Has Anyone Had the Shuttle Actually Work?

By KineticOperator, in X-Wing

A friend of mine has been tinkering with Jonus + two shuttles with APL/HLC.

I'm thinking a swarm would be a real problem, but it eats 3-4 ship builds like popcorn.

Workin on my "Yorr gonna die" list.

-Yorr 24

Vader 3

Gunner 5

APL 2

-Howlrunner

-academy x4

My real question is: where to drop points. This list doesn't need Yorr so shave 3 pts there (and call it Yorr, out! Omni-swarm). If howlrunner is there she's target 1 so drop gunner and keep Yorr for the elusive combo? Or drop Yorr to Omni and drop gunner to upgrade to some other named ties.

Yorr out! Omniswarm

-Omnicrom pilot: 26

Vader

APL

-Mauler: 17

-Nightbeast: 15

-Howlrunner:18

-Academy: 12 x2

You could dump the last academy tie and upgrade beasty to back stabber and outfit howl and mauler with Elite pilot talents.

Or

Yorr+Vader+APL= 29

Turr+stealth+PTL= 31

Black Squad + draw their fire= 15

Academy Tie x 2=24

Go ahead. Focus and evade that opening salvo Turr. If it does manage to hit, black squad will take a crit for ya! A few academies to tie things up and the best keep em off your tail wingman you could hope for in Turr, who is absolutely unpredictable with no stress tokens and a shuttle to hide around.

Sadly, I think the first list downgraded from Yorr with a howlrunner boost and a single tie upgrade is best. What say you all?

The version I have been testing but yet to use in anger is:

OMNISHAMBLES

Omicron Pilot + Gunner + Vader + Anti Pursuit Lasers (31)

Howl runner + Stealth Device (21)

Academy Pilot x4 (48)

So it's actually very like your second list, but upgrading Howlrunners defense, rather than boosting another TIE.

Edited by Fabs

Omicron. It's spelled omicron. Pet peeve of mine. Carry on.

Not as big a pet as the ever-popular rouge squadron.

Maybe they want to look good as they topple the Empire...

Edit: besides, people usually choose the Rookie Pilots or go straight for the named pilots. No one around here ever takes the 'Rouge' Squadron Pilots. At 23 points, it simply isn't worth it!

Edited by niceas

Who was the leader of Rouge Squadran again?

I think the leader of Rouge Squadron was Moulin.... :-)

I think the leader of Rouge Squadron was Moulin.... :-)

I do hope they introduce his Bejeweled-Elephant class starfighter.

Ok. I love the Lambda..... because of the way it looks. Next up; making it work. I've been playing tournament scenario's with a guy from work. He runs a Han Falcon with Gunner and Expose, and then another fighter (either Wedge or a Y).

I tried gearing out the Lambda for offense and combining it with a firespray. Pretty much fail. The Lambda is just a dog to manuever. I killed his Wedge and then the Lambda was toast and he finished me off.

So I looked at the ship in my hand and said, "what are you, big guy?" You're a tank. So lets play you like a tank.

I ran Kagi (forced lock on you) with the sensor jammer, rebel captive and flight instructor. Then I ran a fettigator with advanced protons and an HLC. That Lambda took an ungodly beating and kept trucking. And the rebel captive ROYALLY screwed with my opponent. I ended up losing after like 2 hours and some hideous rolling, but I easily would have won a modified victory.

I'm going to keep the Kagi Lambda loadout, but add an engine modifier and an HLC, and then Run Trellix with HLC, adv proton torps, and merc copilot for a 100 pt squad to see how it does.

I sure found a way to have fun with the Lambda though. I wonder if Kagi is worth the extra points. I picked him because I want as much heat off Trelix as possible. Forced to target lock Kagi, then forced to deal with his ridiculous defenses and also be stressed.

I Dont remember the exact list, but I saw a Colonel Jendon w/vader + 3x sicimitar sqaudron list dominate 3 straight games recently.

