Shuttle, Jax and Fel: How important is Shield Upgrade?

By Parakitor, in X-Wing Squad Lists

I posted in the battle reports about my Store Championship results with Captain Yorr, Carnor Jax and Soontir Fel. 3rd place out of 12 isn't too bad in my opinion. But there's another tournament at the end of the month, and I want to improve on it. But I just can't decide what the best options are.

Omicron Group Pilot (Advanced Sensors, Engine Upgrade, Darth Vader)
Carnor Jax (Push the Limit, Autothrusters, Royal Guard TIE, ??)
Soontir Fel (Push the Limit, Autothrusters, Royal Guard TIE, ??)
TOTAL 94 points
So here's my dilemma. I have six points left. Darth Vader crew will be dangerous against me. In fact, Gunner Decivaders really tore into them, but the Shield Upgrade on Fel slowed the damage a lot. Do I put a Shield on Fel, and a Targeting Computer on Jax (he had some epically awful rolls during the tournament)? Or do I put a Hull Upgrade on each of them?
Omicron Group Pilot (Advanced Sensors, Engine Upgrade, Darth Vader)
Carnor Jax (Push the Limit, Autothrusters, Royal Guard TIE, Hull Upgrade)
Soontir Fel (Push the Limit, Autothrusters, Royal Guard TIE, Hull Upgrade)
TOTAL 100 points
Captain Yorr was good, but I didn't face anything more stressful than Rebel Captive. And since his job is to take stress, he can't benefit from Advanced Sensors + Engine Upgrade. He spent a LOT of time turning around, which was quite frustrating for me. That's why I settled for Omicron Group Pilot. A friend at the tournament suggested Darth Vader, and I said that just didn't sound like my play style, but now I'm liking that idea to stamp out phantoms and autoceptors quickly.
However, when it comes down to it, my TIE interceptors are the real stars of the list, and will likely be doing the most damage, so I need to protect them. I'd hate to lose Vader because he can kill other TIEs, but maybe the answer is to ditch him so they both have Shield. Then Omicron can pick up Intelligence Agent, which may be mildly helpful, if I remember to use it. Or leave it at 99 points.
Omicron Group Pilot (Advanced Sensors, Engine Upgrade, Intelligence Agent)
Carnor Jax (Push the Limit, Autothrusters, Royal Guard TIE, Shield Upgrade)
Soontir Fel (Push the Limit, Autothrusters, Royal Guard TIE, Shield Upgrade)
TOTAL 100
I'm excited to hear your opinions and suggestions!
Edited by Parakitor

If I run Vader on a Shuttle, the only other upgrade I even slightly consider is Fire-Control system. Vader is going to be killing the Shuttle when necessary, and mitigating as much point-loss as possible is essential in a tournament.

Dropping EU and leaving either AS + Vader or FCS + Vader will allow you to upgrade to Shield Upgrades on both TIEs, which I think will go much further in protection than Hull Upgrades. Direct damage or uncancellable crits will be a popular thing, and a Direct Hit to a Hull Upgraded INT is just awful, especially when it can be Gunnered.

Also, as a side note, FCS on the Shuttle has been great for me. Stall, fire, take the TL, one forward, TL+Focus+Vader is usually a formula for a dead ship.

Ohhh, move to FCS and you can add a Shield to Soontir and a Hull to Jax.

I honestly don't think you will miss Adv Sensors, and you will enjoy the action economy of FCS more. Rocks tend to interfere with the Adv Sensor + Boost + 2 Turn combo anyways, and once completed, you will be stressed, meaning you can't hold position for what could be an even more important round.

Just my 2 Cents! Seems to solve the problem to me! Also, I like this squad idea. An engine on a Doom Shuttle seems like a nice way to mimic the Deci Vader with less pts spent. It can also let you hunt down **** like IG88 with your shuttle, which sounds awesome.

Hi Guys! I agree with ArkusKaine on the shuttle,I tried a similar list tuesday night against a friend who ran:

RAC+VI+Gunner+Vader

Whisper+VI+FCS+gunner+ACD

99pts

My list:

Soontir+PTL+title+AT+shield

Carnor+VI+title+AT+shield

OGP+FCS+vader

98pts

With my almost assured inish, this list turned out to be a Phantom killer! i was able to keep away from his Decivader long enough to strip its shields with the shuttle at rng 2. Meanwhile in both matches, Carnor and Fel made very short work of Whisper,forcing her to stay cloaked for several turns, stripping shields at close rng, then finishing her off.

Worked quite nicely!

Cheers!

Soontir+PTL+title+AT+shield

Carnor+VI+title+AT+shield

OGP+FCS+vader

98pts

With my almost assured inish, this list turned out to be a Phantom killer! i was able to keep away from his Decivader long enough to strip its shields with the shuttle at rng 2. Meanwhile in both matches, Carnor and Fel made very short work of Whisper,forcing her to stay cloaked for several turns, stripping shields at close rng, then finishing her off.

