Palp +2 aces...let's talk about that!

By Velvetelvis, in X-Wing

What do we need to know to play palp in a shuttle and palp aces.

Whats the basic strategy?

Common builds?

Uncommon builds?

The hard counter?

Whats it best against?

Etc etc.

Share some thoughts.

I'm currently flying, fel,jax and Vader.but I want to try replacing one with a palp shuttle.

Soontir is soontir...but I've been getting better results with jax and Vader on the table.

If I take soontir out I can fit....a lot of shuttle,but...hmmm

To say palp plus aces actually leaves a ton of room to fiddle around.

What do y'all play? How do you play it?

Keep the shuttle back? Use it until it falls?

My instinct is to run it in and go for blocks and shots etc. Until it goes away while the aces try for flanks.

It's all a big grey foggy situation.

Well you need to know how to fly the shuttle two ways: as a slow flank. Or as a runaway position against jousters. These are literally literally exactly and figuratively the only two positions I've seen be useful against non brain dead opponents. (Although a third option is constant bumpage for near fortressing).

The fast surprise moves are NEVER ever ever good in the long term of the game. Never ever.

So start practicing shuttle flying. Slow and easy goes the cow.

Right now I run:

OGP+Palpatine

Jax+PTL+RGT+Autothrusters+Hull Upgrade

Vader+VI+TieX/1+ATC+EU

98pts for the initiative bid so I can go before PS2 TLT YWings w/ the Shuttle or a non-VI Poe w/ Jax.

Like Blerg said, you want to slow roll the shuttle while taking Vader/Jax the long way around to flank whoever took the shuttle bait, and then try to run away if they come for it.

What I like to do against swarms is slow roll, and then the turn they would get into range, do a 2-turn right at them hoping to cause a whole bunch of bumps preventing actions/shots just as Jax/Vader slip in from the side. Did this against 4x TLT last night and took one out that round with only 2 shields lost on the shuttle. Easy going from there.

i used this build last weekend in 2 tournaments, played 8 games total and lost only 1 which was the 1st day on the last game to determine 1st place.

Vader +VI+X1+ATC+EU=35

Soontir Fel+RG+PTL+SD+AT=35

OGP+Palpatine =29

that gives me an initiative bid and even if i lose the roll( i did 4 times in a row) i still have Vader at PS11. now i faced 4 lists out of 8 that had either Soontir Vader or both, and PS11 helped every single time, all the Vaders i saw had Predator and imo is not worth 3 points, Ruthlessness would have been more useful, i think i saw 3 rerolls come through and with Palpy it did nothing, my Soontir just mostly chase bait because i always ended up with initiative which will be corrected when i'll save a point on VI when Adaptability comes out.

now key points when using this list, avoid jousting, fight only when you feel you can without exposing yourself, in one game it took 25 minutes before a red die was rolled. Use Palpatine more on defence than offense, unless you know your not taking return fire, and if your facing another PS9 and u get initiative you can use Soontir as a blocker. Oh and if you get a chance to use the shuttle for a little offense then do it but only if you know you can get out afterwards.

So I had an idea for a non-standard strategy here, along the lines of so crazy it just might work. What if I took a 42pt Whisper with Navigator (of course), the Sheevmobile, Wampa, and a Black Squadron with Crackshot? The Emperor would mostly try to keep Whisper alive, but whenever she successfully flanks he makes Wampa trigger to try to take out those obnoxious unkillable Poes with hull damage. In this case, I almost might have the shuttle screen for Wampa, since anyone running a shield regen list would probably make Wampa the first target, potentially giving an opportunity for the shuttle to crash into their formation and then just run away after taking a few hits. Is there any chance that strategy would not be a disaster?

imo Kallus helps Whisper more than a Navigator, although i can see it's usefulness.

i used this build last weekend in 2 tournaments, played 8 games total and lost only 1 which was the 1st day on the last game to determine 1st place.

Vader +VI+X1+ATC+EU=35

Soontir Fel+RG+PTL+SD+AT=35

OGP+Palpatine =29

that gives me an initiative bid and even if i lose the roll( i did 4 times in a row) i still have Vader at PS11. now i faced 4 lists out of 8 that had either Soontir Vader or both, and PS11 helped every single time, all the Vaders i saw had Predator and imo is not worth 3 points, Ruthlessness would have been more useful, i think i saw 3 rerolls come through and with Palpy it did nothing, my Soontir just mostly chase bait because i always ended up with initiative which will be corrected when i'll save a point on VI when Adaptability comes out.

now key points when using this list, avoid jousting, fight only when you feel you can without exposing yourself, in one game it took 25 minutes before a red die was rolled. Use Palpatine more on defence than offense, unless you know your not taking return fire, and if your facing another PS9 and u get initiative you can use Soontir as a blocker. Oh and if you get a chance to use the shuttle for a little offense then do it but only if you know you can get out afterwards.

I use this exact list and one more tidbit I'd like to add is to take and place rocks so that the shuttle can and will be a factor in the game. Either through blocking, which it is great at, to those key R1 attacks from a shuttle no one plans on. In the late game you can then fly the shuttle off and let the aces do the work, but I feel that one of the weaknesses to this list is the damage output. You really only have 5 + 1 (7 + 1) Red dice to do any damage with. Those extra attacks from the shuttle near the end of the turn can make or break a game for you!

