4 Shuttles builds, are they viable?

By Wildhorn, in X-Wing

I was wondering if 4 Attack Shuttles builds are something that is viable. Pretty expensive to own (requires 4 Ghost expansion!) but could it be the all around good build for rebels?

I was toying with this idea:

"Zeb" Orrelios (18)
Autoblaster Turret (2)
Intelligence Agent (1)
Ezra Bridger (20)
Push the Limit (3)
Autoblaster Turret (2)
Jan Ors (2)
Sabine Wren (21)
Lone Wolf (2)
Autoblaster Turret (2)
Intelligence Agent (1)
Hera Syndulla (Attack Shuttle) (22)
Veteran Instincts (1)
Autoblaster Turret (2)
Nien Nunb (1)
Total: 100

They all have Autoblaster turrets to deal with the low hp aces and the 4 having one create quite a large zone of danger, kinda like a mine field.

Zeb: He is mainly there to be there I guess. With Intelligent Agent he is useful to the other shuttles to know where to barrel roll (or boost for Sabine).

Ezra: The tank of the group. PTL + Jan Ors allow him to be stressed and get 2 evade tokens, making him quite undestructible against most attacks. He is gonna be on the front of the group.

Sabine: This is the one I am not quite sure how to build her. A second Intelligent Agent in case Zeb goes down and Lone Wolf because I think Sabine with her ability is more a flanker that is not with the group.

Hera: PS9 (and Inteliigent Agent from Zeb) allow her to play on the ground of Whisper and Soontir. Nien Numb allow her to either slow roll or rush toward her target.


What do you thinks? Could this survive UBoats, Double Ghost, 4TLT, PalpAces and CrackSwarm? Or it is doomed to fail?

I think the best analogy for the Attack Shuttle is a TIE Interceptor with a less generous dial and no boost action. It has 3 Attack, just like an Interceptor, and it has about the same average durability (with a little less vulnerability to crits).

So asking if 4 Attack Shuttles are viable is like asking whether it's a good idea to run four Interceptors that typically can't position themselves as effectively and can't run Autothrusters. I might turn out to be very surprised, but while it will often be a good idea to run one (they're cheap offense with interesting pilot abilities, after all), I doubt it will be really effective to run four of them.

I think if you're going to run Sabine, then you'll probably want to give her PTL and a Targeting Computer. Maybe throw Kanan on there as well to really open up her dial. To free up points, maybe switch Ezra to a Rage/Kyle build and consider dropping her AB Turret.

I think if you're going to run Sabine, then you'll probably want to give her PTL and a Targeting Computer. Maybe throw Kanan on there as well to really open up her dial. To free up points, maybe switch Ezra to a Rage/Kyle build and consider dropping her AB Turret.

That's how I run her, ptl, targeting computer, kanan (and I use thea utoblaster)

Am I the only one who read the title and was thinking about a herd of space cows? Although they got in each others way I have read of success stories with four big lumbering ships clogging up the board.

As for the Assault Shuttle it's just another new fighter.

I fully expect that 1-2 shuttle will be the most that ever show effectiveness in competitive play.

So, having Sabine built correctly, it was giving 105 pts. So Zeb went to his bedroom to grumble. A Protype Pilot joined instead to block stuff.

Ezra Bridger (20)
Push the Limit (3)
Autoblaster Turret (2)
Jan Ors (2)
Sabine Wren (21)
Push the Limit (3)
Autoblaster Turret (2)
Kanan Jarrus (3)
Targeting Computer (2)
Hera Syndulla (Attack Shuttle) (22)
Veteran Instincts (1)
Autoblaster Turret (2)
Nien Nunb (1)
Prototype Pilot (17)
Chardaan Refit (-2)
Total: 99

So the answer to my question is: No, 4 shuttles builds are not viable :), but 3 Shuttles builds look pretty good.

Edited by Wildhorn

I thought you were going with the Lambda shuttle...

