Three Shuttle List - 2 Wins 1 Loss

By SableGryphon, in X-Wing Battle Reports

So, tonight I was finally able to try out a three shuttle list I had been working on during the League Night at Madness Games in Plano, TX.

First, the list:

Captain Yorr + Gunner + Fire Control System + Engine Upgrade + Intel Agent

Omicron Group Pilot + Gunner + Fire Control System + Engine Upgrade x 2

So, my first game I faced off against two Rookie Pilots and two Blue Squadron pilots. Both B-Wings had Heavy Laser Cannons.

This was the first time I had played with asteroids. As I had initiative, I placed one Magic Space Bus facing forward near each side. He placed both X-Wings and B-Wings on my left, facing the Big White Space Bus there. I then placed Captain Yorr to the left as well. First turn, I moved all my ships forward hard, moving three forward, followed by a boost. He turned hard left, trying to attack my lone shuttle. This turned out to be a mistake, as I was just outside of range three the first round. The next round, I banked in with my two shuttles on the left and rushed my right flank forward, catching his formation as it turned to face me.

This is where he learned the true power of a fully armed and operational Lambda shuttle. At normal range, I roll 3 attack dice. An X-Wing would usually dodge the one or so hits I had. Then, I acquire target lock. Gunner kicks in and I attack again. I get to use target lock for this second attack, so I would suddenly have two or three hits/crits. Plus I get to keep target lock. I moved my ships to concentrate fire on those areas he had to move. He was able to take down one of my shuttles with concentrated fire, but under my withering assault his fleet feel apart. With but one X-Wing surviving the next few rounds, and my two remaining Fairy Star Cows still having shields and turning to face him, he finally conceded. I was immediately impressed by how well this list handled, though it does take getting used to maneuvering these beasts.

The second round I fought against a different opponent. He took (I don't recall all the upgrades):

Blue Squadron Pilot + HLC

Horton Salm + Ion Cannon + 2x Proton Torpedoes

Kyle Katarn + Moldy Crow + Recon Specialist + Blaster Turret + Determination

This one I started my two Alabaster Void Manatees again one each side and Yorr near the middle while he set slightly to me left. This game I again rushed forward, reaching range three on the first turn with Yorr as he also moved forward. That initial shuttle took a pounding, losing its shields. I only managed to strip the shield off the crow. Next turn I moved forward, but the asteroid placement fouled most of my flight paths and I ended up further than I wanted. The dice did not go well for me this turn and I made the mistake of concentrating on the HWK. I wasn't able to finish Kyle until the third turn, after losing Yorr. Out of position, I was able to concentrate some fire on the B-Wing, but just could not finish it off, only getting one damage through per attack. Several turns passed and I just could not kill the B-Wing before the Y-Wing got in perfect position to hit my rightmost Mystical Vacuum Brahmin with the proton torpedo, destroying it. With my remaining vessel out of position and damaged, I conceded. I made several mistakes this game, notably concentrating fire on the HWK instead of the B-Wing or Y-Wing. I also maneuvered poorly. Even then, the fight was close but poor dice and excellent flying by my opponent took me down. I learned several valuable lessons in this fight and I certainly surprised my opponent that he had to work for his victory.

Finally, I played my first opponent again. This time, he decided to go with a Han Shoots First variant (I don't remember all the upgrades)

Han + Falcon + Gunner + Marksmanship

Rookie Pilot + R2 Astromech x2

Once more, I split my Ivory Fairy Bison to either side. He placed both X-Wings to my left. Because of the asteroid placement, I opted to put Yorr to my right. I moved one forward on the left as I brought my other shuttles arcing in from the right. I immediately misjudged and slammed Yorr into the rear of the Omicron Group Bovine. The next turn I move my left flank forward slowly again while I continued hooking my right into the center. Once more, Yorr's movement was fouled. This round I concentrated fire on the Falcon, stripping it's shields. However, the concentrated fire on the left shuttle caused it's shields to fold like wet tissue paper and gave it a single crit. Of course, it was the one that caused a damage any time that ship overlapped another.