It makes sense when you think about it, the first volley involved 2 or 3 assault missiles, and was immediatley followed by seismic charges. This is normal for a 3/ bomber list but....

Since colonel jendon was along for the ride, the bombers didn't have to waste actions on target locks. This meant if he neeeded a bomber to barrel roll to line up its opening shot it could, and that most of the time his opening volley was launched with focus tokens as well as target locks.

Once his opening pass had decimated the enemy, he used vaders guaranteed damage to finish off any weakened survivors.

Later, once all the missiles are expended, the free target locks helped to mitigate the low damage ouput of the bombers. This has been the great weakness of Capt Jonus lists (4x tie bomber). After the initial volley they have no real punch.

On the defensive side, your looking at 28 total points of hull and shields to chew through, and no single ship is worth 33 points ( I think his lambda was just under 33 points) Under tournament scoring this means they have to take out at least two ships for a win, requiring a minimum of 12 damage.

I think the trick is bringing only the upgrades you actually need. If you do that, its actually very cost effective.

I Dont remember the exact list, but I saw a Colonel Jendon w/vader + 3x sicimitar sqaudron list dominate 3 straight games recently.

It makes sense when you think about it, the first volley involved 2 or 3 assault missiles, and was immediatley followed by seismic charges. This is normal for a 3/ bomber list but....

Since colonel jendon was along for the ride, the bombers didn't have to waste actions on target locks. This meant if he neeeded a bomber to barrel roll to line up its opening shot it could, and that most of the time his opening volley was launched with focus tokens as well as target locks.

Once his opening pass had decimated the enemy, he used vaders guaranteed damage to finish off any weakened survivors.

Later, once all the missiles are expended, the free target locks helped to mitigate the low damage ouput of the bombers. This has been the great weakness of Capt Jonus lists (4x tie bomber). After the initial volley they have no real punch.

On the defensive side, your looking at 28 total points of hull and shields to chew through, and no single ship is worth 33 points ( I think his lambda was just under 33 points) Under tournament scoring this means they have to take out at least two ships for a win, requiring a minimum of 12 damage.

I think the trick is bringing only the upgrades you actually need. If you do that, its actually very cost effective.

So would you run Jendon with the ST321 title for 3 points to allow him to tag opponents in lock from wherever?

The shuttle needs Advanced Sensors and Engine Upgrade, at the very least, to remain viable. Otherwise, opponents focus on your other ships and then follow you around the parking lot chipping away and there is nothing you can do.

The shuttle needs Advanced Sensors and Engine Upgrade, at the very least, to remain viable. Otherwise, opponents focus on your other ships and then follow you around the parking lot chipping away and there is nothing you can do.

well, I'll agree with the engine upgrade, but not the advanced sensors. The sensor jammer is pretty hot. Also, if you have the engine upgrade, the only real difference is whether you're using your boost before or after. ALTHOUGH....... if you used the boost you could then make a red manuever (hard turn), if that's what you're thinking.

I'm really hesitant to lose the sensor jammer.

Why do you find the sensor jammer so useful?

Do your opponents not use focus actions much?

The guy I play with likes to use expose, and if he uses focus, it's usually to prevent my heavy hitters from crushing him. I find that I use sensor jammers quite a bit.

Man, I'm not entirely sure my build above wouldn't simply be better with the omnicron pilot for 21 instead of Kagi for 27. I can still deck him out and then I have 6 points left to put a bomb on the firespray and an extra shield too. I mean, would I spend 7 points on forcing them to target the Lambda? Maybe.

The shuttle needs Advanced Sensors and Engine Upgrade, at the very least, to remain viable. Otherwise, opponents focus on your other ships and then follow you around the parking lot chipping away and there is nothing you can do.

I Disagree, its a neat combo, but not required.

The people I see using the shuttle successfully are using it in a support role initially (Target locks/Stress), then everything else charges the enemy while the shuttle stays behind. Maybe it gets some potshots or maybe it waits a turn. It keeps its distance.

