Curse you SableGryphon
Just ordered a third shuttle
Regionals everywhere this spring will be rife with Magic Space Cows
I doubt I'll make regionals, but I do know the the 2 shuttles I have are an awful lot of fun to fly
Plus, I wanted more Advanced sensors
Plus, my wife and I pull ships from the same collection
Edited by Audio Weasel
Ironically, the Beauteous Albino Bison are mainly weak against A-Wings and Interceptors, from what I can gather. I'm in favor of a massively shifted Metagame
i tried playing with a Griffon list last night with a buddy using proxies and i can't get my head around how it can be viable, i tried moving out and got out maveuvered, then i tried a tactic i call Stall Wars where the lead shuttle moves infront of the other 2 creatig a pyramid and then does 0 everyturn while the other OMG and Yorr bump into him literally not moving for most of the game and still i got flanked, 3 shuttles is not for me.
You think you have a lot of shuttles with 3 ? I currently have 8, 1 being a gift and 3 being so cheap I couldn't turn them down. Though I did make sure to buy 4 before that. This topic forced me to make a name just to comment. I've also not played a game without it being full of shuttles since they came out.
One more and you will be set.
So I take it you will try spamming the shuttle in the epic tournaments?
At this point, probably. What else will I do with them all ? Hey at least I don't need any more advanced sensors right ?
Edited by AngryAngelWhat is in this Utterly Fun Space Cow list? I've seen some Shuttles showing up with Gunners, Fire Control Systems and Anti Pursuit Lasers. I've tried a 2 shuttle 1 interceptor List with Vader in one shuttle plus gunners and FCS the Interceptor had Push the Limits and stealth device. I faced a 4 B-Wing squad and was un impressed by the damage out put. I like the idea of the shuttle list just not the outcomes.
At this point, probably. What else will I do with them all ? Hey at least I don't need any more advanced sensors right ?
Skirmish against yourself! 4 Shuttles vs Space Cow 3. Tell us which wins
What is in this Utterly Fun Space Cow list? I've seen some Shuttles showing up with Gunners, Fire Control Systems and Anti Pursuit Lasers. I've tried a 2 shuttle 1 interceptor List with Vader in one shuttle plus gunners and FCS the Interceptor had Push the Limits and stealth device. I faced a 4 B-Wing squad and was un impressed by the damage out put. I like the idea of the shuttle list just not the outcomes.
SableGryphon's Mystical Void Ungulates are
2x Omicron Group Pilots
+ Fire Control Systems
+ Gunner
+ Engine Upgrades
Captain Yorr
+ Same
99 points total, by my recollection. He may use an Int Agent on Yorr to bring it to 100, though
Firstly, there's the FCS+Gunner interaction, which is as follows:.
- Attack
- Gain a target-lock on the defender
- If step 1 resulted in 0 damage, Attack
- Spend the Target-Lock from step 2, even if you're only re-rolling 1 die.
- Gain a target-lock on the defender.
Note that this is very familiar to Han Solo + Gunner in damage. We also call this a Buzzsaw or Chainsaw shuttle, or did until the Albino Bovine Narhwal naming convention came into being.
You use the Engine Upgrade to fix your flanking problems in two ways: by adjusting the facing of your attacking Buffalo, and by getting a flanked shuttle to run away while the other two Saxety Yaks fight the folks from whom it is running.
Expect to be attacking with only 2 shuttles a turn, with your third using the Boost to get away from combat, and re-acquiring the combat the following turn, trading out for one of the two from before. This way, your opponent has to make a choice: Do I focus down a single shuttle until it is dead, while letting the other two wail on the back of my forces, or do I spread the damage evenly throughout his fleet?.. a Catch-22 that is entirely in the favor of the Shuttle Pilots.
Thirdly, Captain Yorr is there, allowing one of your Omicrons to do a stress-free Red while he does a green, thus acting like a repeatable Adrenaline Rush. This also means that everyone (but Yorr) can do an action every turn, regardless of maneuver choices.
