Not feeling the shuttle

By markcsoul, in X-Wing

What upgrades do you use?

My general list:

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

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

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

Engine Upgrade gives the shuttle boost, which seriously helps make up for their dial. If you are unfamiliar, take a star cow (or any large base if you don't have one) and try it out. Do a one or two bank, then add another one bank in the same direction. You'll see just how far these things can move. Two 1 Bank maneuvers together roughly equals a 5 hard turn.

Fire Control System add Target lock after an attack, which is good. If you miss, you get target lock. Then, Gunner gives you another attack. You may now attack plus Target Lock, which you might as well spend because after the attack is done, you get Target Lock back again. Add this to the 3 base attack dice and tendency to get into range 1 when the enemy thinks they are out of range, and you get some serious hurt. Their 10 Hit Points mean it takes a lot of damage and focus fire to take down even one of these.

Intel Agent lets me know where the enemy is going to move, but it's mostly because I had a spare point and that was literally the only thing I could spend it on. :)

Captain Yorr increases the brutality of the other two alabaster void manatees in certain situations. If you choose a green maneuver with Yorr, one of the other two Omni-nom Group Pilots can take a red maneuver, but give the stress token to Yorr. This allows you to take a focus action or boost action. Then, Yorr moves, immediately clearing the stress and letting him act as well.

Further, with a three forward followed by a boost, a shuttle can move further than a range ruler, so if you are behind one, you will be out of range after this. That means, when a orbital space bison gets damaged, you can pull it out of the fight and swing it back around. This can be quite frustrating.

What upgrades do you use?

My general list:

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

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

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

Engine Upgrade gives the shuttle boost, which seriously helps make up for their dial. If you are unfamiliar, take a star cow (or any large base if you don't have one) and try it out. Do a one or two bank, then add another one bank in the same direction. You'll see just how far these things can move. Two 1 Bank maneuvers together roughly equals a 5 hard turn.

Fire Control System add Target lock after an attack, which is good. If you miss, you get target lock. Then, Gunner gives you another attack. You may now attack plus Target Lock, which you might as well spend because after the attack is done, you get Target Lock back again. Add this to the 3 base attack dice and tendency to get into range 1 when the enemy thinks they are out of range, and you get some serious hurt. Their 10 Hit Points mean it takes a lot of damage and focus fire to take down even one of these.

Intel Agent lets me know where the enemy is going to move, but it's mostly because I had a spare point and that was literally the only thing I could spend it on. :)

Captain Yorr increases the brutality of the other two alabaster void manatees in certain situations. If you choose a green maneuver with Yorr, one of the other two Omni-nom Group Pilots can take a red maneuver, but give the stress token to Yorr. This allows you to take a focus action or boost action. Then, Yorr moves, immediately clearing the stress and letting him act as well.

Further, with a three forward followed by a boost, a shuttle can move further than a range ruler, so if you are behind one, you will be out of range after this. That means, when a orbital space bison gets damaged, you can pull it out of the fight and swing it back around. This can be quite frustrating.

The movement is really the trick with this one. Every time I play against it, Sable makes sure I can never focus fire on a single shuttle long enough to take it down quickly. I'll get a shot off at one, do a couple points of damage, then zoom, and it's at the other end of the board, and I have to change targets, aaaaaand the shuttle can soak a lot of damage, all the while he's picking off fighters left and right.

What upgrades do you use?

My general list:

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

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

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

Engine Upgrade gives the shuttle boost, which seriously helps make up for their dial. If you are unfamiliar, take a star cow (or any large base if you don't have one) and try it out. Do a one or two bank, then add another one bank in the same direction. You'll see just how far these things can move. Two 1 Bank maneuvers together roughly equals a 5 hard turn.

Fire Control System add Target lock after an attack, which is good. If you miss, you get target lock. Then, Gunner gives you another attack. You may now attack plus Target Lock, which you might as well spend because after the attack is done, you get Target Lock back again. Add this to the 3 base attack dice and tendency to get into range 1 when the enemy thinks they are out of range, and you get some serious hurt. Their 10 Hit Points mean it takes a lot of damage and focus fire to take down even one of these.

