Lookin at the shuttle

By PastrySandwich, in X-Wing Squad Lists

Was just wondering what other people have found to be effective ways to fly the shuttle (outside of a Palpmobile).

It's actually fairly OK naked. The real problem is getting people to fire at it, since it is useless as your last ship alive. They'll just get behind it. Before that though, it's a 3 red die attack with 10 health behind it, for 21 points.

People have made lists with 3 shuttles + whatever, or even 4 with engine upgrades (helps turn the fat beasts). It's not a bad ship.

The named pilots are kind of niche, though.

Yeah I don't mind it but I want a lil more than a naked shuttle and was looking for the best of the slimmest (because yeah end game shuttle is a loss)

I like to fly the shuttle as omicron with Darth Vader and gunner as crew. The shuttle will for sure die within the first few rounds of combat, but it is going to deal lots of critical damage, especially with gunner. Since it sucks as a last surviving ship, I don't mind it not sticking around. It is a well spent 29 points for what it can do. This may also turn the ship into a prime target and allow you to get your other ships into better, out of arc, positions.

Side note, I also run the shuttle without gunner to save points, but it is effective in both setups.

buzzsaw shuttle = gunner + FCS. it dishes out the hurt vs high agility ships. rebel captive is also good here.

I've been having some measure of success with a shuttle like this:

Ogp 21

-electronic baffle 1

-fleet officer 3

Can also run with yorr if your squad is particularly stress intensive. The baffle really opens up the options for the ship at not alot of cost honestly.

Edited by BleakSquadron

Either Vader+Gunner as mentioned or Gunner+FCS or if you like it a bit more mobile AS+EU to make those boosthard2.

Could just make a it a stationary cannon in a corner that points to the middle of the field and fires at anything in its path.

OGP + Baffle + HLC.

Just 0 maneuver and baffle every round with a focus :P Then when enemies come in arc. Blamo. You have 10 rounds of making the center of the field a no fly zone. Toss a rebel captive on there to deter someone from firing back. But now you are in the 30+ range and it would probably be better to take a Carnor + PTL + AT or an inquisitor type ship.

Havent actually tried this, one of my ideas on the long queue of lists to try.

But for lists I play, I like just a basic Doomshuttle + baffle for 25pts. It fires last and gets crits in. Game changer. Baffle because I hate turning the cow :P But baffle helps on those red turns to get a focus.

The basic OGP brings quite a lot to the table for its points. The named pilots are more situational but may become more useful as ordnance becomes more viable in the meta. Colonel Jendon can hand out target locks to nearby ships which is useful in combination with Bombers. Jendon is one of the few cards that can get around the restriction on Long Range Scanners which can be useful if you want to get your second volley off after the alpha strike. Put a Systems officer and/or Fleet officer on board to help out your ordnance buddies.

Captain Kagi is rather like a poor-man's Biggs. With the increase in Ordnance comes an increased usage of target locks which he can interfere with. Doesn't help against Deadeye unfortunately (so not a cure for triple U-boats) but I think his ability is going to see more use. He also gets around the problem of how to get your opponent to shoot at your shuttle. Put a Rebel Captive on board just to add insult to injury. :D

omikron grp pilot + darth vader + electronic baffle

terrifying