Worked quite nicely!

Cheers!

I like this. If my calculations are correct, your squad is only 97 points, leaving 3 points leftover. Is it better to stay at 97 points to give the Phantom initiative, allowing Soontir to move after the phantom? My other option is to go back to my trusty Captain Yorr.

Soontir+PTL+title+AT+shield

Carnor+VI+title+AT+shield

Yorr+FCS+vader

TOTAL 100

This way I am protected against stress still, which is a big deal, especially now that people have started running Rebel Captive on the TIE phantom instead of the Decimator, in an effort to make "Whisper" a harder target, and to make room for Vader on the Decimator. I am starting to really like the idea of FCS Vader. "Whisper" dodged my shuttle's arc twice in one match, so he only ever got one shot on her, making me a little nervous. But maybe that was an anomaly. I think this list sounds pretty good.

Ready for another crazy idea?

Soontir Fel (Push the Limit, Autothrusters, Royal Guard TIE, Shield Upgrade) [36]

Carnor Jax (Push the Limit, Autothrusters, Royal Guard TIE, Shield Upgrade) [35]

Colenel Jendon (???) [26]

TOTAL 97

Remember how I complained about those awful rounds where my TIEs just didn't land the damage they needed? This may help with that problem. Three main options for the last 3 points.

(1) ST-321 to hand target locks to my TIE interceptors before engagement. The problem is that it broadcasts which target my TIEs are going to gun down. On the bright side, my TIE interceptors will hit hard early on when they aren't worn down by Vader crits. The other advantage is that on occasions where we need to break off and regroup (which are pretty common) they can fly out to the shuttle to pick up locks, and then come back to the engagement ready for battle.

(2) Advanced Sensors. Here, it doesn't matter if the shuttle gets blocked because he can still take a target lock, and pass it off at the beginning of combat. Unfortunately, only one of my TIEs will have a TL at the first engagement, but I should be able to keep them fueled with locks throughout the match. But what does that really get me if they have to be at Range 1 to get the free locks? Hmm...

(3) Darth Vader. The problem here is that Jendon's ability is too unreliable. It works if he can get a target lock and if he is at range 1 of one of my ships. I'd almost rather have Gunner Vader on my shuttle...

So, there you have it. Another crazy idea, but with a really good rationale - I have to make my shots count with only 3, ATK 3 ships.

Edited by Parakitor

Sorry Parakitor my list should have said:

Fel+PTL+AT+title+Shield

Carnor+Title+VI+AT+Shield

Yorr+FCS+Vader

98pts

Still a great list, with bonus stress removal!

Cheers!

Sorry Parakitor my list should have said:

Fel+PTL+AT+title+Shield

Carnor+Title+VI+AT+Shield

Yorr+FCS+Vader

98pts

Still a great list, with bonus stress removal!

Cheers!

Woops! I had totally missed that you had VI on Carnor. That's not a bad idea. Does he still survive well against other lists lacking Decimators? What I really like is that it gives "Whisper" at least 2 must-avoid firing arcs. Not entirely sure that I'm comfortable running him without Push the Limit...I'll have to get some practice games in.

It used to be Carnor w/VI = Dead Carnor. Not sure that AT changes this enough. But please do give it a try.

Actually, I wondered about VI on Carnor and was worried about all the Vaders being put on Deci's, but At saved his butt a few times, while the shuttle stripped the Deci's shields. Then I just vadered the deci a few times after getting rng 1 shots with the shuttle. Carnor and Soontir barely gave Whisper a chance to de-cloak and after blasting her, the ints pick away at range 3 until the Deci was toast. The shields on the squints help with Vader long enough to kill the deci. the shuttle had 1 hull left at the end of the match.

Give it Whack my brothers! I think you'll like it. ( Maybe stealth on Soontir+AT ?) :D

Cheers!

VI on Carnor is fantastic. It negates a lot of damage / defense modifiers for ships because of his ability to move last and get into range 1. It totally disrupts Whisper, prevents Ysanne from going off, nullifies the Millenium Falcon title... it's just all around great.

But, as people have mentioned, it hurts his survivability a bit. You really have to fly him well to get the most out of this ability, especially against turrets. Never underestimate the Interceptor's 5-forward maneuver. Most people are used to flying INTs with only green maneuvers, but not using PtL really opens up the rest of Carnor's dial and even allows him to take a fearless shot at a Rebel Captive ship.

Naturally, the largest issue is getting into range 1. I like to slow-roll with 2 forwards or bank maneuvers. The turn before I know I can get into range 1 with a 5 forward, I'll usually do a 2 forward + boost, then next turn move 5 forward and Focus. Most of the time your opponent won't be expecting an Interceptor to blast into range 1 like that, and they'll have Focused / Evaded and become very upset when their tokens are useless.