I did over Christmas play a friend of mine who we ( By we I mean me and another friend of his ) made his dreams or nightmares come true and got him 3 shuttles. He had none before us. In honor to such a glorious gift, he played against me 3 vs 3 shuttles, it was the most beautiful and iconic battle of all time, a Clash of Herds.
I won.
The Shuttle has some faults of course, sluggish movement in relation to turning, lack of K turn and the most hated by me, lack of a rear fire arch, when I clearly see a ball turret there. ( My kingdom for a modification for a big ship to give it a rear fire arch, or a K turn )
On its bright side, the red stall is pretty fantastic if used properly, it leads to those " **** " moments where the enemy lands right in your face and you unload on him. As well it does have a wealth of options.
You have Vader shuttle, which you keep sweet and cheap and just exists to have vader throw a fit to toss around crits. Can be fun but won't live long.
You have your tower of power, doing the zero move red in front, having the herd bounce into your back and Yorr taking away any stress from the standing still. Which will let you tower up somewhere and break the games mechanic of moving each turn, fun and if used properly on someone who hasn't seen it, will throw them off their game. Advanced sensors helps here for letting them still get actions, and a fire control on Yorr and its all good.
You have your shuttle lights, where you just fly cheapy shuttles and perhaps use a few of these ideas to squeeze 4 shuttles into 100 pts,the least focused but looks nice.
You have the Sable Space Bison Surge, with your after market engines and fire control equipped wookie gunners. Which is the most nimble you'll see one of these try winged sweetnesses. As well, it gives them some reliability for pushing damage through, which you need every shot to count, and if your opponent hasn't engaged them before, they will be a large surprise.
It isn't a list for feint of heart, as they have that very real problem of, being bad at turns, even with new engines. Once your down to one shuttle, unless you can maneuver one last point blank shot, its probably all done but the crying. So odd as it sounds you need to play very aggressive to put as much down as you can, as fast as you can on the opponent as you won't win the war of movement, and do try and avoid the asteroids.
Oh and how good it feels, when a good pilot flubs an attack roll, leaves you with but one hit, then you roll that 1 dodge, it doesn't get any better then that, flying the empires magic school bus.
I've just been back here, cackling.
The biggest problem my particular lists have is against B-Wings. They do far better against Interceptors and A-Wings, it's the 1 agility craft they suffer against.
One other setup I've used, which is great just to watch the enemy suffer, is this:
Omicron Group Pilot + Engine Upgrade + HLC + Mercenary Co-Pilot + Mercenary Co-Pilot
At range three, you roll four attack dice. All your initial crits are turned to hits, then you turn two hits to crits. So they are suddenly facing lots of crit damage. Against TIEs, it's devestating. You can add more to the craft from there, but you're already at 36 points, so don't.
I definitely follow the boom and zoom tactics. My initial setup is a trident. If I'm playing against an opponent who hasn't felt it before, I'll rush forward, covering half the map in the first movement phase, and generally pounce on them before they realize they are in danger. Then, as they start focusing fire on one, I pull that away. A full move will cover more than the range ruler of distance in one turn, so you can pull the damaged mystical space caribou away while the other two cattle continue to pound away. I've destroyed lists without any of my ivory void equines taking hull damage, though missing all their shields. It's a very good list for tricking your opponent into reacting instead of figuring a way out of the trap.
I'm glad so many other players are having fun with the Lambda because of my influence.
I do like flying multiples around, my favorite list currently (would probably get chewed up and spat out at a tourney) is Yorr pulling stress off of a Vader/Phennir ninja duo
I have noticed that about the low defense craft being a poor match for the tooled out bison fighter. Makes you need to get that target lock as an action, then shoot, as opposed to relying on the fire control and gunner rarely triggers as you near always hit the low dodge ship for a paltry 1 damage without the target lock already in place.
The heavy laser cannon and things might prove better foil to the low dodge ships, as the gunner tends to be a waste least when I've used him in such match ups.
Oh and hey good news, for my 8 Great White Hopes, I have secured 6 engine upgrades, pretty nice.
Has anyone also noticed the crit card damaged engines, actually makes the lambda fly the exact same, as all it does is make turns reds. Its like we started the game with damaged engines.
