The best support ship in the game

By hothie, in X-Wing

For months now I have been running:

Captain Yorr with Advanced Sensors and Fleet Officer

For 30 points, I contend he is the best support ship in the game.

When he activates early (and sometimes late), he can use Advanced Sensors to trigger Fleet Officer, passing out 2 focus tokens (not taking the focus action, which is important vs Jax.) He gains a stress for it, then performs a green maneuver to clear the stress. Sometimes, if the situation warrants, he can even give one of those tokens to himself, since he is considered "friendly" to himself.

Mid-game he can use his pilot ability to keep friendly ships from being stressed, which is critical in a stress-inducing meta. Or if he doesn't use his pilot ability, he can still do his AdvS FO shenanigans.

He is a large base that activates at PS4, so many of the lower PS small base ships have to try and maneuver around him or risk running into him and losing their actions. This is especially important against B-wings.

He is also a 3-dice gun, and 4 dice at range 1. This is not to be discounted. He can bring some pain in the early rounds. Granted I'm happy if I get 3 shots off with him in the early game, so I usually slow play him to be able to do so.

The only bad part about him is that it takes a long time to turn him around, especially if I have used his pilot ability. And so I give up attacks with him in the mid-game. And so the other 70 points of my squad has to hold their own while I'm turning Yorr around.

I usually pair him with VI Interceptors, Jax being my favorite. VI Jax does mean things to Soontir Fel, and still gets his double action without the stress of PTL, due to Fleet Officer.

So, what do you think is the best support ship in the game? I contend, for his cost and abilities, Yorr with Advanced Sensors and Fleet Officer is the best.

Edited by hothie

The shuttle, in a few different forms, may be the best support ship in the game. With the addition of Palpatine, it just got even better!

Speaking of which, Omnicron(w\Palpatine)+Vader+Soontir is a blast to play!

Airen Cracken with Squad Leader comes in at 21 points. If your opponent goes after him, he becomes a cheap Biggs. If they don't he gives out actions like candy on Halloween.

Yorr is really nice though too.

Oooooh!

Me likey!

I've been tossing around ideas for a Redline build that will get some decent utility from equipping autothrusters.

My idea was to run Redline behind a shuttle with a Tac Jammer, and throw a couple of academies up front as blockers to force the range 3 shots, gain a third defence die for Redline, and prevent anyone K-Turning behind me

If I can get that to work, Redline is basically guaranteed at least 1 evade if he takes a focus from FO (blanks become evades, focus become evades ...... and evades are already evades :) )

I might not get too much use out of Yorr's ability in the early stages, but with the added survivability I'm planning on for Redline, it's probably the mid to late game where I'll want it anyway.

Maybe something like this:

“Redline” (45) TIE Punisher (27), Advanced Sensors (3), Plasma Torpedoes (3), Extra Munitions (2), Concussion Missiles (4), Cluster Missiles (4), Autothrusters (2)

Academy Pilot (12) x 2

Captain Yorr (31) Lambda-Class Shuttle (24), Advanced Sensors (3), Fleet Officer (3), Tactical Jammer (1)

In my experience, you really have to slow play the shuttle because the faster he goes, the easier it is for your opponent to get behind him. Ideally, you want the fight taking place in front of him. So I'm not sold on the tact jammer and Redline idea. I have found that tact jammer isn't as good because people will either go around you or just shoot the ship with tact jammer.

Not exactly a support ship but I did run a nice shuttle the other day.

Omicron pilot.

Emporor

HLC

EU

Sensor Jammer.

Proved to be quite an effective tank. Shrug off 1 hit per turn with the jammer and auto evade with the emperor. Plus 4 dice attack at all ranges. EU just to turn him around faster.

The obvious extension of all this, is............

A list of ALL support ships!

Yes, I am a genius. To the List Builder!

In my experience, you really have to slow play the shuttle because the faster he goes, the easier it is for your opponent to get behind him. Ideally, you want the fight taking place in front of him. So I'm not sold on the tact jammer and Redline idea. I have found that tact jammer isn't as good because people will either go around you or just shoot the ship with tact jammer.

Well the idea is to use the shuttle as a meatshield - so if that gets targeted in place of Redline then it's done its job.

I'm with you on slow-playing the shuttle - I'm thinking with Adv Sensors on Redline instead of the almost obligatory FCS I can slow-play behind the shuttle and keep getting my target locks

with a minimum of a 3 ship length distance to get behind Redline and the shuttle it's not going to be easy to K-Turn behind me - and I can always use the TIEs to block the flanks instead of running them ahead (maybe use 1 for each job if I use the board edge).

