Upsilon-Class Shuttle Discussion

By Darth Tam, in X-Wing

Holy **** (dial depending)

Upsilon-class Shuttle: Starkiller Base Pilot (30)

Fire Control System (2)

Upsilon-class Shuttle: Starkiller Base Pilot (30)

Fire Control System (2)

TIE Advanced: ยท Darth Vader (29)

Veteran Instincts (1)

Engine Upgrade (4)

TIE/x1 (0)

Advanced Targeting Computer (1)

Edited by Goseki1

The cough meant i was joking, as that is probably one of the lousiest ships in the game. I'll use it over a punisher/nonpalp lambda though.

Imperial huge large ships are seriously lacking. Decimator suffers from lack of crew options that help IT do its job (copilot helps now, though its still super expensive), Lambda is nothing but a palpmobile, and the Firespray is just a joke with those abilities.

edit: derp.....lol....

Edited by Vineheart01

The cough meant i was joking, as that is probably one of the lousiest ships in the game. I'll use it over a punisher/nonpalp lambda though.

Imperial huge ships are seriously lacking. Decimator suffers from lack of crew options that help IT do its job (copilot helps now, though its still super expensive), Lambda is nothing but a palpmobile, and the Firespray is just a joke with those abilities.

I don't see no raider nor gonzati mentioned :P

and no worries, lamba can ferry Hux around soon!

poor spray's just kinda ****** till x-wing 2.0 though

Edited by ficklegreendice

The decimator (especially chirpy) is getting a great new toy out of kylo ren. Chirpy loves him more than the rest (especially with palp too) because he modifies a crit in without needing an action. I can hear the lamentations of ace pilots everywhere. So even if the upsilon is a flop (it won't be, even if the dial is bad) new toys for the decimator mean I have to get it.

(imperial) Kath with kylo and mangler cannon? You block the crit, take a stress, you take the crit take blinded pilot or w/e. Or have double crit, take a stress and a pilot crit card.

Edited by Oberron

Yeah i'll probably swap out grandpa for grandson on my RAC build.

Pretty much only use the action for a TL anyway to reroll the pretty much guaranteed third dice that didnt hit. My track record for getting a hit out of that roll is pretty low though lol.

He will lose his anti-super evade middle finger but simply handing them a crit when they have a fistful of shields still is too good lol

Edited by Vineheart01

(imperial) Kath with kylo and mangler cannon? You block the crit, take a stress, you take the crit take blinded pilot or w/e. Or have double crit, take a stress and a pilot crit card.

Yep, Kylo and Kath are about to be very good friends.

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Edited by baranidlo

Yeah i'll probably swap out grandpa for grandson on my RAC build.

Pretty much only use the action for a TL anyway to reroll the pretty much guaranteed third dice that didnt hit. My track record for getting a hit out of that roll is pretty low though lol.

He will lose his anti-super evade middle finger but simply handing them a crit when they have a fistful of shields still is too good lol

Slap on merc copilot and you have a large chance for a crit at any range

Another option which might be worth considering might be Upsilon with some nice upgrades, Lambda with Palp and an ace. This way we still have two large tanky ships, but also Palp, and more leftover points to play with for both Upsilon and the ace.

Can't wait until that wave 10 hits!

And unless Upsilon's dial is complete poo, I will be getting two copies for sure!

Already got a list with that exact idea in mind

Vader tie adv

adaptability

engine upgrade

title +ATC

OGP

palp

Collison detector

Major stridan

Kylo ren

system officer

Edited by Oberron

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Edited by baranidlo

Or, triple Batwing for extreme unsophisticated firepower.

How about this:

  • Lieutenant Dormitz - Fire Control System, Hyperwave Comm Scanner
  • Starkiller Base Pilot - Fire Control System, Hyperwave Comm Scanner
  • Starkiller Base Pilot - Fire Control System, Hyperwave Comm Scanner

Set up your entire squad at PS12 and 2/3rds of it up to range 2 outside your deployment zone. Han who?

Firespray has a 3k/4k *cough*


not even in my wildest dreams would I imagine this yv-costing mother lover to have a k-turn

(not that I would mind, FFG)


I think it's more a question of "does it have a white hard turn" than "can it K-turn". But if it has a YV-style hard turn that's not stressful, that's still pretty terrifying. You can't come about in 1 turn like a rebel Ghost, but you get an extra ship on the board to cover your tails.

Or, triple Batwing for extreme unsophisticated firepower.

How about this:

  • Lieutenant Dormitz - Fire Control System, Hyperwave Comm Scanner
  • Starkiller Base Pilot - Fire Control System, Hyperwave Comm Scanner
  • Starkiller Base Pilot - Fire Control System, Hyperwave Comm Scanner

Set up your entire squad at PS12 and 2/3rds of it up to range 2 outside your deployment zone. Han who?

Firespray has a 3k/4k *cough*

not even in my wildest dreams would I imagine this yv-costing mother lover to have a k-turn

(not that I would mind, FFG)

I think it's more a question of "does it have a white hard turn" than "can it K-turn". But if it has a YV-style hard turn that's not stressful, that's still pretty terrifying. You can't come about in 1 turn like a rebel Ghost, but you get an extra ship on the board to cover your tails.