Also, another tip... in the early game, save Palp for defense on your aces. You'll be tempted to use him to add a crit to a Soontir attack, or make Vader's attack even more deadly. But in the early game, he is far more useful to save Soontir and his Stealth then the shield you'll pull off of Poe for example.

Edited by EvilEd209

Wouldn't Rebel Captive potentially be a good add on Whisper too?

Rebel captive is a classic play with whisper. And it's not bad(still my choice because I don't have a gozanti yet).

I'm seeing a lot of talk of kallus as a replacement. But until then..I use rebel captive

"Lets Talk about that"

Edited by Sir Orrin

Speaking of asteroid use...now that a shuttle bus in play. Do I forego using all big asteroids because I normally fly dodgers. And incorporate smaller ones to make life easier on the shuttle? Or does one take there lumps with the big....lumps?

I have been running vader soontier and palp, but unfortunately my training buddy is killing me with ig88b with crackshot, hlc, glitterstim, fire control system, autothrusters, with two unhinged tlt y wings, no title. I beat him sometimes but he for sure has the better record right now, now he is getting great at flying that list. Maybe he has just flown against me too much and knows how to beat my list really well. Any advice for flying against it with palp aces

Or a step further than just asteroid choice. How about opening game altogether.

Corner play,splitting the squad etc.

I don't expect everyone to give away any secrets or juicy stuff you need to keep under your hats for competitive play. I'm just interested in chatting about the basics of this playstyle.

Good info so far BTW. Thanks fellas!

Speaking of asteroid use...now that a shuttle bus in play. Do I forego using all big asteroids because I normally fly dodgers. And incorporate smaller ones to make life easier on the shuttle? Or does one take there lumps with the big....lumps?

No, definitely take the big rocks. The shuttle's not very maneuverable anyways, so getting around big/small asteroids makes no difference. If you have to fly over one, just do it.

Best part about flying Palpmobile over asteroid? Palpatine can change the die result from flying over one. If you roll a hit, simply use Palp for that turn to change it to a blank. No more rock damage.

Or a step further than just asteroid choice. How about opening game altogether.

Corner play,splitting the squad etc.

I don't expect everyone to give away any secrets or juicy stuff you need to keep under your hats for competitive play. I'm just interested in chatting about the basics of this playstyle.

Good info so far BTW. Thanks fellas!

Your initial placement depends substantially on your opponent's choices. You almost always want to avoid jousting--most Palpatine Aces lists are very inefficient at it, and prone to being overwhelmed if you let your enemy come at you in an organized block. So your primary consideration is where you can place your ships to best set up a flank.

Typically, that will mean stringing your ships out across half or two-thirds of the map. Your shuttle will want a clear lane and plenty of turning room near your opponent's edge, so its placement will be fairly predictable. Your aces will need be placed so that they can go past your opponent's ships and turn in, and preferably so that your opponent would have to deal with asteroids in order to get to you before you want to meet.

Kallus is good for if you're getting shot at by a few super ships, but I've had navigator get me into so many places where I wasn't getting shot. You can pick any turn, any straight if you want to bump a ship, or even pick the size of your k-turn. I feel like it almost gives better reactivity than the old phantom decloak. It also makes her really hard to block. It also lets you control range against TLTs really well.

Edited by PenguinBonaparte

So, outside of Soontir and Vader (and Whisper, to a lesser extent)... what other aces can you pair with Palp?

So, outside of Soontir and Vader (and Whisper, to a lesser extent)... what other aces can you pair with Palp?

Jax can replace Soontir in most builds.

The new trend is to use Omega Leader + Wampa for a 4 ship build along with Palp+Vader

So, outside of Soontir and Vader (and Whisper, to a lesser extent)... what other aces can you pair with Palp?

Jax can replace Soontir in most builds.

The new trend is to use Omega Leader + Wampa for a 4 ship build along with Palp+Vader

How good is this really?

Also how does it fit..

Omega 26 with stuff?

wampa 14

40

OGP 29

Vader?? 31 verison?

Can we not and say we did?

How good is this really?

The 4 ship version is much harder to deal with in my experience, its the evolution of the concept. Wampa brings a lot more to the table then at first glance and the 4th ship really pushes it OTT not to mention omega leader hard counters so many things and vader the rest.

The only difference I could see at this point is changing vader for the inquisitor when he arrives. You trade 1 ps and better damage at range 1 for great maneuvering and durability and this list is all about inevitability.

OP- The shuttle is support early but don't be afraid to use it offensively. The main thing is not to commit to a move until you've seen your opponent commit. Self bump, red stop etc. Again the 4th ship is a world of difference because the shuttle is better the more ships are in play and decreases in value as your ship count goes down.

That particular list is going to much prefer the Inq. Vader is gimped imo by no EU.

"Lets Talk about that"

This was EXACTLY what I was thinking of when I made this.

My next list archetype thread will be

" double phantoms...will they cereal"?

"Lets Talk about that"

This was EXACTLY what I was thinking of when I made this.

My next list archetype thread will be

" double phantoms...will they cereal"?

:D

That particular list is going to much prefer the Inq. Vader is gimped imo by no EU.

Its true. He requires much greater skill and some caution to fly without EU, and even then he can get outflown by better dials.