Let's Evaluate: Attack Shuttle (2.0)

By FriendofYoda, in X-Wing

I'm curious as to everybody's thoughts on this ship, as I believe it's the cheapest way to get a 3 die gun on the board (without needing a TL like a missile Z), I'm hoping there's a competitive use for this ship outside of just docking it as happened in 1.0

I'll kick things off by looking at Sabine.

The ship is essentially the same except now it has a built in PtL to get an evade after performing a barrel roll. This works well with Sabine as she can then perform a blue move and focus for 3 actions a round. The boost on the other hand allows her to get out of dodge if needed and even turn her k turn into pseudo sloops.

She is also a little cheaper now and runs with Juke at effectively the same cost she was base in first edition, at only 4hp though is she worth 42 points (inc Juke)?

You can get an X wing for 41, same gun, better dial (more blue, white 3 turns plus talons), in exchange for juke, 1 more init and her ability (which is great and is even better than advanced sensors now). B wings have even more hp and come in at the exact same cost as she does, they also have a linked action but are certainly less maneuverable.

She seems to compare poorly to options in other factions for a cheap 3 die gun, but she has some nice tricks and with regards to aces she can be a very unpredictable blocker.

Perhaps pairing her with:

Corran: FCS, Elusive, R4 Astro (82)

2x Phoenix Sq (A wings); Proton Rockets (37 each)

(198)

Or

Luke; Sup Ref, S Foils (74)

Braylen (B wing); Crack Shot, Col Det (allows for extra green dice on the joust which is great for his ability) (56)

Bandit Sq (Z-95); Homing Missile (26)

(198)

Sabine with Juke seems to add nicely to these lists, but would either of these, or any other suggestions I'd love to hear, stand up vs triple imp aces? Howl/Iden swarm? Defenders? Bomb launching Punishers/Nym?

As a huge fan of the Rebels show I'd love to see this ship actually see the table, not sit as a popular option on list juggler virtue of Zebs cheap way to double TLT on full mods every round. I know playing with my godsons this is also a sure fire way to get younger fans more excited - the expertise on these forums always impresses me, I'm excited to see what you all come up with for the Attack Shuttle!

Edited by FriendofYoda

I don't now but the new title that allow a shuttle to dock at 0–1of the ghost seem strong to me. You can do some very mean reposition and arc tricks that worth the cost you pay for. Without the ghost, it seems a little overpriced to me ( that is good IMO) .

It is not true for the sheatipead that seems to be a good standalone support ship.

4 hours ago, player2422845 said:

It is not true for the sheatipead that seems to be a good standalone support ship.

Good, because the Sheathipede will have to be a stand-alone ship if the CIS brings one to the table. ?

14 minutes ago, SpiderMana said:

Good, because the Sheathipede will have to be a stand-alone ship if the CIS        brings one to the  table. ?

Beware, because rebel and CIS sheatipede may have very different statlines. I don't know how they explained the secondary arc 2 dice. Probably with "Sabine did it coz she knows"

( Personal thought unrelated to this topic: I could totally picture a sheatipede with 0 primary weapon but a way to deal damage to jammed ships)

At the very least, it lets you bring a 5th 3-dice attack alongside 4 X-wings for those that miss 5x from 1.0.

I think Sabine with ICT @ 44 points is incredibly decent for cost and arc coverage

Sabine can stack green tokens on her own, without a outside source. This is exceptionally rare outside the Tie Defender/Tie Phantom.

Zeb is a cheap rear gun on the VCX, with his selling point being that he's cheaper than an Xwing. (enough cheaper, in fact, that it's plausable to run 4 blues and Zeb as a list)

Hera is I5 with reactive mobility, though she really needs more greens to make the most of her ability. There MAY be an ace build lurking in there.

Ad Ezra is a force user. Free action economy, or Supernatural Reflexes can set up Sabine-like shenanigans (though not as well as sabine).

I'm a big advocate for these ships, because I believe they can be effective without sinking a lot fo points in to them. Both Ezra and Sabine get the equivalent of multiple actions per turn (force = calculate). They give the cheapest 3 die attacks for rebels. They manage to be good without relying on synergies, but can be improved by synergies. I'm looking at the shuttles less to power up a ghost and more for what they can do in their own right. I posted a list I want to try in the squad forum, but I'll repost here:

Sabine Wren (shuttle)

Ezra Bridger (shuttle)

Kyle Katarn w/ Moldy Crow

Jake Farrell

The last 31 points either Lt. Blount w/ Trick Shot OR go down to a Zeb Orellios TIE Fighter and add Juke to Sabine and Trick Shot to Jake.

That list is one of the first 2.0 squads I want to get on the table. I'm really digging the idea of more points into ships and fewer into upgrade.

Some great ideas, the ion turret could be worth trying out and it seems as a flanker Sabine especially could work.

Fast, unpredictable, decent gun, cheap in cost, and ok vs getting shot once but folds quickly vs multiple shots.

The main problem I see is that any TIE swarm will just swiss cheese the poor thing. Evade only works once, and there's a good chance you've spent your focus on attack. 2 agility is pretty poor on 4 health. Just 5 points cheaper and I think it would be worth it. As is, it's just not quite good enough without upgrades, and it's just a little too expensive with them.

Tie swarm will cheese literally everything

Very difficult to get anything to survive contact with them, but at least ICT Sabine can manuever around them