Make sure to time this well, of course. If your 5 forward will you place you in range 1 and in a turret's arc, definitely don't take it. Autothrusters allows him to survive range 1 engagements because of a free blank evade, and most like you'll want to try and save your Focus for defense. Four red die are still four red die, and if you're up against free-modifying pilots like Chiraneu or Han, it's going to be difficult to survive even with Autothrusters and a Focus. But it's not impossible!

As for lists, here's something else I've been pondering:

OGP (21)

- Ion Cannon (3)

- Tactician (2)

- Accuracy Correct (3)

Soontir (27)

- PtL (3)

- Royal Guard TIE (0)

- Autothrusters (2)

- Shield Upgrade (4)

Carnor (26)

- VI (1)

- Royal Guard TIE (0)

- Autothrusters (2)

- Shield Upgrade (4)

Total: 98

The Accuracy Corrector on the shuttle allows it to 1-forward or stall just about every turn. On the turns it stalls, it's still guaranteed two hits with Accuracy Corrector since it won't be getting dice modifications. Honestly, this is designed to hit ionize / stress 1-agility ships like the Falcon, B-Wing, Decimator, etc., and even a target locked attack can still re-roll blanks. If you can keep a ship going the same direction, the Interceptors will hopefully make short work of it, and it also allows the shuttle to stay within range 2 for Tactician stress.

Edited by ArdusKaine

Awesomesauce! Ardus! I love it! I gotta try it. Thought there was something missin'. AC sounds like a great idea!

Slainte' Brother!

I would use a stealth device on the interceptors. It can keep them alive for so much longer!

I love the shuttle and I am including one in almost every game. I relly want it to work but I have a hard time finding a role that no other ship can do better. That being said I am nowhere near giving up on it.

I think the ability to give your other ships target locks is great, even though it becomes expensive if you are adding weapons engineer and the title card to get 2 target locks anywhere in the play area each turn.

Another thing I often pay for, but never get to use is the combo of advanced sensors and engine upgrade to boost before the ship manouvers. A great way to make it turn faster, but then again: isn't it already over for the shuttle when you have to start turning?

I say: keep the shuttle cheap! Get the omnicron pilot and Vader for crew. Kill off something worth more than 24 pts and thats it.

The ability to cause damage that can not be evaded is pretty great!

I Agree with the stealth on squints but not against a Vader crew. You don't need to hit to use vader , only attack. Hit or miss, you gotta crit!

Death to a squint! with no shields.

Cheers!

And in this meta, Vader is EVERYWHERE! I was never really on board with the Autothrusters + Stealth idea. It always seemed to me that if I were up against an opposing Fel, I could zip into range 1 and my shield would be worth more than his Stealth Device. I don't know if that's completely accurate, but that was my impression.

Still looking for a chance to try out that Carnor Jax with Veteran Instincts, but I've been pretty busy this week. Can't wait to try it!

Vader shouldn't get rid of a stealth device. It clearly states when you are hit by an attack. And Vaders ability is done after an attack. Which tells me it isn't an attack. I could be wrong.

Edited by darkevans

Evans, it's not losing the SD that's an issue. It's taking a face-up damage on a 3-hull ship. Depending on the crit, it could disrupt your entire game plan.

Soontir with adrenaline rush,royal guard, autothrusters, experimental interface.

Whisper with ACD, VI, rebel captive, FCS

Doom shuttle.

I call it the sacrificial lambda.

Soontir with adrenaline rush,royal guard, autothrusters, experimental interface.

Whisper with ACD, VI, rebel captive, FCS

Doom shuttle.

I call it the sacrificial lambda.

Interesting. I can't say I like it because I deeply despise, nay, loathe phantoms. Also, Experimental Interface is wasted on Fel because he has no non-action bar actions.

However, my brother, Budgernaut, came up with an interesting ship build:

Carnor Jax (Expert Handling, Autothrusters, Royal Guard TIE, Experimental Interface)

Here, Jax could take a regular action, usually Focus, and follow up with Experimental Interface to use Expert Handling for a free barrel roll and to shed a target lock. 33 points isn't bad. Shedding locks will add survivability, but only against lower-skilled pilots or FCS (unless they also have Gunner or are Corran Horn). It's still a bit squishy if the opposing squad doesn't utilize TL's, so I'm still interested in trying Jax with VI, first.

Good point, I missed the EI. I guess I'd just go with the PTL Soontir with autothrusters, buzz saw whisper and doom shuttle. I ran this list last night through 4 games and only ever lost the lambda. I worried about the squishyness, but the auto spared me a minimum of 2 damage each game.