The shuttle needs Advanced Sensors and Engine Upgrade, at the very least, to remain viable. Otherwise, opponents focus on your other ships and then follow you around the parking lot chipping away and there is nothing you can do.

I Disagree, its a neat combo, but not required.

The people I see using the shuttle successfully are using it in a support role initially (Target locks/Stress), then everything else charges the enemy while the shuttle stays behind. Maybe it gets some potshots or maybe it waits a turn. It keeps its distance.

:) Edited by Parakitor

I ran a list the other weekend in a tourniment and went 3-0 and played another game for fun and won that.
The list I ran was
-2x Bounty Hunter with Gunner
-1x Omicron with Darth Vader

The shuttle did a lot of work because of vader and died every match but i was always able to keep it firing. I think that the shuttle can be good just you can not dump to many points into it because of the bad maneuver dial.

I ran a list the other weekend in a tourniment and went 3-0 and played another game for fun and won that.

The list I ran was

-2x Bounty Hunter with Gunner

-1x Omicron with Darth Vader

The shuttle did a lot of work because of vader and died every match but i was always able to keep it firing. I think that the shuttle can be good just you can not dump to many points into it because of the bad maneuver dial.

That is fascinating. I'm going to try out this build in addition to my decked out Lam plus decked out Firespray. Maybe the extra firespray will push me over the top.

But it doesn't look like it's trying to keep its distance, right? :)

He's flying casual...

The shuttle needs Advanced Sensors and Engine Upgrade, at the very least, to remain viable. Otherwise, opponents focus on your other ships and then follow you around the parking lot chipping away and there is nothing you can do.

I Disagree, its a neat combo, but not required.

The people I see using the shuttle successfully are using it in a support role initially (Target locks/Stress), then everything else charges the enemy while the shuttle stays behind. Maybe it gets some potshots or maybe it waits a turn. It keeps its distance.

And then his 100 point build is fighting your 100 point build minus the 20 point avg. shuttle that is staying behind so their 100 points versus your 80 points and when your ships are gone it is just a proceedural issue to follow your shuttle around and plink it to death without any real fear of return fire.

The shuttle needs Advanced Sensors and Engine Upgrade, at the very least, to remain viable. Otherwise, opponents focus on your other ships and then follow you around the parking lot chipping away and there is nothing you can do.

I Disagree, its a neat combo, but not required.

The people I see using the shuttle successfully are using it in a support role initially (Target locks/Stress), then everything else charges the enemy while the shuttle stays behind. Maybe it gets some potshots or maybe it waits a turn. It keeps its distance.

And then his 100 point build is fighting your 100 point build minus the 20 point avg. shuttle that is staying behind so their 100 points versus your 80 points and when your ships are gone it is just a proceedural issue to follow your shuttle around and plink it to death without any real fear of return fire.

Your looking at it as a static payout, the extra lockon actions in the early game are worth quite a bit, and the shuttle still contributes, just not by getting into the thick of it. Basically I feel like Colonel Jendon can make a list quite a bit stronger in the early game, and weaker in the mid to late game.

Going by your logic, torpedoes and missiles are worthless because once you have used them they no longer contribute.

Some of the tie bomber and bwing lists I am starting to see lean heavily on a strong early game with assault missiles and Adv. Proton torpedoes, if Jendon lets you hit hard enough early enough to dull that edge, I think hes probably worth having around all by himself.

im looking at something like this...

99 Points

Omicron + HLC (28)

Jonus + Squad Leader + Proton Bombs (29)

2x Scimitar Squadron Pilot + Assault Missiles (42)

The plan here is too get away the missiles early and then break formation with the lesser bombers, using them as blockers where possible to deny actions. Shuttle and Jonus work as a team - jonus passing target locks and boosting the HCL with two rerolls. Jonus has the threat of dropping his bomb if the enemy gets in close