I've now been able to try the Batwing out for 3 games, and a few short ones with 2 batwings! I played a lot of Palp aces and I used Palpshuttle very aggressively for good effect.
The problem is I've been finding my old movement and battle plan which was carefully detailed isn't working as well.
Show me, what are your flight patterns for the Upsilon shuttle?
[Since Palp is nerfed I might as well spill my SECRETS: The trick to Palp Aces was to set up far back in the corner ACROSS from aces in the center, so you could do a 2 hard and run across your side of the board if faced with overwhelming alpha, or go slowly straight to add Palp as damage. And slower was generally better, but the 2slights and 3 straights were crucial moves. Late game, if the shuttle passed the opponent, no big deal,, just keep Palping. Turning around with a Hal health shuttle tended to just lose me the shuttle, a note of the base 10hp being slowly chipped away. In this set up, the Lambda usually ended up being a really good 3 dice attacker from a flank! The slowest flank ever. It also gave me control of the ground of the battle, usually the clearest area without rocks, on my side of the board, letting me clutter his side with ease! (Seriously, these are huge secrets for all you lovely former who want to play Lambda Palp. Its still fun. )]
crucial very demanding differences between Lambda and Upsilon:
1. Upsilon doesn't have 1 banks green. This severely inhibits the slow flank I perfected with the Lambda. To follow that up, the fast moves are really really really ill advised and really not useful.
2. Added to 1: the Upsilon REQUIRES doing damage with it, unlike the Lambda, so, the passed Upsilon is much much much sadder than a passed Lambda. In this sense, you need to shove the Upsilon into the battle. If slowly. Preferably again, as a flank from the back, as opposed to the main direction of straight combat, which makes you fly past.
3. Upsilon is not HP cost efficient. 9points for 2 more hp (and 4th die) is actually very brittle for hp. It is much easier to down than expected, due to how much value gets placed in it. Having so much firepower rest in the thing at 30 points at PS2 is also a hinderance.
4. Coordinate seems to be a trap: You lose your own Focus for 4 die attacks, and its really hard to lash a ship to the Upsilon's flight pattern.
Movement observations:
1. Being in the middle of the board stationary blasting at stuff like a naval fort is really good and really cost efficient. Come from a corner, make your way to the board center, while they chase something else. Profit.
2. The turns seem rarely used. =(. Too many rocks in the way.
3. An occasional 2 slight is great for being scary and relevant.
4. For some reason, Ups feels way derpier than a Lambda. Even though it has the better dial. I think its the problem of efficiency requirement with that 4 dice for 30 points.
5. 2 Upsilons are best deployed one in the corner, other close to a R2 cornered rock near the other corner. This exact set up lets you engage the center and end up having the 2 Upsilons face each other, making a huge kill zone. The detail in placement lets you get shots from both ships regardless which way your opponent goes. If you do both corners, you'll be too far with one ship and you'll suffer on first engagement.
Upgrades recommendations???
1. Tried Stridan/ System Off - Greens are really eck.
2. E Baffle - These are okay. Really recommended for 1 Upsilon, not good for 2 Upsilons. Flight pattern changes.
3. FCS, recommended for 2 Ups. Decent for 1, but you're likely getting only 2 uses out of it. And probably only on generics/derps with low mobility.
4. Palp??
5. Kylo Ren crew - supposedly great, but I rarely got it to activate in the Ups.
6. Vader crew - use sparingly. Good, but the Ups is rather exp. Suggested with Baffle.
7. Kylo Shuttle title - this is great, its a thorn in the sides of Attanni, but only ever a thorn. I highly recommend this upgrade whenever possible.
What have you tried?
Edited by Blail Blerg


