That works too. I was staying away from FCS gunner shenanigans for the new player. That's a fun list to fly though. Fire away, block, everybody Kturn and shuttle start pulling greens.
It's a good problem to have
check it which do you like better?
2X academy=24
backstabber=16
Dark Curse=16
Howlrunner +ST=20
Omicron+vader=24
100
OR
Omicron+vader+gunner=29
BH+recon=36
Dark Curse+stealth=19
Black Squad+VI=15
99
First list has higher overall PS and has swarm tactics to go with the vader thing
Second list has some staying power and the possibility of a double vader
im on the fence about which to run... or modifying it?
check it which do you like better?
2X academy=24
backstabber=16
Dark Curse=16
Howlrunner +ST=20
Omicron+vader=24
100
OR
Omicron+vader+gunner=29
BH+recon=36
Dark Curse+stealth=19
Black Squad+VI=15
99
First list has higher overall PS and has swarm tactics to go with the vader thing
Second list has some staying power and the possibility of a double vader
im on the fence about which to run... or modifying it?
First list, definitely.
I am NOT a fan of Vader+Gunner.
Ia, Ia, Ph'nglui Mglw'nafh SableGryphon R'lyeh wgah'nagl fhtagn.
*awakens from his slumber*
I have return....
Seriously, sorry about that, I've been pretty busy of late (today was a terrible day). I haven't been keeping up with the forum as much this week.
First, I want to agree that I don't like Vader + Gunner. It's just too many points. Then again, I'm not a fan of Vader crew at all. It goes against everything I am and everything I hold dear to hurt my own shuttle.
I'm not saying it's a bad option, but it's one that is anathema for my viewpoint.
Now, to learn the shuttle, I tend to recommend a diverse list, so if you strand your alabaster moon cow on a rock somewhere, the rest of you list can still fight.
I've been running an extremely successful list which boils down to:
OGP + FCS + Gunner + Engine Upgrade
TIE Fighter
TIE Fighter
Firespray
Many of the lists Brown Bomber have listed work really well. My favorite right now is:
OGP + FCS + Gunner + Engine Upgrade
2x Academy Pilot
Boba Fett + Expert Handling + Navigator
Now, before you fly this one, you have homework. Take all of your asteroids (You have two core sets, right? 12 then). Set up a map and take your shuttle and try to fly through it. You may use boost. Try to use this to visualize where your craft will end up. You really need that skill.
Now, when you are actually flying the beast, keep in mind that boost is amazing in an asteroid field, because you can't hit an asteroid that way. If you attempt to boost and you hit one, you are not allowed to complete the action and get to choose another one. If you can boost, great. If you can't, you get to choose another action and you know one maneuver you can't take next round.
Long post incoming.
I'm looking forward to my first game where i really try out the shuttle this weekend. I've tried it before but had horrible setups or didn't know how to fly. These are the 4 builds I'm trying to choose between:
#1 Dark Whale Bounty Hunter
OGP+FCS+Gunner+EU(32)
BH+HLC (40)
Dark Curse(16)
Academy Pilot(12)
#2 Overkill?
Krassis Trelix+HLC+Seismic Charges+Recon Spec (48)
OGP+AS+EU(28)
2X Academy Pilot (24)
#3 Knifing the Dark Whale
OGP+FCS+Gunner+EU (32)
BH+RS (36)
Dark Curse(16)
Backstabber(16)
#4 Classic Doom Shuttle
OGP+DV (24)
Backstabber (16)
Howl+ST(20)
Dark Curse (16)
2X Academy Pilot (24)
All builds come in at 100 points. The first 3 are the most interesting and fun to play I think but #4 is probably the easiest to use, and since I'm still learning how to fly the shuttle effectively I thought it would be the most forgiving. But I tried to make all the builds somewhat useable if i accidently park that whale on an asteroid and it gets hammered, which is kind of what happened last time. Though since then I've practiced flying it and gotten significantly better. Any thoughts?
imo #3 or #4.
its more a style preference what version u play.
my personal preference would be #3 as its closer to what i like to play.
Recon Spec. on BH is solid. HLC while powerful is limited to forward firing arc only so its got some limitations.
if u downgrade DC and BS to a pair of Academy Pilots u can upgrade to fett or kath but what u have there should get the job done - just use ur ties as flankers and keep them out of concentrated fire.
Edited by The_Brown_BomberThanks Sable ...and we still need to you get to denton and give us a clinic onmanuvering!
great point about boosting through and asteroid field . i hadnt, in my rookie-ness, thought of that aspect and will be good to note.
heres a build i just want to try for fun eventhough its a vader. my buddy like to run tie interceptors and i think this would devistate him:
omicron+vader+gunner
howlrunner+ST
alpha+stealth
Backstabber
darkcurse
i run howl, alpha, and Dc up one side to utilize the st on the alpha. Stab on the other side and the white buffalo up the middle. target an interceptor fromlong range with th e shuttle and crush it with vaders death vice force thingy. i figure i cripple one of his interceptors and still have hull left then im winning on cost points. of course i have no boost and will need to practice my handling of the buffalo's big ass
i think for competitiveness i willl run a buzzsaw+Bh combo of some sort
thanks for the input fellas
Thanks Sable ...and we still need to you get to denton and give us a clinic onmanuvering!
great point about boosting through and asteroid field . i hadnt, in my rookie-ness, thought of that aspect and will be good to note.
heres a build i just want to try for fun eventhough its a vader. my buddy like to run tie interceptors and i think this would devistate him:
omicron+vader+gunner
howlrunner+ST
alpha+stealth
Backstabber
darkcurse
i run howl, alpha, and Dc up one side to utilize the st on the alpha. Stab on the other side and the white buffalo up the middle. target an interceptor fromlong range with th e shuttle and crush it with vaders death vice force thingy. i figure i cripple one of his interceptors and still have hull left then im winning on cost points. of course i have no boost and will need to practice my handling of the buffalo's big ass
i think for competitiveness i willl run a buzzsaw+Bh combo of some sort
thanks for the input fellas
I would recommend a slight variation on your strategy.