No. Because you have to buy 4 Ghosts to run them.

I thought you were going with the Lambda shuttle...

Here's a 4 Lambda build in action:

140629ClonedCows01-1000x750.jpg

No. Because you have to buy 4 Ghosts to run them.

This, pretty much. For me it's not so much a question of "is it viable" as it is a matter of "that's $200. I don't care if it's the best list in the history of X-Wing, I'm not doing it."

I fully expect that 1-2 shuttle will be the most that ever show effectiveness in competitive play.

A 4 shuttle build made top 8 over the weekend.

I thought you were going with the Lambda shuttle...

Me too.

No. Because you have to buy 4 Ghosts to run them.

This, pretty much. For me it's not so much a question of "is it viable" as it is a matter of "that's $200. I don't care if it's the best list in the history of X-Wing, I'm not doing it."

By reselling 2 Ghost and unique crews, you could make back 90-100$. So 100$ for "the best list in the history of X-Wing" is not bad ;)

I thought you were going with the Lambda shuttle...

Here's a 4 Lambda build in action:

140629ClonedCows01-1000x750.jpg

4x Lambda with Baffles, Tacticians, and Tractor Beams are quite fun :)

At $200 for 4 attack shuttles, is such a list "viable"? In a word: no.

At $200 for 4 attack shuttles, is such a list "viable"? In a word: no.

But think of how much fun you'd have flying four Lothar Rebels in epic play.

Such a list could force you to break out a second damage deck just to handle all that hull.

Edited by PhantomFO

At $200 for 4 attack shuttles, is such a list "viable"? In a word: no.

But think of how much fun you'd have flying four Lothar Rebels in epic play.

Such a list could force you to break out a second damage deck just to handle all that hull.

Hmmm... this make me wonders... what happens if the damage deck run out of cards, but none of the ships died yet, so there is no discard pile?

All your ships are immune to damage? :)

At $200 for 4 attack shuttles, is such a list "viable"? In a word: no.

But think of how much fun you'd have flying four Lothar Rebels in epic play.

Such a list could force you to break out a second damage deck just to handle all that hull.

1989-11-11-9.jpg

Hmmm... this make me wonders... what happens if the damage deck run out of cards, but none of the ships died yet, so there is no discard pile?

All your ships are immune to damage? :)

Basically, ships become immune to crits but not damage. Rules Reference, page 9:

If both the Damage deck and discard pile are empty, players cannot draw Damage cards from the deck. If a Damage card must be dealt, the players should use a suitable counter (such as a coin or bead) in place of Damage cards until some Damage cards become available to create a deck at the end of the round. Treat all counters as facedown Damage cards.

I thought you were going with the Lambda shuttle...

Here's a 4 Lambda build in action:

140629ClonedCows01-1000x750.jpg

Space has a lot of grass. Someone needs to photoshop this to be more accurate.

No. Because you have to buy 4 Ghosts to run them.

Just run Proxies!!! It seems many people think that's good enough for upgrades so why not ships as well?

It seems far more practical to just borrow the extra ships from others at your FLGS.

I thought you were going with the Lambda shuttle...

Here's a 4 Lambda build in action:

140629ClonedCows01-1000x750.jpg

4x Lambda with Baffles, Tacticians, and Tractor Beams are quite fun :)

I just noticed that they are called "Tractor" Beams...

4x Lambda with Baffles, Tacticians, and Tractor Beams are quite fun :)

While that sounds entertaining, I'd probably want to switch the Tactician and Baffle on one shuttle for Darth Vader crew. It adds that extra element of "No, really: **** YOU, SOONTIR."

4x Lambda with Baffles, Tacticians, and Tractor Beams are quite fun :)

While that sounds entertaining, I'd probably want to switch the Tactician and Baffle on one shuttle for Darth Vader crew. It adds that extra element of "No, really: **** YOU, SOONTIR."