Sell me the 'DoomShuttle' of Doom!

By HoundsTooth, in X-Wing

So, I've been looking at putting together a Shuttle/Firespray list as I'm still in love lust with both ships. As I mentioned in another topic I don't have (nor am I likely to either!) access to the Engine Upgrade card for the shuttle (or Expert Handling for the Firespray though this seems a little less 'essential' to get the ship to perform). From reading the many, many posts on here it looks like the DoomShuttle is the only other viable option for shuttle builds without engines.

So my question is really... How do you actually use the Shuttle with Vader? Do you just circle around the board waiting for an enemy ship to drop all it's shields before opening fire? Do you just plough in and try and get rid of shields then let your other ships make the killing blow(s)?

Your best hope is that when your doomshuttle blows up, you destroyed more enemy points than you lost with the 24. Also try to make your doomshuttle a tempting target because every shot at your doomshuttle is a shoot that won't hit your phanton, defender, or interceptor. It's called a doomshuttle because it's doomed. even if it doesn't blow up in the first joust, it probably won't get another shot for the rest of the game, as a good player can easily stay out of it's arc

Shuttle has low PS so odds are you're shooting after your other aces in an ideal build. Generally you try to use Vader every turn as the shuttle has a limited effectiveness life (roughly 3 turns) before people get out of your arc never to return. Against slippery things like Phantoms and the like you Vader like it's Captain Needa's turn on the bridge. Against Falcons or other high shield targets like B-Wings you may want to hold off but usually you try to squeeze as much hp out on Vader crits unless you're playing for time/ points.

That said BH Shuttle Phantom/Soontir is a strong build against fat Falcons and Phantom/Miniswarms.

Doomshuttles (ie no EU), take a very long time to turn around, so it's best to use them up before it gets to that point. That can be done with planned bumping and liberal use of the stop (Vader doesn't need his action, just a shot). With a PS of 2, he shoots near last. Hopefully you can drop shields on select targets and get the guaranteed 1 crit, which can be done at range 3, through an asteroid, at a turtled target. At 24 points, that guaranteed crit capability is astounding. And even if your opponent decides to go after the shuttle, it's still 10 hp worth to do.

I played a game last night against Horn. I was able to drop his 3 shields in the first engagement, then with Vader coming up, Horn was defending at 5 dice. It didn't matter, direct hit.

So are doom shuttles less viable now in tournaments due to the new rules about points destroyed/lost?

Makes it harder to ever go 100-0 in a game when you have it.

if I'm reading the op correctly, he's looking not only at the doomshuttle, but doomshuttle + bounty hunter + rest. So rather than sell the points of just the shuttle, I'll look at a list I won a local event with using a doomshuttle and a bounty hunter

1x ogp w/Vader

1x bounty hunter

1x colonel vessory w/ vi + hlc

in this build the shuttle is meant to be a beefcake, and a closer. Its the lowest PS and if you fire the defender and bh at the same target, barring a b wing/falcon your probably shooting straight to hull with the shuttle, this means that you have either a good Vader crit or even an outright kill with the shuttle. If you leave a ship at one hullpoint, Vader ensures that its going to die. Plus, normally a shuttle is useless after the first couple rounds of firing, and often it runs off towards a corner to turn around, once it can't shoot, it can still pick up target locks to assist venory.

I like that list a lot, but not sure about VI on Vessery and the lack of anti-Phantom tech.

I like that list a lot, but not sure about VI on Vessery and the lack of anti-Phantom tech.

vi was just a toss in since initiative isn't super important to the list, and ironically the most anti phantom in the list is Vader, since he's undodgeable. I've never felt too threatened by phantoms though, they arnt common in my local meta and they're fairly easy to predict once you've played them for a dozen games or so, the big trick to beating arc dodgers is to just engage at range three, where your arc is the widest. If they dodge you probably won't be in arc too so your safe from their fire

Edited by Truegreek

So are doom shuttles less viable now in tournaments due to the new rules about points destroyed/lost?

Makes it harder to ever go 100-0 in a game when you have it.

You're less likely to have all your stuff intact, but more likely to destroy a full 100 points due to how quickly it can chew through the enemy

"Whisper" (32)

Veteran Instincts (1)

Rebel Captive (3)

Advanced Cloaking Device (4)


Omicron Group Pilot (21)

Darth Vader (3)


Bounty Hunter (33)

Tactician (2)


Total: 99




Doomshuttles are just nuts against imps. ties will die. against other lists:


first fly slowly form one corner. SLOWLY. you want them to be in front of you as much as possible. Start the rest of your squad on the other side of the map:

Heres the trick. use the doomshuttle to attack the enemy ships that approach the rest of your squad on the other side. no one sees it as a flank coming cuz of how slow and large the ship usually is. (its really more of a pincersquash really). Then use your other ships to fly forward and pick off any ships that tried to get behind the shuttle.



In this list, you have a good match up vs the Phantom + 5 ties: Doomshuttle destroys ties and doesnt care about dying. BH is hard to kill. Having two arcs with tactician might help too.

Vs falcons, stress the ship as much as possible and focus down the Falcon, don't lose either the Phantom or the BH, they should be able to fight the 3 Talas. You can attack the Falcon at R2 with the two big ships and R3 with the Phantom (take an evade), if they shoot at the Phantom, they'll be doubly stressed, which means no MF title next turn.
Rexler and Shuttle vs Falcon.


Both Soontir and Rexler can fight against Phantoms. Shuttle good against ties.



Rexler Brath (37)

Veteran Instincts (1)

Heavy Laser Cannon (7)


Soontir Fel (27)

Push the Limit (3)


Omicron Group Pilot (21)

Darth Vader (3)


Total: 99



I can safely say my doomshuttle has maybe 2 turn of kinda ineffectiveness before it is right back in and shooting for 3 rounds a second time. Doomshuttle is best when you dont need vader. Its not hard to make the doomshuttle very strong offensively unlike what others like to say about it.

Hi,

my way of flying the shuttle:

I try to put the shuttle only with one corner of the base at the edge of the gamingfield, to have a better flying arc before first move.

The rule is to point as much as possible into the direction of the opponent when flanking. I always start the shuttle at the edges of the gamingfield so that maneuvering/turning is easier.

Good dooming

Dark Curse

So are doom shuttles less viable now in tournaments due to the new rules about points destroyed/lost?

Makes it harder to ever go 100-0 in a game when you have it.

New rules for points only come into play when you tie on the primary method though.