The omnichromatic ether pod: come on, Lambda people, I need some help

By Biophysical, in X-Wing

OGPS 21, Electronic Baffle 1, Ion Cannon 3 = 25 x3 = 75

OGP 21, Electronic Baffle 1, Darth Vader 3 = 25

You have a phalanx of heavy hitters that can get in position, stall, or chase. Once a target is ioned, the group can smash it off the board with its considerable firepower. The doomsshuttle wrecks low HP aces. Any of these ships can block very effectively. 40 hit points.

Ion Cannon feels funny. I almost prefer Tractor Beam to make up for your manoeuvrability by tossing enemy ships into positions you can better pursue them in following rounds, or even right into the Vader arc. :D

What to do with the spare six points I'm less sure of, but the setup still amuses me terribly.

Edited by Reiver

Tractor Beam + Tactician costs the same as an Ion Cannon.

Just sayin'.

I'm really kind of liking the idea of the Baffle on my doomshuttle. Stall 2 rounds in a row in order to keep Soontir in arc an extra round, I think I could get behind that.

OGP Tractor Beam, Tactical Jammer, Tactician x4

Call it "Trac Tact Attack"

I see what you're saying about the TB, but I think you need to do some damage.

I'm really kind of liking the idea of the Baffle on my doomshuttle. Stall 2 rounds in a row in order to keep Soontir in arc an extra round, I think I could get behind that.

It's not YOU getting behind the shuttle that's its problem...

I see what you're saying about the TB, but I think you need to do some damage.

If you are loading them out with TBs you are probably only going to have one ship use it in any given round to help set up better shots for the other Shuttles. Giving up the damage from one attack is probably worth it if two Shuttles get attacks at a better range band with -1 Agility.

I see what you're saying about the TB, but I think you need to do some damage.

If you are loading them out with TBs you are probably only going to have one ship use it in any given round to help set up better shots for the other Shuttles. Giving up the damage from one attack is probably worth it if two Shuttles get attacks at a better range band with -1 Agility.

Or shots at all - which is my main line of thinking. Shuttles are very vulnerable to getting out-arc'd; being able to manipulate the enemy position with The Worst Barrel Roll Imaginable might make up for the 1pt of damage with entire extra shots, both this turn and next.

And that idea of Tactician might help emphasise that. Well spotted. ;)

Tractor Beam + Tactician costs the same as an Ion Cannon.

Just sayin'.

This. Based on TB rules the Barrel Roll & Boost is neither an action nor a maneuver. I'm pretty sure anyone who has to barrel roll multiple times to the edge of the mat would be...stressed Please pardon this lowly academy pilot for making such a bold comment...Missed the "first time small ship receives a Tractor beam token" part.

Edited by Grivoire

Its been pointed out that this small discourse is related to my "Fermat's last x-wing build" thread (wherein I espouse Tractor, Baffle, Tactician shuttles).

I'd argue that my build does more damage than the Ion Cannon variant, as I have multiple ships; The Tractored ship is pulled into R2 of my other tactician ships, who then hit it with their primaries (after the agility reduction) and stack stress onto it for multiple rounds of control.

The combo also sparked the debate on Tractor + Tactician working together on the same attack (i.e. can you tractor-beam someone from R3 into R2, and then have Tactician work on them, as they're at R2 once the attack ends? Answer unknown until FAQ, as the rules have never had to encounter this timing window before).

My main preference for Ion Cannon is that it's so much less finicky than Tracticians. It works at all ranges, it works on ships that retain a lot of utility when stressed, and it doesn't give up damage to do so. Tractors certainly have a real chance to cause a lot of damage IF all your shuttles happen to be lined up at the right target. That seems potentially tough against a lot of targets. Ions let you spread out your arcs, and whoever you happen to tag will be predictable next turn, letting you converge the next turn.