I stalled my left. One the right, I had no particularly good options. I was deep in asteroids. I opted to pull my Organic Star Beef hard to the right, pulling him well out of arc and range, while Yorr moved slightly forward. I was able to land more damage on Han, leaving him with five hull, but at the cost of one shuttle. Now, his X-Wings pointed back towards him and Han pointed at me, I made the decision to break engagement. Yorr would head to my left and up, while my remaining Omicron Herd Buffalo would swing wide north and to my left. Han made a serious piloting error and ended up facing the corner of the map, with not a single maneuver on the dial able to prevent him from fleeing the field. The X-Wings hooked in, hoping the catch Yorr as he turned back down, but misjudged just how nimble the shuttle was, ending up at range one just inside the sights of my shuttle. A roll of three hits to no evades destroyed the X-Wing. That last, lone X-Wing versus two largely intact shuttles, and my opponent conceded.

I am really happy with this list. It has weaknesses, sure, but it's a solid, viable list. I had been considering several changes to the list, but these games made me rethink them. One of it's strongest strengths lies in the opponent underestimating it.

Edit: I corrected a couple issues and a host of spelling errors. I don't type as well when I'm tired. :)

Edited by SableGryphon

Yes I definitely underestimated this list. Horton's torpedoes really came through for me. But I feel I barely won with you just not quiet able to take out that b-wing. We both made some mistakes but I think you did very well. The gunner + fire control system combo is extremely effective. Also, engine upgrade (I now realize) is a must on the shuttle. It was a good game I look forward to facing this list again!

From henceforth, all single shuttles may only be called: The great white space bus OR the magic space bus if given the engine upgrade. If they are found in groups they should always be called "space bison" and captain Yorr "Sky bison" (yip yip)!

Manatee is the only other acceptable substitute!

Only 3 shuttles?

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First, the list:
Captain Yorr + Gunner + Fire Control System + Engine Upgrade + Intel Agent
Omicron Group Pilot + Gunner + Fire Control System + Engine Upgrade x 2

Well done! Good job on creating a fun and imaginative list, I can't wait to try it.

I flew against Sable and this list over the weekend.. with engine upgrade, FCS, and gunner; the Alabaster Space Bison become more like some bizarre and terrifying Cosmic Sabre-toothed Arctic Water Deer of Death.

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Aww, isn't that cute... OHMYGODOHGODOHGODit'sgotmyaaaaaaaarg!!!

Edited by Gazerfoxie

Firstly, congrats on winning with the space bus.

A list you could try to expand on killing power might be;

35 points

Omicron Group Pilot #1

Fire-Control System, Gunner, Recon Specialist, Engine Upgrade

35 points

Omicron Group Pilot #2

Fire-Control System, Gunner, Recon Specialist, Engine Upgrades

30 points

Omicron Group Pilot #3

Gunner, Engine Upgrade

Your gunners on shuttle 1 and 2 now fire with TL and focus.

Edited by Englishpete

Firstly, congrats on winning with the space bus.

A list you could try to expand on killing power might be;

35 points

Omicron Group Pilot #1

Fire-Control System, Gunner, Recon Specialist, Engine Upgrade

35 points

Omicron Group Pilot #2

Fire-Control System, Gunner, Recon Specialist, Engine Upgrades

30 points

Omicron Group Pilot #3

Gunner, Engine Upgrade

Your gunners on shuttle 1 and 2 now fire with TL and focus.

I considered a variant of this list seriously. The problem I found with it is that I rarely have a spare action to focus. I'm constantly using boost to bring enemies into arc, foul their movement, or breaking away from combat. If I were going to put a different loadout, I would drop Yorr to OGP and put Saboteur on two of the shuttles. I know Saboteur is a derided card, but it would give me the opportunity to seriously mess with enemies. Maybe flip over some extra damage or take out some advantage they have. The other option is Mercenary Co-Pilot, but I don't get a lot of range 3 shots in my games right now.