Intel Agent lets me know where the enemy is going to move, but it's mostly because I had a spare point and that was literally the only thing I could spend it on. :)

Captain Yorr increases the brutality of the other two alabaster void manatees in certain situations. If you choose a green maneuver with Yorr, one of the other two Omni-nom Group Pilots can take a red maneuver, but give the stress token to Yorr. This allows you to take a focus action or boost action. Then, Yorr moves, immediately clearing the stress and letting him act as well.

Further, with a three forward followed by a boost, a shuttle can move further than a range ruler, so if you are behind one, you will be out of range after this. That means, when a orbital space bison gets damaged, you can pull it out of the fight and swing it back around. This can be quite frustrating.

The movement is really the trick with this one. Every time I play against it, Sable makes sure I can never focus fire on a single shuttle long enough to take it down quickly. I'll get a shot off at one, do a couple points of damage, then zoom, and it's at the other end of the board, and I have to change targets, aaaaaand the shuttle can soak a lot of damage, all the while he's picking off fighters left and right.

Is this on a 3'x3' board with asteroids? I ask because the main problem I have using this ship is the U-Turn, even with Engine Mod. Against an opponent who has blockers, it is hard to even be in the fight. Between landing on rocks, or losing the boost action to hitting one and worse, having rookies or a-wings parked in my path, it just becomes a mess.

The tightest U-Turn the lambda can make is a 1-Bank + Boost 1-Bank, and then Red 2-Turn. That maneuver is 14.5 inches wide, takes 2 turns and leaves you with stress.

A 1 bank + boost and then 1 bank + boost is an 18.5 inch wide maneuver.

Edited by RecklessFable

I don't know whose bright idea it was to give the shuttle 3 attack, putting it on par with all the heaviest hitters in the game. It's just a VIP transport ship! :wacko: Meanwhile the HWK-90 gets 1 attack.

And the lambda seems undercosted as well, especially when you compare it to the Smuggler YT-1300, which is an utter waste of 27 points (and quite possibly the worst ship in the game).

I'll take this point by point.

The VIP: Depending on the configuration, it might be considered that the game version is actually under-armed http://starwars.wikia.com/wiki/Lambda-class_T-4a_shuttle

The HWK: It has the opportunity to buy a turret, which is the intent of the design. I think it is relatively well-balance for the points. Try it with an Ion turret for a cheap build.

Your last paragraph: Game balance isn't just about the number of attack dice (though they do play a role). T

his is a dogfighting game and maneuver matters greatly. The reason the Outer Rim Smuggler is good is that it has both a good dial and a 360 degree turret.

The Lambda is very hard to fly well. Against an agile opponent, it is difficult to get shots on target. Try making a U-turn with one after the first pass without hitting a rock.

I guess I don't really agree that the shuttle should be both an excellent support ship, able to soak up lots of damage, and provide a powerful punch when its weapons are brought to bear (however infrequent this is), all for a cost range of an X-wing, or rather, the equivalent of 2 TIEs - even when generously upgraded, one still has points left for 4 good TIEs (which is already quite a dangerous force in any 100 pt battle).

To my mind, the inability to K-turn isn't sufficient to balance the above, since you can stall and move in 1s and asteroids aren't necessarily that dangerous when you've 10 hitpoints to play with. ;)

I love the ship, just think the odds are already stacked with the Imperials - not that this is necessarily a bad thing.

What's not to love?!?!

Support role- check

HP- check

firepower- check

dial- well, it has one. What will you do with it?

I started running the shuttle as a blocker with Advanced sensors and engine upgrade. The engine really make this ship into a much better handling ship and with AdvS its pretty deadly in close.

I ran Yorr with some interceptors with PTL. Yorr had engine upgrade, rebel captive, gunner, and FCS. It worked really well. It was a three man every-man-for-himself game. I ended up winning. I did massive damage with an interceptor k-turn, pass the stress to Yorr, PTL, pass the stress to Yorr, begin the next turn without stress on the interceptor.