The worst place to put the snowy star moose is in the middle, as I've learned the hard way. Here's why:
If you place your single doomcow in the middle, your opponent has two choices. Line up across from it or set up on a corner.
If they line up across from you:
You move forward into engagement range (fast or slow doesn't matter here). Their craft must move forward and generally have K-Turn ability. Even if you can stop, they must keep moving forward each turn. This will inevitably lead to them passing you. Now, you are in the middle of the map,facing the wrong way. You have to turn one of two directions. The turn radius of the lambda is wide, so the turn will take up most of the available area for a turn. You don't have many options and it will take several rounds to return to the engagement. Further, you have little margine of error for you moves, as asteroids and other annoyances can delay you another turn to avoid.
If they setup in a corner:
Now, in order to engage, you have to angle your vessel towards one of their corners. You will get a couple rounds of shooting before they pass through your arc. You are now awkwardly pointed in a bad place, since you have to be careful not to fly off the edge. Blocking craft may rending this even more difficult. In short, this is a terrible place to be.
Now, let's look at what happens if you place your starbeast on either corner, it changes everything. Your opponent now has three options. Setup in the middle, across from you, or kitty corner.
Across from you:
Begin an extremely slow roll advance. Move 1s and 0s. This will lengthen the engagement. Further, there is a direction they can't go, giving you a secure flank and a much better ability to know where they are going. The rest of your (more maneuverable) fleet pounces on them from the side, giving you interlocking fields of fire and forcing them to either split fire or maneuver poorly. The trap is sprung.
Middle:
Move moderately forward (2 or 3) and then boost in. This gives you lots of maneuvering room and a wide arc of fire. When you get to range 3, start moving very slowly, prolonging your shooting run. You should be able to turn more easily to follow as they pass or you can far more easily hit the throttle and boost well out of combat to begin your next jousting pass. Meanwhile your other forces can continue to engage their fleet.
Kittycorner:
Move very fast (3 forward, boost, 3 forward, boost). By the end of turn two, you will be on the far side of the map, in the middle, facing where their fleet was. The next round, adjust your course. Now, you have a doomcow BEHIND their fleet, which seriously prolongs how long you can fire with the big guns, and forcing them to either ignore the devastating fire or turn to face you, exposing themselves to whatever fleet you have engaging them.
Treat this alabaster moon cow as a flanker and you should have more success with it.
Also, players unfamiliar with the true threat of this craft will often ignore it the first time if it's in the corner. Then, you can break them.
That explains so much in my loss to you. ![]()
#3 Knifing the Dark Whale
OGP+FCS+Gunner+EU (32)
BH+RS (36)
Dark Curse(16)
Backstabber(16)
imo #3 or #4.
its more a style preference what version u play.
my personal preference would be #3 as its closer to what i like to play.
Recon Spec. on BH is solid. HLC while powerful is limited to forward firing arc only so its got some limitations.
if u downgrade DC and BS to a pair of Academy Pilots u can upgrade to fett or kath but what u have there should get the job done - just use ur ties as flankers and keep them out of concentrated fire.
You read my mind. After Sables comments I said to myself "Self" and I said "yes." "Go with Number 3." "OK." I think I'll leave the BH in as I'm not a fan of Kath or Fett without some upgrades that I can't afford.
And Sable your comments on Strategy answered my next question about how to setup and fly based on how he sets up. I'll try to get in some practice time with my shuttle before my big game and get a little more comfortable with maneuvering. And awesome tip about boosting around obstacles. Can't believe I didn't think of that. And sorry you had a bad day. Hope today is better for you. Thanks for dropping the knowledge bombs on us Shuttle rookies.
To add a snibbit of more info to what Sable's extremely good advice:
Compare a generic Tie fighter locking in 5 forward vs a shuttle locking in 3 forward and then doing boost (max speed for both)...
The Tie's front edge of the base traverses a total distance of '6' (5 forward template + 1 (small base length)).
The Shuttle's front edge of the base traverses a total distance of '8' !!! (3 forward template + 2 (big base length) + 1 forward (boost) + 2 (another big base length)).
Note that the shuttle's speed is the exact same as an interceptor going forward to the max (5 forward +1 base +1 boost +1 base).
Edited by TexxYou read my mind. After Sables comments I said to myself "Self" and I said "yes." "Go with Number 3." "OK." I think I'll leave the BH in as I'm not a fan of Kath or Fett without some upgrades that I can't afford.
And Sable your comments on Strategy answered my next question about how to setup and fly based on how he sets up. I'll try to get in some practice time with my shuttle before my big game and get a little more comfortable with maneuvering. And awesome tip about boosting around obstacles. Can't believe I didn't think of that. And sorry you had a bad day. Hope today is better for you. Thanks for dropping the knowledge bombs on us Shuttle rookies.
You're welcome. And thank you for your wishes. Hopefully things will work out.
My goal since the beginning of this was to show the world that the Lambda was a viable and interesting craft, not something to be left in the toy box (like the TIE Advanced sadly is). I want to share my knowledge with everyone so we can have more fun and more variety in our games. ![]()
As for boosting around obstacles, it's a great trick. It's really helped my ability to navigate, since not only do I get to tell whether a 1 bank will avoid a rock, but it helps reinforce my mental picture of ship placement after a maneuver. I'm getting good at just barely avoiding rocks, much to the chagrin of my enemies.