Has Anyone Had the Shuttle Actually Work?

By KineticOperator, in X-Wing

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.

That is a fair assessment. In my experience, the 5-6 games I played with the shuttle, Jendon was that last one and died an ignoble, slow death. But I drove him into the think of things with guns blazing, tried him as a blocker and to take hits but everytime with 3 different players they focused on the other ships and completely ignored Jendon. He couldn't maneuver enough to stay in a fight and once all the other ships were gone then it was like shooting fish in a barrel.

Now, what I have not tried yet was the Advanced Sensors and Engine Upgrade that allows a 135 degree vector every other turn. That may make a huge difference, I had the Engine Upgrade before but not the Advanced Sensors. The shuttle has to contribute the whole game and not just fly on the outskirts after turn 3, that is too many points to leave idle.

It isn't that torpedoes and missiles are worthless once they are used, it is that the torpedoes and missiles AND Jendon's point total are used up. Say you have 20 points in torps and missiles and 20 points of Jendon, You've essentially spent 40 points in torps and missiles leaving 60 points for ships if Jendon leaves the fight because he is ignored and can't keep up. Is that a strategic way to spend points? If he can contribute 80% of the game then I would lean to yes, 90%+ then for sure but anything under 60%-70% and I personally see it as a hinderance than a benefit.

And if he is the last ship then you lost the game the moment the second to last ship was destroyed.

u raise an imp point there Invest. ordinance is a one shot deal - not having those points helping u late game hurts - its really an all-in gamble u r taking with them to hit and take something out fast - or al least cripple a ship/strip its shields to the point its easy pickings for you to finish off. This begs the question how much ordinance is the right amount - its certainly tempting to play two missiles on each of ur missile carriers - but its a big gamble. i suspect the number is something like 6pts per ship max, going up to 8-9pts on a single ship is extremely risky and even if u get the mix right your missiles/mines/torps might still miss.

something like HLC can be fools gold in that if they target the ship early and/or get inside its range its hard to justify its points. I guess the best approach is to have a few close range and long range options... not easy to find the points for both.

Edited by The_Brown_Bomber

The Lambda has to do more than early game bonuses, it will have to take hits with Kagi or consistently deal damage with any pilot. Support ship or not, it has to contribute during most of the fight and can't be the last ship.

latest experimental squad...

100 Points

Omicron + HLC + Anti-Persuit Lasers (30)

Jonus + Squad Leader (24)

2x Gamma Squadron Pilot + Assault Missiles (42)

early game firepower w missiles and HLC, later switch to blocking with shuttle and hope ur bombers have the punch to finish off ships in close. theyr not gonna leave ur shuttle to last with a HLC attached, theyll try and engage inclose, theyll likely leave ur bombers alone once they have unloaded their missiles and focus on the shuttle and then Jonus next.

i know i can find 4 more pts if i downgrade the Gamma Sqdrn to Scimitars, ill have to test the 4 pilot skill bombers and decide if its worth it... those extra 4 pts could be Seismic Charge x2 or possibly an extra upgrade card on Omicron?

latest experimental squad...

100 Points

Omicron + HLC + Anti-Persuit Lasers (30)

Jonus + Squad Leader (24)

2x Gamma Squadron Pilot + Assault Missiles (42)

early game firepower w missiles and HLC, later switch to blocking with shuttle and hope ur bombers have the punch to finish off ships in close. theyr not gonna leave ur shuttle to last with a HLC attached, theyll try and engage inclose, theyll likely leave ur bombers alone once they have unloaded their missiles and focus on the shuttle and then Jonus next.

i know i can find 4 more pts if i downgrade the Gamma Sqdrn to Scimitars, ill have to test the 4 pilot skill bombers and decide if its worth it... those extra 4 pts could be Seismic Charge x2 or possibly an extra upgrade card on Omicron?

Im thinking:

Colonel Jendon + Weapons Engineer + ST-321 (32)

Captain Jonus + Assault Missiles (27)

Scimitar Squadron Pilot + Assault Missiles (21)

Scimitar Squadron Pilot + Cluster Missiles (20)

No HLC and no HLC+Jonus but, more utility. I always bring cluster missiles with jonus when I can, his special ability just makes them too amazing.

I don't think gamma squadron is worth it. 2 points of pilot skill is rarely worthwhile.

Edit:JEEBUS! the forum butchered my post but good.....

Edited by gandalfrockman

latest experimental squad...

100 Points

Omicron + HLC + Anti-Persuit Lasers (30)

Jonus + Squad Leader (24)

2x Gamma Squadron Pilot + Assault Missiles (42)

early game firepower w missiles and HLC, later switch to blocking with shuttle and hope ur bombers have the punch to finish off ships in close. theyr not gonna leave ur shuttle to last with a HLC attached, theyll try and engage inclose, theyll likely leave ur bombers alone once they have unloaded their missiles and focus on the shuttle and then Jonus next.

i know i can find 4 more pts if i downgrade the Gamma Sqdrn to Scimitars, ill have to test the 4 pilot skill bombers and decide if its worth it... those extra 4 pts could be Seismic Charge x2 or possibly an extra upgrade card on Omicron?