I'm not saying they are totally worthless, but they are the worst ship in the game IMO.

Then some jerk shows up up with 4 shuttles and cleans your clock :P

20131003_173530_zpsec436635.jpg

(x4) Omicrons w/ fire control and anti-pursuit lasers

Watch the fun unfold and just embrace it that you will just plain run into every asteroid on the board (twice).

Edited by DoubleNot7

What upgrades do you use?

My general list:

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

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

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

Engine Upgrade gives the shuttle boost, which seriously helps make up for their dial. If you are unfamiliar, take a star cow (or any large base if you don't have one) and try it out. Do a one or two bank, then add another one bank in the same direction. You'll see just how far these things can move. Two 1 Bank maneuvers together roughly equals a 5 hard turn.

Fire Control System add Target lock after an attack, which is good. If you miss, you get target lock. Then, Gunner gives you another attack. You may now attack plus Target Lock, which you might as well spend because after the attack is done, you get Target Lock back again. Add this to the 3 base attack dice and tendency to get into range 1 when the enemy thinks they are out of range, and you get some serious hurt. Their 10 Hit Points mean it takes a lot of damage and focus fire to take down even one of these.

Intel Agent lets me know where the enemy is going to move, but it's mostly because I had a spare point and that was literally the only thing I could spend it on. :)

Captain Yorr increases the brutality of the other two alabaster void manatees in certain situations. If you choose a green maneuver with Yorr, one of the other two Omni-nom Group Pilots can take a red maneuver, but give the stress token to Yorr. This allows you to take a focus action or boost action. Then, Yorr moves, immediately clearing the stress and letting him act as well.

Further, with a three forward followed by a boost, a shuttle can move further than a range ruler, so if you are behind one, you will be out of range after this. That means, when a orbital space bison gets damaged, you can pull it out of the fight and swing it back around. This can be quite frustrating.

The movement is really the trick with this one. Every time I play against it, Sable makes sure I can never focus fire on a single shuttle long enough to take it down quickly. I'll get a shot off at one, do a couple points of damage, then zoom, and it's at the other end of the board, and I have to change targets, aaaaaand the shuttle can soak a lot of damage, all the while he's picking off fighters left and right.

Is this on a 3'x3' board with asteroids? I ask because the main problem I have using this ship is the U-Turn, even with Engine Mod. Against an opponent who has blockers, it is hard to even be in the fight. Between landing on rocks, or losing the boost action to hitting one and worse, having rookies or a-wings parked in my path, it just becomes a mess.

The tightest U-Turn the lambda can make is a 1-Bank + Boost 1-Bank, and then Red 2-Turn. That maneuver is 14.5 inches wide, takes 2 turns and leaves you with stress.

A 1 bank + boost and then 1 bank + boost is an 18.5 inch wide maneuver.

yes, this is on a 3x3 board with asteroids, and yes, the turns are wide. the thing is, there are three of them, and the shuttles with boost can cross half the map in a single turn. The opponent hits one shuttle, then the shuttle player zooms that one out of the fight while the other 2 engage, and it can take its time to turn around while the opponent is forced to maneuver against the other two, then one of them zooms out. while the first returns to the engagement. With the boost and large bases, the shuttles can outpace pursuit, and force their opponent to spread fire between them. Now, if you manage to kill one, then the list starts to break down, but the boom & zoom tactics make them deadlier than you think.

Some more thoughts on the K-turn: Yes, the shuttle doesn't have it. But, it does have the 0 maneuver, which is decidedly underrated, and tends to pop up at the most inconvenient of moments for the shuttle's opponent. The K-turn is useful, however, it has the same limitations of causing stress, and costing you downrange distance in order to execute it. The B-wing being the most noteworthy exception with it's 2K maneuver.