I've run my original list several more times, with more wins than losses. It struggles against B-Wing lists, due to the maneuverability and survivability of the B-Wing, coupled with it's low evade dice, which often means I do one damage instead of getting a chance for Gunner to go off. Tonight I played against the following list:

Luke + R2D2 + Engine Upgrade

Horton Salm + Ion Turret

Ibtisam + Ion Cannon + FCS

I very quickly knocked Luke out. I got into a bad maneuver after losing Yorr, with both mystical void manatees in a dogfight. I managed to break one off and knock out Ibtisam and the same time as I lost the second magical fun cow, with the Y-Wing right behind my remaining orbital fairy bison. I hit the acceleration and pulled out of range, before finally outmaneuvering the Y-Wing and taking it out, though heavily damaged. It was a long game, but I take great pleasure in outflying a skilled opponent with a magic space bus. I rarely succeed when I'm down to my last one.

Glad to see the magic space bus squad is still working out. I stole your idea with FCS + Engine Upgrade + Gunner on an Omicron and tried it out against my wife last night. It makes me want to by another shuttle or two.

Glad to see the magic space bus squad is still working out. I stole your idea with FCS + Engine Upgrade + Gunner on an Omicron and tried it out against my wife last night. It makes me want to by another shuttle or two.

It really is a great ship. It can easily tear apart smaller, more delicate ships and can really move. I'm glad you had fun with it. :)

It really is a lot more fun to fly than people think. I have been using the tie swarm bump (shuttle scuttle) method with mine. Need to get in a few games with the magic space bus variant.

I also stole your idea of the rapid-fire shuttle, since I had just bought a second one. Hopefully I can get the bat rep on youtube in a few days.

Edited by Texx

I also stole your idea of the rapid-fire shuttle, since I had just bought a second one. Hopefully I can get the bat rep on youtube in a few days.

High praise coming from the Number 2 X-Wing player in the world(s). :)

I look forward to seeing your video. I've been toying with ideas for a 2 shuttle list to explore new options. If I come up with anything particularly interesting, I'll be sure to bleat about it.

I think either of your above loads x2 will leave enough other points for shenanigans. Or one of each jus for more options

Howlrunner + academy is 30pts. That could pair nice with x2 35 pt load outs. Might mess with gunner game though. Nightbeast/winged G. + black and dtf?

2x 30pt loads = 40pts left and a very solid # of options.

Omni + engine + gunner x2 = 60

Scimitar + concussion = 20

Scimitar + concussion = 20

Make clean up a little easier and that's a lot of HP.

Omni + engine + gunner x2 = 60

Turr+ PTL= 28

Academy = 12

One blocker/bumper and one finisher that fires higher. Obviously any lesser interceptor and upgrading the academy is also nice. Getting Backstabber or Dark Curse could set up some interesting choices for both you and your opponent to make.

One list I've considered is:
Captain Yorr + FCS + Gunner + Engine Upgrade (35)

OGP + FCS + Gunner + Engine Upgrade (32)

Bounty Hunter (33)

The Bounty Hunter's mobility will help him stay in combat as my two shuttles make firing runs, though I'm not sure I'm happy about the overall loss in attack.

Howlrunner doesn't work well with these ivory star moose, because they can't reroll any die more than once. If I did drop a 32 point OGP, I could reshuffle the list as:

Colonel Jendon + FCS + Gunner + Engine Upgrade (37)

Captain Yorr + FCS + Gunner + Engine Upgrade (35)

Turr Phennir + Stealth Device

While it does certainly give me a nice boost in Piloting Skill, I'm not sure it's worth the tradeoff. Turr can be squirrely, but he's going to become the highest target because he's squishy once hit, and he'll be doing less damage per turn than the alabaster orbital caribou.

Omni + FCS + gunner + engine

Soontir + stealth + PTL

DarkCurse + stealth

Nightbeast

Just beat an ABBX list with Baron's magic space bus.