Curse you SableGryphon
I know right! I was thinking the same thing but I just wanna run two shuttles and possibly a firespray if I have enough points. I love his idea of running multiple albino space beasts but I don't wanna copy him. So yeah, second shuttle is definately a must.
Curse you SableGryphon
I know right! I was thinking the same thing but I just wanna run two shuttles and possibly a firespray if I have enough points. I love his idea of running multiple albino space beasts but I don't wanna copy him. So yeah, second shuttle is definately a must.
To start, try:
Omicron Group Pilot + FCS + Gunner + Engine Upgrade (32)
Omicron Group Pilot + FCS + Gunner + Engine Upgrade (32)
This gives you 36 points to add a Bounty Hunter and 3 points of upgrades.
[quoteTo start, try:
Omicron Group Pilot + FCS + Gunner + Engine Upgrade (32)
Omicron Group Pilot + FCS + Gunner + Engine Upgrade (32)
This gives you 36 points to add a Bounty Hunter and 3 points of upgrades.
Definately gonna give that a try as soon as i buy another shuttle and a firespray. Thanks sable. The rebels won't even know what him them. Muahahahaha!
Edit: Meant to quote your last statement. Didnt work out well. Thats what I get for posting from my phone I guess.
Edited by rebelscum84
just bought my 2nd shuttle. going to try a 120pts squad that uses two Omicron/FCS/Gunner/Engine Upgrade (one will not have the engine upgrade tho due to squad restrictions we r playing with but im looking fwd to seeing how it goes against an unsuspecting rebel sqd
I've just been back here, cackling.
The biggest problem my particular lists have is against B-Wings. They do far better against Interceptors and A-Wings, it's the 1 agility craft they suffer against.
One other setup I've used, which is great just to watch the enemy suffer, is this:
Omicron Group Pilot + Engine Upgrade + HLC + Mercenary Co-Pilot + Mercenary Co-Pilot
At range three, you roll four attack dice. All your initial crits are turned to hits, then you turn two hits to crits. So they are suddenly facing lots of crit damage. Against TIEs, it's devestating. You can add more to the craft from there, but you're already at 36 points, so don't.
What do you fly with those 2? I don't mind blatantly stealing ideas and I only have 2 pearly expanse walruses currently anyway
What do you fly with those 2? I don't mind blatantly stealing ideas and I only have 2 pearly expanse walruses currently anyway
My signature list is:
Omicron Group Pilot + FCS + Gunner + Engine Upgrade
Omicron Group Pilot + FCS + Gunner + Engine Upgrade
Captain Yorr + FCS + Gunner + Intel Agent + Engine Upgrade
That's three shuttles. Now, if you want to fly two, dropping Yorr (Hunter From The Future) gives you 36 points. If I were going to fill that, I would take Bounty Hunter + 3 points of upgrades. I've also tried fielding an interceptor, but I haven't had much luck with that trade. One could even field 3 Academy Pilots. That may even be more brutal, as you auger in the ivory steller wildebeest first, let them take the first round of pounding, then rush the TIEs into the fray while the shuttles move slowly, hammering at the enemy.
SableGryphon's Mystical Void Ungulates are
2x Omicron Group Pilots
+ Fire Control Systems
+ Gunner
+ Engine Upgrades
Captain Yorr
+ Same
99 points total, by my recollection. He may use an Int Agent on Yorr to bring it to 100, though
Firstly, there's the FCS+Gunner interaction, which is as follows:.
Note that this is very familiar to Han Solo + Gunner in damage. We also call this a Buzzsaw or Chainsaw shuttle, or did until the Albino Bovine Narhwal naming convention came into being.
- Attack
- Gain a target-lock on the defender
- If step 1 resulted in 0 damage, Attack
- Spend the Target-Lock from step 2, even if you're only re-rolling 1 die.
- Gain a target-lock on the defender.
