Not ur average shuttle squad: Yorr+Fell+Phennir

By The_Brown_Bomber, in X-Wing

looking at running this at my LGS...

100pts

Captain Yorr + FCS + Gunner + Rebel Captive + Engine Upgrade (38)

Soontir Fel + PTL + Stealth Device (33)

Turr Phennir + Veteran Instincts + Stealth Device (29)

thoughts?

I tried a similar squad before, and the problem I ran into was that Yorr is usually very stressed to take his boost action. More often than not, it is much more crucial to absorb the stress from your other ships than pushing that extra turn with Yorr... Since you need to be constantly dissipating stress, that limits Yorr to take green maneuvers only almost every turn.

And once the shuttle is 'out of combat', it doesn't tend to attract much fire, thus, rebel captive usefulness decreases, and your enemy concentrates fire on your other ships.

Other than that, it's great to perform K-turns and still unleash the full fury of those pilots.

I believe that shuttles will truly start to shine when 150 points games are introduced. And who knows? maybe we'll also see a future crew/system upgrade which allows quicker stress dissipation.

Edited by Jehan Menasis

I've toyed with Lambda + 2 Interceptor builds a bit. What it always comes down to is that the Interceptors are too fragile. If I were fighting this list, the last thing I want to target is the shuttle even if it didn't have a rebel captive on it. Afterall, if I can take down the two Interceptors (a bare 6 HP), I've pretty much won.

As for Yorr pulling stress off the interceptors, it really hampers your Interceptor maneuverability, because they have to stay in the range 2 band to shed stress. Further, the only time stress shedding is particularly useful on an Interceptor is a K-Turn, since they have so many greeen maneuvers that discarding the stress after PTL is quite easy. So you have to plan with your shuttle to be in range 2 of where the Interceptor will be after a K-Turn, which often puts you very close to the enemy and just about to pass/overshoot them, where instead you could have worked to prolong engagement.

Because of this, you are basically hoping you can take out their entire fleet with two interceptors. Long odds.

If you really want a Yorr + Interceptor list, try:

Captain Yorr (24)
Engine Upgrade (4)

Saber Squadron Pilot (21)
Push the Limit (3)

Saber Squadron Pilot (21)
Push the Limit (3)

Saber Squadron Pilot (21)
Push the Limit (3)

Total: 100

Since Yorr isn't going to be shooting much, drop all but the single important upgrade. That gives you 3 Saber Squadron Pilots all with PTL.

I really want Yorr interceptors to work but it looks like an uphill battle. Interceptors already have crazy maneuverability and Yorr already can't turn around. I just don't see it really enhancing game play greatly.

Still gonna try it.

thanks for the input guys - i sensed the intercepters were way to fragile but was hoping their defense was gonna save them but i essence they r still very much glass cannons and taking one or both out early is certainly game over in most cases.

you missed an amazing opportunity for a naming pun up there... Not Yorr Average Squad

Anyway, I like Yorr with Int's, but any non-dual-firespray Imp build is going to suffer from either a serious lack of mobility (multi-shuttle builds) or health (anything else)

you missed an amazing opportunity for a naming pun up there... Not Yorr Average Squad

I've already posted that. It had Captain Yorr with some defensive upgrades, and 3 Int. Pilots, each with Elusiveness

I actually just used a squad similar to this.

Captain Kagi, w/ Engine upgrade, Gunner , FCS and Saboteur

Fell w/ Push the limit and Stealth

Saber Squad w/ push the limit and stealth

My plan was, have the enemy chase around my squints, while Kagi kept target locks off of them and snuck in his reliable damage if he was ignored, or fly him close to the enemy, hence the saboteur so in case they ended up behind me I could still perhaps do something to hinder them.

I ended up playing against Imperials, the list was mostly as a couple upgrades I may have missed.

Vader w/ assault missle, stealth and some EPT but I forget what it was now.

Fell w/ push the limit and stealth

Turr w/ Vet Instincts and stealth

On set up, I thought this might be a bit rough, as vader would prove more cagey then Kagi. I deployed Kagi to the right side facing the right board edge so I could slow his turn into the field of battle. Fell and his wingman were on the left facing towards Kagi.

My opponent focused deployment all at Kagi, which is fine. I wanted the squints to be the bait and just go all cattywumpus on him with trick flying, but the shuttle being targeted out first worked alright as well. I did a bank 1 or 2 up with the shuttle, fell and company turned up hard left and then boosed right. The enemy came straight at Kagi, no fire exchanged.

Now here I didn't know what to do, I was getting the flank with my squints, but Kagi was sitting in trouble. I wasn't able to make it over into range to fire with my squints as to avoid asteroids I had to move a bit slower, I came in hard. Kagi, I had thought to hit the stall so the enemy would be in range at 3 most likely and they'd shoot at each other there a round, or, he'd move to short and be out of range, which was fine, or I jam it up in a 3 bank, and see if he hits the gas and flys right into kagi and saves him some shooting by hugging the enemy.

I got the worst of both worlds. I did the bank, figuring to be bold. They came just reserved enough to have Kagi snug in range 1 for all of them. Which meant at least, no assault missle, and they jacked him hard, I made one evade, and they took him down to one hull in the first shooting round, he plinked fell for 1 damage and knocked off his stealth, the other squints I had still out of range.

Next round turr and vader k turned behind Kagi, kagi just bumped 1 into them with his move, hoping at least his presence would bother one of them, and it did, fell hit him with his attempted K turn, leaving him stressed and back to or well in range forces.

End result, my Fell kills his, as he had no actions, Kagi goes down and vader ends up taking one shield from the saber squadron pilot and loses stealth.

Much evading and barrel rolling and boosting and actions later, vader bumps into a ship, and Fell catches him broadside at 1 and takes him out as he'd been down to 2 hull for awhile. Vaders assault missle got off eventually, through an asteroid at the saber squad pilot with stealth still, he dodged like a boss and took 0, and even if he took 1, fell was no where near him.

Make a poor turn, my fell catches a rock, hurts himself, then is gunned down in turn. However, his wingman evades like mad, gets behind turr and never lets him out of his sights, eventually catching him stressed and off to side rear and guns him down, netting me my win. The game was intense, dog fighting at its best. The asteroid I lost my fell to, I barely kissed it, it was such a tight turn and had I not, I would of had turr with no actions, as he was stressed at one with a jacked up, perfectly fine Fell.

I oddly think the shuttle w/ Squint list might be pretty nice as the ships can support one another, though that match was more a showing of fubar. The game was somewhere around 3 - 4 hours long, that's how much maneuvering we were doing to limit allowing shots on our ships and still seeking openings of our own.

my heart tells my i love this list and it will be so much fun to play, my head says its too fragile and wont be consistent enough to take to a tournament.

you missed an amazing opportunity for a naming pun up there... Not Yorr Average Squad

Anyway, I like Yorr with Int's, but any non-dual-firespray Imp build is going to suffer from either a serious lack of mobility (multi-shuttle builds) or health (anything else)

That pretty much sums up the empire. I always start think I'll use a bunch or ties, then I just end up grabbing at least one Firespray because the list turns out to be completely inadequate without it.

The list will be very fun to play, it was very fun to play for me. However, it will be very soft with the interceptors. For tournaments ? I doubt it'll rock the world. For every day games ? It'll be a blast, just realize squints are all about position, and staying out of fire arcs as much as possible while not hitting other ships or asteroids is the key. You pitch roll bob and weave over and over till you set up a good shot, then go back to positioning. It isn't a perfect system, but **** if it isn't intense.

That isn't even taking into account flying the shuttle. Shuttles may be my heart, but flying squints is my soul I think.