Maybe Yorr isn't the best pilot for the job though - an OGP might do just as well - and give me an extra 3 points to play with - but the ADv Sens + Fleet Officer combo is genius :)

Edited by Funkleton

I am steadily deciding that Torkhil is my favorite support ship. You can TLT or ion or autoblaster him and he's a solid addition to most any list.

this depends entirely on how you define support

are Palob/Mux support? Sure, they help your squadron but they also help themselves. Palob especially is a complete badass simply because he has focus and the enemy does not.

is the btl-a4 + R3-a2 Y-wing support? it sacrifices its own performance to neuter the enemy, thus making your squadron better by comparison

if that's the case, though, the "best" support ship in the game is the Int Agent + A-SLAM + Conner Net Warden Squadron Pilot. Nothing plugs the hole that B-wings leave against fast arc-dodgers like guaranteed blocks/mines :)

I've used Omicron with AdvSen and Fleet Officer since Wave 5 as support for TIE defenders. Never thought to use Yorr.

I've used Omicron with AdvSen and Fleet Officer since Wave 5 as support for TIE defenders. Never thought to use Yorr.

Ooh, yeah, that would help with their hard turns!

I like the Yorporer.

Not exactly a support ship but I did run a nice shuttle the other day.

Omicron pilot.

Emporor

HLC

EU

Sensor Jammer.

Proved to be quite an effective tank. Shrug off 1 hit per turn with the jammer and auto evade with the emperor. Plus 4 dice attack at all ranges. EU just to turn him around faster.

That's a 44 point shuttle. What else do you run with it?

In my experience, you really have to slow play the shuttle because the faster he goes, the easier it is for your opponent to get behind him. Ideally, you want the fight taking place in front of him. So I'm not sold on the tact jammer and Redline idea. I have found that tact jammer isn't as good because people will either go around you or just shoot the ship with tact jammer.

This is exactly why the Tact Jammer is good...

If they go around the tact jammer ship, you're influencing their positioning, and you can take advantage of that.

If they go for the tact jammer ship, you're influencing their targetting priority, and you can take advantage of that.

The trick is to be able to tell which they are going to do - and that often has something to do with the value of the tact jammer ship - for example, a single ORS with tact jammer is not as valuable as a loaded tact jammer Dash. They'll probably go around the ORS and go for Dash.

I'd probably not put it on Dash, but I would absolutely put it on an ORS - and if they go for that ORS, the rest of your list should be able to punish that choice - the ORS is also good at blocking - and if they look to go around it, you can probably guess where they are going to go, and block - which incidentally will net you the tac jammer bonus, and prevent them from shooting at it..

I've become a much bigger fan of Jan Ors in the HWK with the dawn of the TLT. An extra red die per turn pays for itself pretty quickly and Jan doesn't slouch on damage shooting pretty high at PS 8 with a reliable weapon. Then again all HWKs have become better with that weapon

Also an Omicron with Palpatine and ion projectors is pretty killer. If you can force a bump on the forward section you can lock down that ship indefinitely. I've been flying it with ptl Juno and Vader. They can easily shred whichever ship bumped.

Edited by TasteTheRainbow

GR-75 Medium Transport - Dutyfree, Comms Booster, Jan Ors, Toryn Farr (44)

What do you mean Epic not included?!

For months now I have been running:

Captain Yorr with Advanced Sensors and Fleet Officer

For 30 points, I contend he is the best support ship in the game.

When he activates early (and sometimes late), he can use Advanced Sensors to trigger Fleet Officer, passing out 2 focus tokens (not taking the focus action, which is important vs Jax.) He gains a stress for it, then performs a green maneuver to clear the stress. Sometimes, if the situation warrants, he can even give one of those tokens to himself, since he is considered "friendly" to himself.

Mid-game he can use his pilot ability to keep friendly ships from being stressed, which is critical in a stress-inducing meta. Or if he doesn't use his pilot ability, he can still do his AdvS FO shenanigans.

He is a large base that activates at PS4, so many of the lower PS small base ships have to try and maneuver around him or risk running into him and losing their actions. This is especially important against B-wings.

He is also a 3-dice gun, and 4 dice at range 1. This is not to be discounted. He can bring some pain in the early rounds. Granted I'm happy if I get 3 shots off with him in the early game, so I usually slow play him to be able to do so.

The only bad part about him is that it takes a long time to turn him around, especially if I have used his pilot ability. And so I give up attacks with him in the mid-game. And so the other 70 points of my squad has to hold their own while I'm turning Yorr around.

I usually pair him with VI Interceptors, Jax being my favorite. VI Jax does mean things to Soontir Fel, and still gets his double action without the stress of PTL, due to Fleet Officer.

So, what do you think is the best support ship in the game? I contend, for his cost and abilities, Yorr with Advanced Sensors and Fleet Officer is the best.

Do you find that the stress from Yorr's ability and the stress from Fleet Officer create a bit of a resource contention issue?

Also an Omicron with Palpatine and ion projectors is pretty killer. If you can force a bump on the forward section you can lock down that ship indefinitely. I've been flying it with ptl Juno and Vader. They can easily shred whichever ship bumped.