Im thinking:

Colonel Jendon + Weapons Engineer + ST-321 (32)

Captain Jonus + Assault Missiles (27)

Scimitar Squadron Pilot + Assault Missiles (21)

Scimitar Squadron Pilot + Cluster Missiles (20)

No HLC and no HLC+Jonus but, more utility. I always bring cluster missiles with jonus when I can, his special ability just makes them too amazing.

I don't think gamma squadron is worth it. 2 points of pilot skill is rarely worthwhile.

Edit:JEEBUS! the forum butchered my post but good.....

against other bomber sqds those 2 pts of pilot skill might be pretty good... if i can do 6pts of damage/or inflict a disabling crit to one of their scimitars it goes down wout getting off its ordinance :) hard to do but its doable if i roll well. Late game, if it comes to that - my gammas r going to fire first with primary weapons - that could be worth something as well. i like the idea of having another hvy hitter on my team to soften up targets for the bombers to finish off at close range.

100 Points - Gamma Shuttle Escort

Omicron + HLC + Anti-Persuit Lasers (30)

Jonus + Squad Leader (24)

2x Gamma Squadron Pilot + Assault Missiles (42)

i see Anti-Persuit Lasers as sort of a mine effect that hurts them in a furball... im going to park my shuttle right in front of their likely flight path - even if they avoid an overlap they r going to have to fly evasively which might mess with their squads formation/synergy.

Squad Leader does what Jendon does, and adds utility to this squad. Once ordinance is deployed Jonus can dish out a free focus or free barrel roll to a bomber or focus/target lock to the shuttle.

My thinking with the HLC is its sort-of like a repeating missile attack (4 dice, no crit) that benefits from Jonus every time i fire with him at range1 of the shuttle. Even if i only get away 3 shots, thats some heavy hitting that will soften up the enemy, and may even eliminate ships altogether :)

If i ditch the 4 skill pilots (will need to test them out b4 i know) id go with this variant...

100 Points - Scimitar Shuttle Escort

Omicron + HLC + Anti-Persuit Lasers (30)

Jonus + Squad Leader (24)

Scimitar Squadron Pilot + Assault Missiles (21)

Scimitar Squadron Pilot + Assault Missiles + Cluster Missiles (25)

Edited by The_Brown_Bomber

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.

yep, i agree. beware of overloading ur upgrades on the shuttle. u dnt want too many pts on a ship that has 1 agility.

At this point, I think this is the question:

Whats better?

4x Tie Bombers

or

3x Tie Bombers

1x Lambda

The 4x Bomber lists are going to to open stronger, but after that all they have going for them is a surplus of hull points.

While the lambda even with its crap manuever dial still brings a minimum strength 3 attack, and a wide array of other options to mess with the opposition.

At this point, I think this is the question:

Whats better?

4x Tie Bombers

or

3x Tie Bombers

1x Lambda

The 4x Bomber lists are going to to open stronger, but after that all they have going for them is a surplus of hull points.

While the lambda even with its crap manuever dial still brings a minimum strength 3 attack, and a wide array of other options to mess with the opposition.

Or pop in a Advanced in the 4th slot as that is still much more maneuverable than a Bomber.

After the first pass, it will be 4 TIE Bombers exchanging fire with 3 TIE Bombers and the back end of a Shuttle. In that case, I give it to the side with one extra gun shooting. Also, unlike regular TIEs, TIE Bombers can move 1, so they can stay behind the shuttle permanently even if the shuttle "stops" every other turn.

yeah , the shuttle is somewhat a sitting duck, esp from behind, so ne support ships have to be able to defend it well enough for it to still be a decent attacker after the 1st few turns, wout a K-Turn its gonna be hard to swing it round for more offense.

if the shuttle has trouble out manouvering bombers, what chance will it have against more agile enemy ships?

Did he/she fly straight at your shuttles?

Only initially, not much choice but advance on a 3x3. He could not clear my bases with K-turns, so was forced to bank instead. Pursuit lasers never got a shot.

Wow. The shuttles won without even deploying their wings.

That's talent!

We played a game tonight: I ran 4 lambda shuttles vs 2 B wings and HWK290. Game was rather quick and ended with Empire scoring 99 points, Rebels 0 points.

Why do you have 4 shuttles.... :D

What did you do with the extra 16 points?

We played a game tonight: I ran 4 lambda shuttles vs 2 B wings and HWK290. Game was rather quick and ended with Empire scoring 99 points, Rebels 0 points.

Why do you have 4 shuttles.... :D What did you do with the extra 16 points?

There is a battle report on this.

Each shuttle had fire control system and anti pursuit lasers.

Hope this helps

Yep, I spent 100 points on them.

Fire control caused most of the damage too!

Edited by DoubleNot7

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.

ORLY? :P