Firespray/Shuttle/Defender

By jmanbodine, in X-Wing Squad Lists

So I'm interested in running a 3 ship build below. I can't figure out exactly where I want the Weapons Engineer and the Rebel Captive though. Listed below is what I am leaning towards but can anyone tell me why I should switch them around? I'm also thinking about switching Outmaneuver for Push the Limit.

Omicron Group Pilot (21)

Weapons Engineer (3)

Bounty Hunter (33)

Rebel Captive (3)

Colonel Vestry (35)

Outmaneuver (3)

Twin Ion Engine Mk. II (1)

Total = 99

FCS would be more useful than weapons engineer on the shuttle. You don't really need two target locks since you want your ships to focus fire as much as possible.

rebel captive is better on the shuttle and engine better for the bounty hunter (or recon specialist). Shuttle can't really avoid taking hits, whereas the bounty hunter might, so you'll get more value out of rebel captive on the ship that the opponent has the easiest time getting in arc.

Push the limit is not really that great on Vessery. I think Veteran Instincts is best, although outmanoeuvre is not a bad idea.

Something like this might work ok:

Omicron pilot w/ FCS & rebel captive = 26

Bounty Hunter w/ recon specialist = 36

Vessery w/ outmanoeuvre = 38

100

The shuttle does all the target locking for Vessery (either through FCS or as an action later on when he has nothing in arc). Bounty hunter is then not tied to TL duty, so he can take more useful actions for his survival and only needs to worry about target locks after the shuttle is gone or when no one has a shot on him. I'm not sure outmanoeuvre will work great on Vessery, since he is your heaviest hitter (and so likely to get focussed), but if you can get your opponent to concentrate fire on one of your big ships, he will definitely get value out of it once he's behind the enemy...

So I like the changes you made there. With those changes you took out the TIE's engine upgrade though and I'm pretty determined to try and use it see how I like it's affect on the Defender. I think instead I'll toss Outmaneuver and throw on Veteran Instincts and Twin Ion Engine Mk. II.

Another option might be PTL and TIE Mk. II on the Defender and have the Firespray take Mercenary Copilot or Tactician instead to free up the extra point. I know you said PTL isn't that great on Vessery but I fail to agree. Vessery is essentially getting 3 actions every turn and freeing up stress tokens right and left to maximize PTL.

Edited by jmanbodine

Another option might be PTL and TIE Mk. II on the Defender and have the Firespray take Mercenary Copilot or Tactician instead to free up the extra point. I know you said PTL isn't that great on Vessery but I fail to agree. Vessery is essentially getting 3 actions every turn and freeing up stress tokens right and left to maximize PTL.

If you expect to see a lot of stress builds, then yes, TIE mk2 is good on Vessery. Its not really essential however. Even if Vessery is forced to eat a couple stress tokens, he's far from crippled and has many options on his dial to get out of trouble, especially if you have your other 2 ships still on the board to muck up your opponent's movement.

So if you are really keen on keeping it, then I think veteran instincts is the best way to get it. Tactician is not bad on the bounty hunter, so that is another option. Crack Shot on Vessery is also not bad if you don't like the idea of veteran instincts (its basically insurance against Dash and IG88s, but may help against some of the other PS8s that are becoming more common, particularly Poe and Miranda)

The reason I don't like Push on Vess is how little he needs it. With his essentially free target locks, the focus for offense is nice but not always needed. For defense, either you barrel roll out of an arc or more, or you want the focus for offense or defense but don't need to roll. Your basically paying 4 points for a somewhat situational ability (including the obligatory TIE mk 2). I think it makes a little more sense on Brath who has more opportunities to use it.

The other problem with Push is if you are in a stress-heavy meta, it can be a liability. And even if the opponent doesn't have any stress to dish out, you have to be careful about using it too often, because it can really make a ship like the defender very predictable, giving your opponent the potential to outfly you, and I find the defender works best when your opponent can't always tell what move you are going to make...

Edited by blade_mercurial

If you really want to push the Shuttle TL mechanic for Vessery, how about this?

Vessery

Bounty Hunter with Gunner

Omicron Pilot in the ST-321 with Weapons Engineer

My personal preference is to never have my Bounty Hunters leave the garage without a Gunner. You can change for flavor. Now the shuttle can Target Lock two ships anywhere on the board. Vessery is kind of naked, but points are thin with this ship combo.

Thanks for all the ideas. There are a ton of different options worth considering with these three ships.