I am not sure I am reading what you are saying properly, so my apologies if I am misunderstanding your statement here. My interpretation of how FCS and Gunner are worded is that you wouldn't get a TL from your first attack that the Gunner can use by way of FCS triggering, because while both happen after an attack Gunner happens "immediately" and FCS does not. So the order would be Attack, Gunner, FCS TL from the original attack, FCS TL from Gunner (and since you can't have two TLs without Weapons Engineer, the two TLs would be redundant). This isn't in the FAQ or anything, so to my knowledge it is just my interpretation of how this game uses the word "immediately", but I am hesitant to get too excited about this otherwise seemingly potent combo until I can see definitively how it works legally within the framework of the game.
Any thoughts or insights? By all means prove me wrong, I WANT that combo to work, it just seems like it may not.
SableGryphon's Mystical Void Ungulates are
2x Omicron Group Pilots
+ Fire Control Systems
+ Gunner
+ Engine Upgrades
Captain Yorr
+ Same
99 points total, by my recollection. He may use an Int Agent on Yorr to bring it to 100, though
Firstly, there's the FCS+Gunner interaction, which is as follows:.
Note that this is very familiar to Han Solo + Gunner in damage. We also call this a Buzzsaw or Chainsaw shuttle, or did until the Albino Bovine Narhwal naming convention came into being.
- Attack
- Gain a target-lock on the defender
- If step 1 resulted in 0 damage, Attack
- Spend the Target-Lock from step 2, even if you're only re-rolling 1 die.
- Gain a target-lock on the defender.
I am not sure I am reading what you are saying properly, so my apologies if I am misunderstanding your statement here. My interpretation of how FCS and Gunner are worded is that you wouldn't get a TL from your first attack that the Gunner can use by way of FCS triggering, because while both happen after an attack Gunner happens "immediately" and FCS does not. So the order would be Attack, Gunner, FCS TL from the original attack, FCS TL from Gunner (and since you can't have two TLs without Weapons Engineer, the two TLs would be redundant). This isn't in the FAQ or anything, so to my knowledge it is just my interpretation of how this game uses the word "immediately", but I am hesitant to get too excited about this otherwise seemingly potent combo until I can see definitively how it works legally within the framework of the game.
Any thoughts or insights? By all means prove me wrong, I WANT that combo to work, it just seems like it may not.
You're the first person to have interpreted the rules in this manner that I've seen on this forum. Being that this build has been going around for some months now, and has caused a LOT of buzz, I think it's likely that, in the event of a FAQ about it, Fantasy Flight will pull a Fettigator and just straight up say it works.
Semantically, it all falls down to the interpretation of "Immediately" and "After". Since no other two cards combine in this manner, it is impossible to cite proof in one way or the other.
I would also like to point to "R5-K6" including the text "You cannot spend this target lock during this attack" as proof that Fantasy Flight would note on the card if this interaction wasn't an intended side effect.
The best way I can answer this question is this:
Each attack is a distinct, encapsulated activity. FCS activates at the end of this period. The end of this encapsulated attack provides the trigger condition for the second attack. I believe the Immediately in the case of Gunner was placed there to clarify a different situation, such as Cluster Missiles. If immediately wasn't present, one could viably argue the following:
Cluster Missile 1st Attack Misses and triggers Gunner
Cluster Missile 2nd Attack Hits
Gunner attack from first Missile attack
The closest I can come is an inference from the FAQ. On page 6:
Q:
If a ship using Cluster Missiles hits with the first attack, but then misses with the second attack, can he still use Gunner/Luke Skywalker even though the first attack hit?
A:
Yes. Each attack granted by Cluster Missiles is distinct, so either attack can trigger Gunner/Luke Skywalker.
They clearly indicate that each attack is distinct. I believe we're both clear on this. I'm still convinced that the order of operations would be FCS Target Lock then Gunner attack. It feels like the most appropriate order of operations and it fits both thematically and logically.
In universe, the Fire Control System activates as you are firing, locking onto the enemy. Gunner is a dedicated individual who is adjusting fire without having to worry about piloting the ship, so he can continue firing instead of having to maneuver.
I can definitely see where you are coming from, but without official clarification, I'm still firmly convinced that this is the correct way to read these cards.