Shuttle Shuttle Shuttle

By Sylidian, in X-Wing Squad Lists

(100)

Lieutenant Dormitz (35) - Upsilon-class Shuttle
Inspiring Recruit (1), Pattern Analyzer (2), Tactical Jammer (1)

Captain Yorr (29) - Lambda-Class Shuttle
Sensor Jammer (4), Tractor Beam (1)

Major Stridan (36) - Upsilon-class Shuttle
Inspiring Recruit (1), Pattern Analyzer (2), Tactical Jammer (1)

I know this is frowned upon but...may be unbeatable. And it's not anything new.

i started like picture, and placed asteroids in front to keep ships wanting to approach one side. Once ships decide they'll just bump and try and take out the lambda, I hard turned the ulipsion not in arc to help shoot. Tactical jammer helped defense and sensor jammer for the lambda. Ships will go down hard and fast. Ulipsions will still be able to take actions because of pattern analyer and pass off actions with coordinate to lambda if it has better shots. Lambda clears both stress he takes from the zero moves from both ulipsions with inspiring recruit. Well? Thoughts? Threw tractor beam just to maybe throw ships trying to squeeze down the line back into good arcs. Also, if the opponent tries to swarm in from one side and start piling up...do a one hard with either ulipsion so it's firing as well. Night Night. lol.

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Edited by Sylidian

I love it! I'm a huge fan of abnormal builds that are against the meta. It may not be popular and it may get aced by any squad more maneuverable that can get behind and then tail after the first pass, but I'd like to fly it just to see if I could use their synergy to shed all the stress from their maneuver dials. I wish we could squeeze a Decimator in for the turret to ward off tailgaters, but it's just too expensive to fit

The only thing I would change is that I'd swap the Tractor Beam for another Tactical Jammer so you're essentially flying three large asteroids. I like your idea of the Tractor Beam, it's my fav as the first volley on a Defender-D title, but on these large bases flown 2/1 or 1/2 will cover almost half the board with their firing arcs. Without a second attack (gunner or Tie-D titles are awesome for TBeams) I prefer to throw 3 attack dice for the damage. For the one point, it's not a terrible idea to have Intelligence Agent to aide in blocking for relentless focus fire since these are all low PS.

Just a thought.

God that is evil. And it'll be hard for people to get in and flank, which is the usual issue with these "full stop" lists. I love it.

8 minutes ago, Kreen said:

God that is evil. And it'll be hard for people to get in and flank, which is the usual issue with these "full stop" lists. I love it.

I can combat it. I won't engage. I'll just fly back and forth on the other side of the map. Then we'll play the game of who gets annoyed first.

Edited by RevJJ

Ha. Why am I irrationally annoyed by ships on bases without pegs?

They're on pegs lol just not double pegged like they are meant to be

24 minutes ago, Sylidian said:

They're on pegs lol just not double pegged like they are meant to be

Ha Oops. The shuttle looked pegless. I'm a fan of flying a shuttle on 4 pegs, super obnoxius-like.

20 minutes ago, mamajamma21 said:

Ha Oops. The shuttle looked pegless. I'm a fan of flying a shuttle on 4 pegs, super obnoxius-like.

Saw 4 Scum Hwks flown on 1, 2, 3, and 4 pegs. The furball kept looking like Tower of Hanois.

I can't respond to one of these without ranting first. I don't dispute the legality of fortressing. Sometimes it even makes sense tactically. My opinion of it comes in the difference between playing the game and gaming the system . A primary mechanic in X-wing is maneuvering. Fortressing is gaming the system to avoid maneuvering entirely. In other words: you're not really playing the game .

That's enough rant for now. I can be pragmatic about these things. Here's my critques for your list:

You don't need Major Stridan for anything in this list. Might as well save points and use Star Killer Base Pilot. Put FCS on all three ships so all you have to do is focus in case anyone decides to actually engage your testudo.

19 minutes ago, jmswood said:

I can't respond to one of these without ranting first. I don't dispute the legality of fortressing. Sometimes it even makes sense tactically. My opinion of it comes in the difference between playing the game and gaming the system . A primary mechanic in X-wing is maneuvering. Fortressing is gaming the system to avoid maneuvering entirely. In other words: you're not really playing the game .

That's enough rant for now. I can be pragmatic about these things. Here's my critques for your list:

You don't need Major Stridan for anything in this list. Might as well save points and use Star Killer Base Pilot. Put FCS on all three ships so all you have to do is focus in case anyone decides to actually engage your testudo.

I mean, I wouldn't fly something like this more than once (and certainly not at a tournament), but the challenge of coming up with a list like this can be fun in it's own right.

The modifications you suggested make a ton of sense though. As a potential alternative, instead of FCS + tractor beam on Yorr you could try Reinforced Deflectors. I don't know how critical the tractor beam is but if Yorr goes down then the shuttles will be sitting ducks once they start flying forward.

The best way I can think of to attack this list would be to split my list with 1 ship coming up one side and all the rest coming up the other. Crash 1 ship into one Upsy and the rest into the other. The 1 ship will block the 2 turn so that shuttle is stuck pointing at nothing or breaking formation. Then pound the lambda with everything. Once it's gone, the formation breaks and you get to see how hard it is for Upsies to get back around into the fight.

Definitely an interesting challenge.

So, you have to use at least a PS4 so they go down after Dormitz. That's why I used Major Stridan. Starkiller base pilot is put down first.

Edited by Sylidian
18 minutes ago, Sylidian said:

So, you have to use at least a PS4 so they go down after Dormitz. That's why I used Major Stridan. Starkiller base pilot is put down first.

