Stress Shuttle Squads

By The_Brown_Bomber, in X-Wing

Here are some squads im lookin at using that incorporate the Stress Shuttle (Buzzsaw+tactician)

Squad#1

Omicron Group Pilot + FCS + Gunner + Tactician + Engine Upgrade (34)

Omicron Group Pilot + FCS + Gunner + Tactician + Engine Upgrade (34)

Soontir Fel + PTL + Targeting Computer (32)

100pts

Squad#2

Omicron Group Pilot + FCS + Gunner + Tactician + Engine Upgrade (34)

Omicron Group Pilot + Vader Crew (24)

Echo + Rebel Captive + Sensor Jammer + Veteran Instincts + Adv. Cloaking Device (42)

100pts

Squad #3 (taken from Scum and Villainy Podcast)

Omicron Group Pilot + FCS + Gunner + Tactician + Engine Upgrade (34)

Echo + Rebel Captive + Sensor Jammer + Veteran Instincts + Adv. Cloaking Device (42)

Academy Pilot (12)

Academy Pilot (12)

100pts

Squad#4

Omicron Group Pilot + FCS + Gunner + Tactician + Engine Upgrade (34)

Bounty Hunter + Gunner + Engine Upgrade (42)

Academy Pilot (12)

Academy Pilot (12)

100pts

thoughts?

Edited by The_Brown_Bomber

I like the first two lists, thought I am not a fan of running tie fighters.

Also of note I have found when running echo that I really wish I would have used recon specialst for 2 focus tokens, though the sensor jammer may help mitigate the lack of a focus token on defense.

Just a thought, you could do 2 Stress Shuttles with Major Rymer with a pair of Flechettes and a Seismic, or post- Rebel Aces a Gamma with a pair of Flechettes, a Proton Bomb, Proton Rockets, and Munitions Failsafe

I like both first two lists.

Does anyone with more experience want to talk about using the two ties for those last 24 points? I feel like there isn't enough emotional threat from them to turn fire away from other things.

What about BH with Tactician x2, OGP with Advanced Sensors, Vader and an Ion Cannon? You've got plenty of range two coverage, less space to be Outmaneuvered and a Doom Shuttle for extra kicks. Plus hitting someone with stress and an ion on the same turn can come in quite handy.

I like both first two lists.

Does anyone with more experience want to talk about using the two ties for those last 24 points? I feel like there isn't enough emotional threat from them to turn fire away from other things.

its precisely the fact that the 2 academy are NOT seen as a threat that MAKES them a threat. Their role in a squad like this is as blockers and 'opportunists' which take shots when they can - they will likely go unmolested early in the battle and get in plenty of early shots. If u r looking for something to 'take the heat' from ur other ships ud be better running something like howlrunner, backstabber or even a bomber with enough ordinance to draw fire away.

Do they really do enough? All the games I put an extra tie or two in ending up with the ties being mostly useless. Thir two attack dice mitigated by green rolls.

Do they really do enough? All the games I put an extra tie or two in ending up with the ties being mostly useless. Thir two attack dice mitigated by green rolls.

if u get to focus fire at close range, thats not bad. its like using a rapier to kill - precision strikes are your goal. i use the evade action quite a bit until i get into a decent firing position. 3 hull with 3 defense dice is fragile, add an evade action and ur chances of sticking around go up but u can still get screwed by the dice gods who love giving u blank green results :(

squads like the ones iv listed have subtle strengths that u wont see right away - it takes quite a bit of practice before u will find its strengths and play arounds its weaknesses. Id say thats the case with most 3-4 ship imperial squads. You have a very slim margin for error. The power is there, its just not as obvious as it is in some other squads.

Edited by The_Brown_Bomber

On the list with Soontir, consider dumping the Targeting Computer to end at 98 as an initiative bid. Soontir is way more effective going last. Probably ditto on the Echo lists, as I would dump Sensor Jammer and up him to Whisper. I like TC and SJ, but these two are way more effective when going last instead of first, and with the higher PS trend, never hurts to hedge your bets.

The list I'm planning on trying was posted previously. But I'll add it again to further discussion :D

Delta squadron pilot 30

Ogp, adv sensors, gunner, tactician, engine upgrade 35

Ogp, adv sensors, gunner, tactician, engine upgrade 35

Adv sensors lets me get back into the fight, if they survive. And I wanted a defender. Switching to fcs would leave me 2 points for an initiative bid.

Of your lists I prefer the first, cos fel is awesome.

Went 2-0 last week at local game night with

OGP FCS tactican gunner EU

Kath Scarlet expert handling merc co pilot

academy tie x2

really wanted to put rebel captive on kath, but grrr 101 points with that.

I really like this list myself:

Bounty Hunter — Firespray-31 33

Recon Specialist 3

Omicron Group Pilot — Lambda-Class Shuttle 21

Ion Cannon 3

Gunner 5

Tactician 2

Engine Upgrade 4

Carnor Jax — TIE Interceptor 26

Push the Limit 3

I only have one shuttle so I can't double up.

Went 2-0 last week at local game night with

OGP FCS tactican gunner EU

Kath Scarlet expert handling merc co pilot

academy tie x2

really wanted to put rebel captive on kath, but grrr 101 points with that.

That dreaded 101 has kept me out of more awesome lists than I care to think about.

Do they really do enough? All the games I put an extra tie or two in ending up with the ties being mostly useless. Thir two attack dice mitigated by green rolls.

if u get to focus fire at close range, thats not bad. its like using a rapier to kill - precision strikes are your goal. i use the evade action quite a bit until i get into a decent firing position. 3 hull with 3 defense dice is fragile, add an evade action and ur chances of sticking around go up but u can still get screwed by the dice gods who love giving u blank green results :(

squads like the ones iv listed have subtle strengths that u wont see right away - it takes quite a bit of practice before u will find its strengths and play arounds its weaknesses. Id say thats the case with most 3-4 ship imperial squads. You have a very slim margin for error. The power is there, its just not as obvious as it is in some other squads.