The heart of the matter is this: yes, fighters can turn tighter than the shuttle, but that's only an advantage if the shuttle decides to fight their fight. A japanese Zero could out-turn an F6F Hellcat, if the 'cat commited to a turning fight, but the 'cat outperforms when the pilot uses its superior power and dive speed to their advantage, extending and making slashing attacks. Fly the alabaster void manatee to it's strengths, and it does have some excellent strengths, and it's a very effective bird.

What upgrades do you use?

My general list:

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

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

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

Engine Upgrade gives the shuttle boost, which seriously helps make up for their dial. If you are unfamiliar, take a star cow (or any large base if you don't have one) and try it out. Do a one or two bank, then add another one bank in the same direction. You'll see just how far these things can move. Two 1 Bank maneuvers together roughly equals a 5 hard turn.

Fire Control System add Target lock after an attack, which is good. If you miss, you get target lock. Then, Gunner gives you another attack. You may now attack plus Target Lock, which you might as well spend because after the attack is done, you get Target Lock back again. Add this to the 3 base attack dice and tendency to get into range 1 when the enemy thinks they are out of range, and you get some serious hurt. Their 10 Hit Points mean it takes a lot of damage and focus fire to take down even one of these.

Intel Agent lets me know where the enemy is going to move, but it's mostly because I had a spare point and that was literally the only thing I could spend it on. :)

Captain Yorr increases the brutality of the other two alabaster void manatees in certain situations. If you choose a green maneuver with Yorr, one of the other two Omni-nom Group Pilots can take a red maneuver, but give the stress token to Yorr. This allows you to take a focus action or boost action. Then, Yorr moves, immediately clearing the stress and letting him act as well.

Further, with a three forward followed by a boost, a shuttle can move further than a range ruler, so if you are behind one, you will be out of range after this. That means, when a orbital space bison gets damaged, you can pull it out of the fight and swing it back around. This can be quite frustrating.

i had great success with a double shuttle squad today :)

for full details go to battle reports section (link below)

http://community.fantasyflightgames.com/index.php?/topic/96731-double-shuttle-squad-for-the-win/

really impressed with this ship. with the right mix of upgrades its very powerful. im a convert. next i am looking at 100pt squads that use 2 shuttles (as opposed to the 120pts squad iv been playing).

I ran Yorr with some interceptors with PTL. Yorr had engine upgrade, rebel captive, gunner, and FCS. It worked really well. It was a three man every-man-for-himself game. I ended up winning. I did massive damage with an interceptor k-turn, pass the stress to Yorr, PTL, pass the stress to Yorr, begin the next turn without stress on the interceptor.

I've run this as well. Works amazing.

here are two shuttle squads im tinkering with right now...

Squad #1(99pts)

Captain Yorr + Fire Control System/ Gunner/Engine Upgrade (35)

Howlrunner + Stealth Device/Push the Limit (24)

Backstabber (16)

Academy Pilot (12)

Academy Pilot (12)

Squad #2 (99pts)

Captain Yorr + Fire Control System/ Gunner/Engine Upgrade (35)

Omicron Group Pilot + Darth Vader (Crew) (24)

Howlrunner + Stealth Device/Push the Limit (24)

Backstabber (16)

Yorr teamed with PTL seems like a natural fit - i know intercepters with PTL would also be good but im liking a mix of tie-fighters and howlrunner takes the early heat with these squads (who needs biggs?) and passes his stress to Yorr letting her move unhindered AND get two actions every turn :)

Edited by The_Brown_Bomber

The gunship set up, as I've said in another thread and in here can work well. If will never be an overly easy win with shuttles you need to fly hard and smart but it can be pretty menacing to an opponent.

I ran one build over Thursday, and it went, poorly. Was a team game and my team mate move poorly and nearly was wiped by turn 2 flying a bunch of low PS squints right at one flank of the enemy and the enemy just targeted him out. I still get some really solid kills in there but once I needed to turn. I knew it would be over, so bugged out to board edge to at least save some time in getting helplessly pummeled.

