Shuttle & Bombers - would this work?

By mazz0, in X-Wing

I forget the Shuttle pilot's name, the one who hands out target locks. I thought him, plus weaons engineer and the shuttle title card to let him get target locks on anybody, and three bombers with advanced torpedoes. Keep out of range for as long as possible while gathering target locks and passing them to the bombers, then when ready get in range (preferably 3), focus with the bombers, and fire! 9 definite hits, 12 probable, plus whatever damage the shuttle can do (might be able to give it Heavy Laser Cannon. Of course, when that's over things get tough if you haven't killed much...

I've considered similar permutations while still waiting for my shuttle arrived.

Jendon's pilot ability is limited to Range 1, so I wouldn't be using advanced protons and a HLC as some are designed for long range and the other short. Choose one or the other.

I've been considering Jonus in a bomber in such a combination, boosting a shuttle with the HLC and using his ability to beef more than a few missiles

I was able to use the Shuttle quite well with Jonas and Mauler. It was the last ship standing, but that is where the problems started. It was Jendon vs Wedge at the last and once Wedge got past my fire arc and closed in, I was done, you simply cannot turn and bring weapons to target.

I am beginning to think anti pursuit lasers would have been better as a range 1 rear arc weapon, same dice, just slightly different use on the shuttle. It wouldn't give a huge edge, but would make the shuttle a little more resilient and a little more used. I can't see how to make it work in a tourney setting, but in friendlies, I like it.

Keep in mind advanced torpedoes are range 1 only

Your opponent should and would focus on your shieldless bombers, you would take crits early, the bombers would be destoryed and the shuttle would never get another shot as it is being followed in circles and shot reapeadedly and at-will in the backside with no response. 3-7 rounds of this will go by and then the shuttle explodes.

Yes, but they're going to take a serious pounding at range 3. Battle reports back this up. The list seems to do well, as you'd expect.

That's why I like this list better with 2x bombers and 2x TIEs instead of 3x bombers. I've posted it a couple times on the forums here, I forget where exactly.

The TIEs give you a PS 1 blocking force and a late-game combat ability. They're either around at the end, and as pesky as TIEs ever are, or they're dead because you got your opponent to go after them and not your bombers. Either way is good. Either way you are DEFINITELY getting off that first volley, which probably kills or cripples any ship out there, and quite possibly the second. I like this list because the opponent can do almost nothing to alter the outcome of the initial exchange, which means they are stuck being reactive.

Aah, it's the range 1 that I neglected! Getting into range one could be tricky...