Support shuttle and 3 strikers

By Beard, in X-Wing Squad Lists

Ok, so I really liked the idea of having 3 strikers and a support shuttle. I have 2 different lists, both require different setups and flying techniques. Neither have been tested yet, what are your thoughts and critiques? Also, I don't have my cards in front of me so bear with me naming things lol

32pt Ps4 epsilon shuttle pilot

3pt Advanced sensors

5pt General Hux

2pt officer that gives tl on a green

17 pt ps1 striker pilot X2

0pt Title

2pt Lightweight frame

20pt Countdown

0pt Title

This requires the shuttle to fly behind the strikers as most of them move first. However, the pilot ability causes the upgrades to reach out to range 3, so the strikers gaining distance isn't an issue and allows for more maneuverability. However, the strikers are low pilot skill and will be shooting dead last.

21pt Omicron lambda

Same upgrades as previous shuttle, minus advanced sensors (7pts)

20pt Ps4 striker pilots X3

0pt Title

2pt Lightweight frame

2pt Juke

This requires more skill flying, as the lambda can't afford to bump and the strikers must stay closer to benefit from its actions. The strikers themselves however pack more punch with Juke, and if they can all focus a target (like biggs) then I'm sure it'll be quite a noticeable difference in firepower. They are also slightly higher ps, making them defensive against predator, and out PSing most other generics. Another tweak to this 2nd list is to exchange a striker and all upgrades for countdown again, allowing enough points for advanced sensors with 1 pt left over. MKII on countdown to help relieve the stress from his ability? Tactical jammer (if that's the name lol) on lambda? Or just a 1pt bid. Either way, this helps eliminate the fear of bumps, and helps make sure the strikers get their supports, as well as allows the lambda to be an excellent blocker. Those Jukes become better when the target doesn't have focus to begin with! (Here's looking at you Poe!)

I've actually played your exact first list except I didn't run countdown, I saved the points for pattern analyzer and fire control

First, you really want to take advantage of that 4 dice gun, but you want your actions to mod the strikers, this creates the best of both worlds. Plus if you do a green maneuver you can hux, then clear the stress from hux, and pass a target lock all in the same turn

Other pointer, don't get too caught up in the extra action game. That shuttle is expensive and if he loses a target or doesn't get some damage through, you are losing so much value

Everyone talks about how the primaries of both shuttles are important and need to be used, but every time I fly these shuttles, I only ever shoot once, then block for the rest of the game lol! Honestly I'd just downgrade to a lambda if it wherent for the pilot ability that boosts all my upgrades to range 3. I've thought about using them as actual fighting ships equipped with fcs, but with my flying style I just can't do it. But that's ok, setting up blocks is what I do best, and it makes it easier for my fully to tokened up strikers to melt their targets heehee :3

Second test run it put thirteen red dice on assaj the first turn.

Poor assaj.