List was

Omicron x2 Merc co pilot Heavy Laser cannon, improved engines and advanced sensors

Omicron x1 merc co pilot, Heavy Laser cannon, improved engines and advanced sensors

omicron darth vader

It did well on my end fast approached, then slowed down hard when I had the enemy broadsided. Accounted for 5 dead enemy ships including a pair of x wings, 1 was biggs, and 2 B wings one was ten numb, and one low level B wing.

At the end, had tycho and a full b wing riding behind him, was little I could do with 100 pts of our teamed list falling for net gain of 2 damage, that were repaired with R2, before dying.

So I felt alright, I went with the sensors to try and speed through my turns, if I got the option to. With how quick it happened it never really came into play. It did let me keep the broadside longer and keep my actions up while I did. Though turning, I needed my team mate to survive a bit past turn 2 to perform.

If they ever released a mod that gave a rear fire arch, my kingdom for such. As anti pursuit lasers are not as good as a rear fire arch and nothing is worse then having an enemy ride your majestic space fairing albino rhino into death for their lack of k turn.

AAngel - i am such a convert of the shuttle and think its potential is just scratching the surface. finding the right complement of ship or ships is still an unknown imo. i like what ur trying there with double merc co-pilots.

so far ive tried two different tactics with shuttles (both games i used Omicrons, one with the gunner/Fire Control System/Engine Upgrade loadout on and the other with the just Vader Crew).

Tactic One - Strike hard early and boost through and then circle back for support/mop up duty. Your goal here is to weaken their primary threats by reducing shields or if u r lucky even take something out. AT the very least you will be exchanging damage and u have the shields to take that. Next have a second force follow up you initial strike to hopefully finish off the ships u have soften up).

Tactic Two - send in another strike force of ships to soften them up and the follow up with your shuttle strike.

imo Tactic One is better as you want to keep your less armoured ships out of the frontline and use them to pick off prime targets and NOT take on the enemy in a full-on frontal assault. This sort of aggressive tactic works well with a traditional tie-swarm because u have the numbers and losing a cheap fighter of two early isnt that bad as long as u are trading for equal damage to enemy ships.

I discovered that although it is tempting to hold back a shuttle with Vader crew for use against weakened targets that do not have shields so crits get through it is still very effective at stripping that extra shield from rebel ships so that your second force can mop them up. You still may have an opportunity to get in a crit or two with vader on your second pass - as long as your second force can keep them busy long enough for you to swing back around.

I agree, not only is it better because you wish to keep the fire from more vulnerable ships in your squad but you really can't allow the shuttles to be the ones left alive at the end of the battle or your toast. I think it may be good just to use the escort ships to move in such a way to draw the enemy towards them and just try and avoid fire draw them out of formation and let your tougher shuttle take the brunt of damage. I have a list with a pair of interceptors to do such, while the shuttle trys to keep the enemy in sights long enough to put some heavy fire power on them. Using the Ints to lead them on a merry chase and eventually engage.

A sort of watch my hand, while I pick your pocket with the other, but in space. I think it has merit especially with my opponents getting used to me flying he shuttles so often now.

it has been mentioned already that some of the power of a shuttle squad is its surprise value and opponents r unsure how to play against it - which i agree with.

everyone knows that the shuttles turn poorly and are vulnerable to tailing tactics where if u get in behind one it will have trouble shaking you and turning in time to engage u. (it tales 2 turns to swing a shuttle around even with boost). No K-Turn makes it difficult but you can be effective with the shuttle -something many people are surprised by until they see it in action working well.

