Space Cow list questions...

By Tiltowait, in X-Wing

I am toying around with theorycrafting Space Cows.

Read a few batreps and after action reports would like more feedback from players.

When you played 4 shuttles or played against 4 shuttles...

What worked best for you as a shuttle pilot and against you when trying to shoot the shuttle down?

I am on the fence between Engine Upgrade and Fire Control System.

What was more important, position, or when you are in position, ensuring that shot hit?

If you went with FCS, what additional modification worked well? I've read mixed reviews on the usefulness of Anti-Pursuit Lasers for example. Intel Agent seems like a possible idea or maybe Saboteur.

What about swapping a standard Omicron for say a named pilot? Does rocking with Yorr help with maintaining that hard turn every round and did it make the difference? I avoid using uniques (whether it is a pilot or add on such as Vader) because I like to keep a uniform fleet but if they really change the dynamic I am open to suggestions.

Thanks in advance! :D

Thanks in advance and happy flying!

I've recently joined the cult of the great white space cow. :-)

In the last week, I played two games with 4 shuttles with EU and two games with 4 shuttles with APL & FCS. While I won them all, I felt that I really 'won' the games when using APL & FCS, rather than sort of running out the clock with the EU list.

I have found success running them as pairs that start on both sides and create a big traffic jam in the middle (APL is useful there). Further, running them in a loose four shuttle square has also been effective, both for concentrated fire and blocking w/ APL.

Its no secret the Shuttlebus is a viable ship and far better than most people initially thought it was when it first appeared, including me.

There are definitely an optimal mix and number of upgrades that make your spacecow into a stellar craft.

the two crew slots allow u to customize ur Shuttlebus and transform it into a gunship, blocker, support/flanker or now with tactician a stressgiver :)

Fire Control System is amazing when teamed with gunner and lets ur shuttle dish consistent damage throughout the battle.

Engine Upgrade is essential to add speed and manouvreabilty to the worst dial in the game.

There are currently at least 4-5 standard loadouts that see play but wave 4 will add to this list, just wait and see.

BUZZSAW

FCS, gunner, EU

ZOOM SHUTTLE

Advanced Sensors, EU

DOOM SHUTTLE

Vader crew

GUNSHIP

Adv. Sensors, HLC, 2x Mercenary Copilot, EU

STRESS SHUTTLE

FCS, gunner, tactician, EU or FCS, 2x tactician, EU

thats not an exhaustive list, but you can see how versatile a ship it is. Rebel Captive is also a great choice if u have the extra crew slot and points.

Edited by The_Brown_Bomber

Thanks for the info folks. :)

How did you folks deal with swarm or nimbler fleets getting into rear arc behind the wall o cows?

Edited by Tiltowait

APL helps a bit, as does staying in one big block. Plus practice. :)

APL helps a bit, as does staying in one big block. Plus practice. :)

thats it. plus hugging the left or right edge of the board and using asteroids as anti-flanking obstacles :)

boost on the shuttle lets u fly surprisingly well through all but the tightest asteroid formations.

without boost i guess ud rely more on auto bumping into ur own ships to keep from moving fwd too far.

Edited by The_Brown_Bomber