Nah, use the Hyperwave Comm Scanner. You're not using you second second Tech slot right now; change it out for one of those. Should still save you some points.

(100)

Lieutenant Dormitz (38) - Upsilon-class Shuttle
Fire Control System (2), Inspiring Recruit (1), Pattern Analyzer (2), Hyperwave Comm Scanner (1), Tactical Jammer (1)

Captain Yorr (28) - Lambda-Class Shuttle
Fire Control System (2), Systems Officer (2)

Starkiller Base Pilot (34) - Upsilon-class Shuttle
Inspiring Recruit (1), Pattern Analyzer (2), Tactical Jammer (1)

*shrug* I charge Oicunn with Bo Shek at them. Enjoy flying off the board or being ground to death. Or go for the PS kill. Or snipe them with ion cannons so they can't keep fortressing. Or stress them so Yorr has to take damage or it all falls apart.

Or, for that matter, just line my dudes up along the board edge and fly in where you don't have arc.

(Bo Shek is actually an interesting thought when it comes to stupid fortress lists - he can let ships stop forever even without Hera crew.)

Good luck surviving with Oicunn long enough against 15+ Dice!

Edited by Goseki1

Good luck getting 15+ dice against him when he's bumped into one or possibly two of your ships (if you turn to get guns on,you bump, if you don't you don't shoot him with the second Ups ;)

He'll die PDQ, sure. But he'll screw with your formation in the doing, and do a good chunk of damage as well. I'd put him ahead in the joust with Yorr I think, and that's the biggest joust he'll likely be involved in. And that's only half my list.

It's a challenge to approach, sure, and getting it wrong will be painful.

It'd be a really fun thing to see I think.!

5 hours ago, thespaceinvader said:

*shrug* I charge Oicunn with Bo Shek at them. Enjoy flying off the board or being ground to death. Or go for the PS kill. Or snipe them with ion cannons so they can't keep fortressing. Or stress them so Yorr has to take damage or it all falls apart.

Or, for that matter, just line my dudes up along the board edge and fly in where you don't have arc.

(Bo Shek is actually an interesting thought when it comes to stupid fortress lists - he can let ships stop forever even without Hera crew.)

They dont move, so Boshek will not rotate a red stop.

On 3/19/2017 at 2:27 AM, SMan774 said:

I love it! I'm a huge fan of abnormal builds that are against the meta. It may not be popular and it may get aced by any squad more maneuverable that can get behind and then tail after the first pass, but I'd like to fly it just to see if I could use their synergy to shed all the stress from their maneuver dials. I wish we could squeeze a Decimator in for the turret to ward off tailgaters, but it's just too expensive to fit

The only thing I would change is that I'd swap the Tractor Beam for another Tactical Jammer so you're essentially flying three large asteroids. I like your idea of the Tractor Beam, it's my fav as the first volley on a Defender-D title, but on these large bases flown 2/1 or 1/2 will cover almost half the board with their firing arcs. Without a second attack (gunner or Tie-D titles are awesome for TBeams) I prefer to throw 3 attack dice for the damage. For the one point, it's not a terrible idea to have Intelligence Agent to aide in blocking for relentless focus fire since these are all low PS.

Just a thought.

The point is you don't move, the aces have to fly in front of you, or fly back and forth for the draw

I have never run a fortressing list and it does sound fun for a one-off troll match. I have to admit that I don't really understand how it works. Does it really just sit still?

Could someone give me a play by play of the average turn?

Thanks!

1 hour ago, Elrodthealbino said:

I have never run a fortressing list and it does sound fun for a one-off troll match. I have to admit that I don't really understand how it works. Does it really just sit still?

Could someone give me a play by play of the average turn?

Thanks!

So, both upsilons do a red stop maneuver and with pattern anaylzer they can do an action before recieving the stress (focus/tl/coordinate). When they receive the stress, Captain Yorrs ability allows him to take up to 2 stress from them. Captain Yorr then performs a 1 green straight, which bumps him into the Upsilons, but removes both stress because of Inspiring Recruit on the upsilons (I just put it on both so it wouldn't matter if the other went down). Rinse and repeat. They literally do not move. Also I have decided if an entire fleet tries to come to one side, once the traffic jam starts with the opponent I do a one hard with the upsilon not bumping allowing it to take range 1 (5 dice shots w/ a focus or tl). Then he's back to red stops.

Edited by Sylidian

That,s......that's.....lol.....just stupid.

I love it.

1 hour ago, Sylidian said:

So, both upsilons do a red stop maneuver and with pattern anaylzer they can do an action before recieving the stress (focus/tl/coordinate). When they receive the stress, Captain Yorrs ability allows him to take up to 2 stress from them. Captain Yorr then performs a 1 green straight, which bumps him into the Upsilons, but removes both stress because of Inspiring Recruit on the upsilons (I just put it on both so it wouldn't matter if the other went down). Rinse and repeat. They literally do not move. Also I have decided if an entire fleet tries to come to one side, once the traffic jam starts with the opponent I do a one hard with the upsilon not bumping allowing it to take range 1 (5 dice shots w/ a focus or tl). Then he's back to red stops.

Do you even need Pattern Analyzer? Doesn't Yorr immediately take the stress token and allow the front ships to do actions?

27 minutes ago, wfain said:

Do you even need Pattern Analyzer? Doesn't Yorr immediately take the stress token and allow the front ships to do actions?

Well... haha yea I guess so. That's an oversight thanks