Squad #1(99pts)


Captain Yorr + Fire Control System/ Gunner/Engine Upgrade (35)


Howlrunner + Stealth Device/Push the Limit (24)


Backstabber (16)


Academy Pilot (12)


Academy Pilot (12)



Squad #2 (99pts)


Captain Yorr + Fire Control System/ Gunner/Engine Upgrade (35)


Omicron Group Pilot + Darth Vader (Crew) (24)


Howlrunner + Stealth Device/Push the Limit (24)


Backstabber (16)



i like both these squads but i think squad#2 could be vulnerable. i agree the trick with the shuttles is to get them to soak up early damage while dishing out solid damage themselves. If they take out ur support ships first you will be in trouble in the end game versus more agile ships. Shuttle players need to find a balance betwen enticing them to attack ur shuttle and it actually being an effective ship - whether that is dealing early damage (Omicron/Vader and Omicron/FCS/Gunner) or supporting other smaller ships eg. taking stress (Capt Yorrr) or Passing Target Locks (Col. Jendon)


Edited by The_Brown_Bomber

I've had some success with this build:

Omicron Group Pilot + FCS + Gunner + Engine Upgrade

Obsidian Squadron Pilot

Obsidian Squadron Pilot

Boba Fett + Navigator

Set up the two mystical space bison on one flank and the TIEs near the middle, then Fett with the TIEs. If they aim for the magic space bus, blow passed them while pouncing on them with Fett and the TIEs. If they focus on your main force, flank with the alabasted enraged manatee and come in behind them.

"I had to keep reminding myself that at anytime (without stress) they could do a 0 maneuver."

I think I have missed something, how do they do a zero maneuver without stress, I thought that it was red on the dial?

Edited by pgarfunkle

"I had to keep reminding myself that at anytime (without stress) they could do a 0 maneuver."

I think I have missed something, how do they do a zero maneuver without stress, I thought that it was red on the dial?

The OP is remarking on the fact that, if they didn't have stress, they could pull a 0 maneuver and stay stationary, not that they could pull it without stress.

As for how you can, Captain Yorr's ability is to take stress from someone else. So, if you have a shuttle next to Yorr, that craft can pull a red 0 maneuver and dump the stress onto Yorr, letting them take an action. Then, if Yorr is pulling a green maneuver, he immediately clears the stress. It's a vicious tactic. :)

"I had to keep reminding myself that at anytime (without stress) they could do a 0 maneuver."

I think I have missed something, how do they do a zero maneuver without stress, I thought that it was red on the dial?

The OP is remarking on the fact that, if they didn't have stress, they could pull a 0 maneuver and stay stationary, not that they could pull it without stress.

As for how you can, Captain Yorr's ability is to take stress from someone else. So, if you have a shuttle next to Yorr, that craft can pull a red 0 maneuver and dump the stress onto Yorr, letting them take an action. Then, if Yorr is pulling a green maneuver, he immediately clears the stress. It's a vicious tactic. :)

thats a reason to play Omicron/Vader with Yorr/FCS/Gunner/EU :) get omicron/vader into kill range and pull the zero movement + no stress trick and freeze him in place 2 consecutive turns :) i know its possible to purposefully bump a shuttle into a lead ship and keep it 'stalled' but with Yorr the stalled ship still gets to take its action.

im liking the idea of playing two shuttles more and more in the same squad as it gives them a dilemma how to attack you and by splitting them up from setup you have more options yourself. i am starting to think having them placed a ruler length from each corner would maximize ur early turns in terms of responding to how they setup against you. Yes asteroid placement will potentially alter this plan but if i know WHAT i am trying to do BEFORE placement i can setup my rocks to suit my early turns by putting them near my side but outside the 'lanes' i plan on flying turns 1-2.

I'm starting to change my opinion on the shuttle. The problem with interceptors is their low hull. A shuttle gives the enemy 10 more hull to chew through. With gunner on the shuttle it can't be ignored.

I'm starting to change my opinion on the shuttle. The problem with interceptors is their low hull. A shuttle gives the enemy 10 more hull to chew through. With gunner on the shuttle it can't be ignored.

I ignore it all day. When it turns around, it discovers it doen't have any friends left. Then it gets a hurtin' from behind.

I'm starting to change my opinion on the shuttle. The problem with interceptors is their low hull. A shuttle gives the enemy 10 more hull to chew through. With gunner on the shuttle it can't be ignored.

I ignore it all day. When it turns around, it discovers it doen't have any friends left. Then it gets a hurtin' from behind.

what shuttle squad did u face? do u remember the upgrades they used? support ships?