends to go down quickly for me if I do put marks on her, making it a poor investment. It uses her ability, yes, but I have found she is better built when you don't try to use her ability with marksmanship.

i played this variant today:

100pts

Kath with Rebel Captive, Expert Handling

OGP with AdvS, Engine, Tactician, Tactician, Ion Cannon

Gamma with Flechette Torp, Flechette torp

it played pretty well, defeating another 3ship imperial squad.

the flachette torps were great but i rolled hot: hit, hit, hit and hit, crit, blank.

i had to be really patient with them but when i did get them off i was impressed with them. could munitians failsafe help get value from them?

Double tactician was pretty nifty but im thinking Tactican + Gunner could be superior as im garanteed one stress and more consistent damage.

It feels like the squad needs more punch, im thinking a cheap intercepter with Targeting Computer could be good. Still unsure about the ion cannon - i only got off one shot with it but it was nice to have the option of ionizing a ship.

Edited by The_Brown_Bomber

I'd trade a tactician and ion for gunner.