Only if you don't have initiative. If you have initiative the best you can do is every other round. The effect of the Ion projector has the same timing as clearing Ion tokens. If you have initiative, Ion Projectors assign their tokens before the victim clears all Ion tokens.

Also an Omicron with Palpatine and ion projectors is pretty killer. If you can force a bump on the forward section you can lock down that ship indefinitely. I've been flying it with ptl Juno and Vader. They can easily shred whichever ship bumped.

Only if you don't have initiative. If you have initiative the best you can do is every other round. The effect of the Ion projector has the same timing as clearing Ion tokens. If you have initiative, Ion Projectors assign their tokens before the victim clears all Ion tokens.

Is that really how that works??? I don't think so.

You clear ions attempting to move at its start, as the ions tell you what move to make.

You THEN bump, and depending on the die roll, might get more new ions.

I dont think it works this way. Not the same timing exactly. Sequential.

Also an Omicron with Palpatine and ion projectors is pretty killer. If you can force a bump on the forward section you can lock down that ship indefinitely. I've been flying it with ptl Juno and Vader. They can easily shred whichever ship bumped.

Only if you don't have initiative. If you have initiative the best you can do is every other round. The effect of the Ion projector has the same timing as clearing Ion tokens. If you have initiative, Ion Projectors assign their tokens before the victim clears all Ion tokens.

For months now I have been running:

Captain Yorr with Advanced Sensors and Fleet Officer

For 30 points, I contend he is the best support ship in the game.

When he activates early (and sometimes late), he can use Advanced Sensors to trigger Fleet Officer, passing out 2 focus tokens (not taking the focus action, which is important vs Jax.) He gains a stress for it, then performs a green maneuver to clear the stress. Sometimes, if the situation warrants, he can even give one of those tokens to himself, since he is considered "friendly" to himself.

Mid-game he can use his pilot ability to keep friendly ships from being stressed, which is critical in a stress-inducing meta. Or if he doesn't use his pilot ability, he can still do his AdvS FO shenanigans.

He is a large base that activates at PS4, so many of the lower PS small base ships have to try and maneuver around him or risk running into him and losing their actions. This is especially important against B-wings.

He is also a 3-dice gun, and 4 dice at range 1. This is not to be discounted. He can bring some pain in the early rounds. Granted I'm happy if I get 3 shots off with him in the early game, so I usually slow play him to be able to do so.

The only bad part about him is that it takes a long time to turn him around, especially if I have used his pilot ability. And so I give up attacks with him in the mid-game. And so the other 70 points of my squad has to hold their own while I'm turning Yorr around.

I usually pair him with VI Interceptors, Jax being my favorite. VI Jax does mean things to Soontir Fel, and still gets his double action without the stress of PTL, due to Fleet Officer.

So, what do you think is the best support ship in the game? I contend, for his cost and abilities, Yorr with Advanced Sensors and Fleet Officer is the best.

Do you find that the stress from Yorr's ability and the stress from Fleet Officer create a bit of a resource contention issue?

It's more of a 'when' I use each ability. I can use AdvS FO until I use Yorr's pilot ability, then I can try to use FO for his normal action if I can perform an action. If not, I just have to take green maneuvers to slowly turn him around, but in the meantime I can still use his pilot ability if the situation warrants

"No Stress Zone"

Yorr

AS

Fleet Officer

Epsilon Leader

Black Squad

Wingman

Soontir Fel

PTL

AT

title

SD

Also an Omicron with Palpatine and ion projectors is pretty killer. If you can force a bump on the forward section you can lock down that ship indefinitely. I've been flying it with ptl Juno and Vader. They can easily shred whichever ship bumped.

Only if you don't have initiative. If you have initiative the best you can do is every other round. The effect of the Ion projector has the same timing as clearing Ion tokens. If you have initiative, Ion Projectors assign their tokens before the victim clears all Ion tokens.

Is that really how that works??? I don't think so.

You clear ions attempting to move at its start, as the ions tell you what move to make.

You THEN bump, and depending on the die roll, might get more new ions.

I dont think it works this way. Not the same timing exactly. Sequential.

Timing window for Ion projector:

After an enemy ship executes a maneuver that causes it to overlap your ship, roll 1 attack die. On a [Hit] or [Crit] result, the enemy ship receives 1 ion token.

Timing Window for Ion token removal:

The owner moves the ship as if it was assigned a White [1 forward] maneuver. After executing this maneuver, remove all ion tokens from the ship

FAQ Page 15:

Q: If both players have effects that resolve at the same time (or from the same trigger), which player resolves their abilities first?

A: The player with initiative resolves all abilities he would like to resolve, then the other player resolves all abilities he would like to resolve as described on page 16 in the core rulebook.