And give some realy fat ships an evade token each to survive that first round of pain.

The real difficulty I suspect will be guarding your flanks and rear. I get the feeling the Upsilon will not be easy to turn round...

Unfortunately, I doubt you'd be able to engage turn 1 (unless someone in a fast A-wing or Interceptor decided a headlong charge at three heavy laser cannons behind corvette-grade shields was a good idea, in which case check for other signs of stroke), and you haven't the points for comms relays without sacrificing the (probably more useful) fire control system.

It still gives you the deployment advantage, which should allow you to put them in a position where outflanking you is difficult. At the very least, trying to drop in behind the leading Starkiller pilots puts them square in range 1 of Dormitz.

The real difficulty I suspect will be guarding your flanks and rear. I get the feeling the Upsilon will not be easy to turn round...

Indeed. At least a squad does have some options for action economy if the hard turn is red - a judicious smattering of Pattern Analyser, advanced sensors and use of the co-ordinate action means that if you have to pull a hard turn, the ships that matter should still be able to get actions.

Alternatively, electronic baffle is always an option.

Edited by Magnus Grendel

If it's got a 4 straight, you can pretty much guarantee a turn 1 engagement as long as you can set up opposite your opponent with clear lanes to drive up. assuming Dormitz is meant to be within r2 rather than at r2, you can force a range 3 engagement just by setting up as far forward as possible and driving up. The only way not to engage at that point I think would be for your opponent to set up small base ships with their sides against the board edge and go straight. And even then, I think you get shots on them if you set up Dormitz at 45 degrees.

Which heavily implies to me that it *won't* have a 4 straight...

Edited by thespaceinvader

Alternatively, Kylo Ren with Pattern analyser and Expert Handling - throw on Primed Thrusters and Collision Detector and have fun rolling around in debris.

If it's got a 4 straight, you can pretty much guarantee a turn 1 engagement as long as you can set up opposite your opponent with clear lanes to drive up. assuming Dormitz is meant to be within r2 rather than at r2, you can force a range 3 engagement just by setting up as far forward as possible and driving up. The only way not to engage at that point I think would be for your opponent to set up small base ships with their sides against the board edge and go straight. And even then, I think you get shots on them if you set up Dormitz at 45 degrees.

Which heavily implies to me that it *won't* have a 4 straight...

Given that for a 9-point increase over the Lambda shuttle, you get a shield upgrade (4 points), a hull upgrade (3 points), a new action (usually a couple of points), an extra attack dice (4-6 points depending on what you use for comparisons) and the currently unique combination of two tech slots (worth at least a point), I'm not expecting a dial one whit better than the lambda.

The only thing you might see (because it's everyone's favourite problem to rag on) is the speed 2 hard turns become white.

And even then, I think you get shots on them if you set up Dormitz at 45 degrees.

Edited by Magnus Grendel

Basing it on the cost of shield and hull upgrade in particular is not a good comparison as those are massively overcosted.

Pricing is a lot more holistic than formulaic, and that more than anything makes me think this won't go faster than 3 straight.

Oh, I agree that a shield and hull upgrade are not fair price comparisons. The only point I was making is that that it's getting one hell of a lot of stuff relative to the lambda, for not all that many points more.

Oh - another random idea for the Upsilon:

  • Lieutenant Dormitz - Hyperwave Comm Scanner
  • Kylo Ren - Expert Handling, Pattern Analyser, Hyperwave Comm Scanner, Engine Upgrade
  • 25 points of combat upgrades (preferably heavily weighted to Kylo Ren!)

This is moderately silly, but:

  1. Lieutenant Dormitz deploys at PS12, at an angle to increase his range slightly.
  2. Kylo Ren deploys at PS12 within range 2, and receives a focus token.
  3. Lieutenant Dormitz activates, and uses Co-ordinate to give Kylo Ren a free action
  4. Kylo Ren uses the free action to Boost one way
  5. Kylo Ren reveals a speed 2 bank in the opposite direction (purely because the one maneuver we know is that speed 2 banks are green)
  6. Kylo Ren uses Pattern Analyser to take his Perform Action Step
  7. Kylo Ren uses Expert Handling to Barrel Roll, sliding forwards as much as possible
  8. Kylo Ren cancels the resulting stress token with his Check Pilot Stress Step

A ship with what I expect to have something similar to "the worst dial in the game", the Lambda-class, and a 4-dice primary weapon is now parked at almost exactly range 3 from the enemy's board edge, with a focus token and no stress.

" How the hell did you get there? " " Because I'm Batman. "

Edited by Magnus Grendel

+1 red die and 2 tech slots are the only really important ones. The hit points are nice but aren't THAT huge. And it does lose the Cannon slot which actually obviates a chunk of that point increase - because you can throw an HLC on the Lambda and get a 4 die attack that way.

(And the cool pilots - the Lambda's are fine but it's really noticeable that they were designed early on, compared to the Oopsie's)

Edited by thespaceinvader

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Edited by baranidlo