I would play more myself but no one plays with me. =( (still looking for friends!! I'm near San Jose!)

It probably is subtle. Is it possible you could try and explain? I'm trying to pick your brain for analysis and understanding at a higher level than I am currently at. I can't see the connections.

Where are all the wingmen? Now shuttles can take a BSP+ wingman for stress shedding super stops.

To 2 AP's: there are few things mor point efficient than 2 academy ties. One of them is a well flown shuttle. 3 dice at range 1 and blocking is what they do and backed up with 3 AG and evade and BR? They aren't going to one shot anything but they excel at dinging that last hull or two off at the end of a round.

When dealing with 2 Academy pilots I think of them this way: they are the only ship in the game that when at half hitpoints you get half the effectiveness. They also are the only ship in the game that gets 2 actions (sans Vader) can shoot twice in a round (sans Horn), can finish off a ship and then deal the rest of it's damage to another target, can occupy 2 bases at the same time, can block 3 base widths (sans epic ships)...the little bonuses add up and up and up. They function a lot like cluster missiles, sure it's only one actual usage combat but all the ways it can be two attacks make it much much better than its one use suggests...

Edited by Rakky Wistol

Omicron shuttle

FCS

Engine upgrade

Gunner

Tactician

Bounty hunter

Weapons engineer

Soon tir fell

Push the limit

100points

Lots of attacks, actions and health.

Went 2-0 last week at local game night with

OGP FCS tactican gunner EU

Kath Scarlet expert handling merc co pilot

academy tie x2

really wanted to put rebel captive on kath, but grrr 101 points with that.

if u drop expert handling for VI u will be able to swap merc copilot for rebel captive :)

i love xpert handling on kath tho so its a tough choice

Omicron shuttle

FCS

Engine upgrade

Gunner

Tactician

Bounty hunter

Weapons engineer

Soon tir fell

Push the limit

100points

Lots of attacks, actions and health.

nice list but weapons engineer?

how about tactician or recon specialist?

recon Specialist might be a little better actually. I liked how the target locks played but I will have to try it soon.

No Ion Cannon?

No Ion Cannon?

Ion is right on the edge of likely upgrades. finding points for it is tricky. if u drop gunner u can take it and have 2pts to spare but u r trading consistent damage for control. really depends what u r expecting to play against.

something like this could be interesting..

Echo + Rebel Captive + Sensor Jammer + VI + ACD (42)

Omicron + Advanced Sensors + Ion Cannon + Tactician + EU (33)

Gamma Squadron + Flachette Torps + Flachette Torps + Seismic Charge + Munitions Failsafe (25)

some minor tweeking could be needed with intel agent on Omicron or even Double Tactician :)

expendable upgrades are Seismic Charge + Munitions Failsafe. 3pts to play with.

Edited by The_Brown_Bomber

Went 2-0 last week at local game night with

OGP FCS tactican gunner EU

Kath Scarlet expert handling merc co pilot

academy tie x2

really wanted to put rebel captive on kath, but grrr 101 points with that.

if u drop expert handling for VI u will be able to swap merc copilot for rebel captive :)

i love xpert handling on kath tho so its a tough choice

Yeah thats a tough one, kath at ps9 makes me want to be able to barrel roll even more.........

i think this is optimal for te ships im running...



Echo + Rebel Captive + Sensor Jammer + VI + ACD (42)


Omicron + Advanced Sensors + Ion Cannon + Tactician + Tactician +EU (35)


Gamma Squadron + Flachette Torps + Flachette Torps + Munitions Failsafe (23)



failsafe is insurance if they dodge ur attack totally and even if the ion attack misses the get two stress making it hard for them to take actions for a while - having to do two consecutive greens is quite crippling on its own, add in an ion token and u have some pretty strong control.

Do they really do enough? All the games I put an extra tie or two in ending up with the ties being mostly useless. Thir two attack dice mitigated by green rolls.

if u get to focus fire at close range, thats not bad. its like using a rapier to kill - precision strikes are your goal. i use the evade action quite a bit until i get into a decent firing position. 3 hull with 3 defense dice is fragile, add an evade action and ur chances of sticking around go up but u can still get screwed by the dice gods who love giving u blank green results :(

squads like the ones iv listed have subtle strengths that u wont see right away - it takes quite a bit of practice before u will find its strengths and play arounds its weaknesses. Id say thats the case with most 3-4 ship imperial squads. You have a very slim margin for error. The power is there, its just not as obvious as it is in some other squads.

I would play more myself but no one plays with me. =( (still looking for friends!! I'm near San Jose!)

It probably is subtle. Is it possible you could try and explain? I'm trying to pick your brain for analysis and understanding at a higher level than I am currently at. I can't see the connections.

2 academy r actually pretty decent choices in this sort of squad as they can get in close and get in shots early because ur other ships r bigger threats. u need to play with these ships quite a bit to get the hang of the best way to play specific matchups. i found 360 firing arcs esp from the Falcon a problem - ur best chance here is to keep at med range and evade or long range and focus. if he doesnt shoot ur academy u get to use ur focus for offense.

some players prefer the durability of the bomber (Gamma Squadron Pilot is recommended for its med range PS4) as a single support ship. with the addition of Flachette Torpedoes u can equip that single bomber with some handy upgrades eg 2x Flachette + Munitions Failsafe or even 2x Flachettes + Seismic Charge. Be patient with ur torps, they r more effective mid-late game. Stressing a key ship is a nice option with this squad.