Recommend
4 
 Thumb up
 Hide
21 Posts

Star Wars: X-Wing Miniatures Game – Lambda-class Shuttle Expansion Pack» Forums » Strategy

Subject: Shuttle Lists rss

Your Tags: Add tags
Popular Tags: [View All]
I've been trying to find an interesting shuttle list ever since I got my shuttle. I haven't tried any of the lists I tried putting together but they just always seem underwhelming.

I'm wondering if anyone has a list that works pretty well? I'm hoping to try a working list to get a better idea on how they should be used.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joseph Woodworth
Japan
flag msg tools
I've not had enough chances to play - but try flying the shuttle with engine upgrade and advanced sensors - it certainly helps alleviate the maneuverability issues...
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Chris Brown
United States
Fort Wayne
Indiana
flag msg tools
badge
There is no reason to have two A's at the beginning of aardvark. I simply won't do it.
Avatar
mbmbmbmbmb
ravncat wrote:
I've not had enough chances to play - but try flying the shuttle with engine upgrade and advanced sensors - it certainly helps alleviate the maneuverability issues...


My only problem here is how much you have to put into a shuttle to make it worth while. At what point are you pouring too many points into this big ship that it is better then some TIEs?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joseph Woodworth
Japan
flag msg tools
I think it depends on what you're flying it with, but a good metric may be a bounty hunter - if you expect to fly the shuttle like it's an offensive large ship - it's probably going to be near the same points as a bounty hunter...

OMG (21) + Advanced sensors (3) + engine upgrade (4)+ Gunner(5) = 33 points, about the same cost as a standard bounty hunter. Still not as good in combat (lacking a rear firing arc, the evade action and 2 defense dice, but much better at combat than a straight up omicron group pilot (21).

You might be able to do fairly well against 3 ties with that - give it a shot, see what happens, with the ability to stop and let ties pass, and the ability to whip about with the boost..?

I think the question, is how few points can you put into it to make it worthwhile? Is there a list in which you would want to run a straight up Omicron group pilot with no upgrades?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
jeremy betsch
United States
Georgia
flag msg tools
I can't think of a single reason to ever run a 21 point Omicron pilot when I can almost buy 2 academy pilots for that, and I can certainly buy a unique TIE or a generic Interceptor
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Paul H
United States
Phoenix
Arizona
flag msg tools
Why aren't you at your post?
badge
Avatar
mbmbmbmbmb
Here are the two lists I plan on trying out when my friend's Core order comes in. Right now he's playing with his small assortment of Imperial expansions...

=============
Kookaburra II
=============

Kagi is built to take hits and provide a distraction while Jonus is rerolling 2 missile and HLC dice. Gave Kagi more offense by dropping torps and swapping in HLC for Ion cannon.

100 points

Pilots
------

Captain Jonus (27)
TIE Bomber (22), Proton Bombs (5)

Captain Kagi (47)
Lambda-Class Shuttle (27), Sensor Jammer (4), Heavy Laser Cannon (7), Rebel Captive (3), Flight Instructor (4), Anti-Pursuit Lasers (2)

Scimitar Squadron Pilot (26)
TIE Bomber (16), Homing Missiles (5), Assault Missiles (5)

------

View: http://x-wing.voidstate.com/view/24505/kookaburra-ii
Tweak: http://x-wing.voidstate.com/build/24505

=============
Pass The Ball
=============

Jendon is going to hand out the 'locks.

100 points

Pilots
------

Colonel Jendon (42)
Lambda-Class Shuttle (26), Fire-Control System (2), Ion Cannon (3), Weapons Engineer (3), Darth Vader (3), ST-321 (3), Anti-Pursuit Lasers (2)

Scimitar Squadron Pilot (29)
TIE Bomber (16), Proton Torpedoes (4), Cluster Missiles (4), Assault Missiles (5)

Scimitar Squadron Pilot (29)
TIE Bomber (16), Proton Torpedoes (4), Cluster Missiles (4), Assault Missiles (5)

------

View: http://x-wing.voidstate.com/view/23957/pass-the-ball
Tweak: http://x-wing.voidstate.com/build/23957

Edits: There were some bugs when trying to copy from voidstate. Also updated the list mildly.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
I have 2 lists that I plan on trying the next time I have a chance, but I have my doubts right now. I feel like I have to load it up otherwise I might as well throw a bunch of ties.

List 1 (100 pts)

Colonel Jendon (26)
Fire-Control system (2)
Ion Cannon (3)
Gunner (5)
ST-321 (3)

Scimitar Squadron (16)
Advanced Proton Torpedoes (6)
Concussion Missiles (4)
Proton Bombs (5)

Academy Pilot (12)

Alpha Squadron Pilot (18)

This lists obviously rolls with Jendon passing target locks onto the bomber and the 2 other ties being pests.


List 2 (100 pts)

Omicron Group Pilot (21)
Ion Cannon (3)
Gunner (5)
Anti-Pursuit Lasers (2)

Saber Aquadron Pilot (21)

Turr Phennir (25)
Push the Limits (3)

Mauler Mithel (17)

This list relies on the shuttle providing some auxilliary fire power and causing maneuvering issues to enemy ships while the ties buzz around taking shots.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Dr. Thisson
United States
New York
flag msg tools
My thought was that the shuttle will only really pay off on a non-standard map where the unique title will allow abuse of the target lock mechanic. The shuttle is still clumsy even with advanced sensors and an engine upgrade and will have a hard time with smaller ships. If we get an expansion card that lets us put an EPT onto the shuttle (eg DareDevil) then that would change. But till then the shuttle needs maneuverable escorts to guard it's tail.

As far as Jonus is concerned, he is a very weird ship because you just don't want to spend points putting ordinance on him when it's more effectively deployed on another ship (especially Rhymer). A lot of the ships will increase in utility in >100 point deployments.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Andreas Krüger
Germany
Krefeld
flag msg tools
badge
Avatar
mbmbmbmbmb
I am curious whether the APL pays off on a high pilot skill shuttle. I would not know how to make the enemy fly into it. It could be possible with a good move followed by a full stop, maybe.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Chris Brown
United States
Fort Wayne
Indiana
flag msg tools
badge
There is no reason to have two A's at the beginning of aardvark. I simply won't do it.
Avatar
mbmbmbmbmb
Thamos von Nostria wrote:
I am curious whether the APL pays off on a high pilot skill shuttle. I would not know how to make the enemy fly into it. It could be possible with a good move followed by a full stop, maybe.


I made a comment about this in another thread. I think the threat will be more valuable then the hits themselves. Han + Gunner + APL would be great. They have to choose whether to run into you and take a shot from APL or not run into you and take a shot from Han+Gunner. I'm totally working on a list like this once I get my shuttle.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Michael Ptak
United States
Livermore
California
flag msg tools
Avatar
mbmbmbmbmb
The best use of the shuttle isn't in it's attack power- Empire takes the Firespray for that. Instead, the Shuttle's pilots are used for their over-reaching effects.

Captain Kagi's effect is essentially a range ruler bubble around the shuttle that can lock down any target lock-users, like ordinance craft without deadeye.

Colonel Jendon should really be flown with ST-321. This way you can target lock at the beginning of the round, on your side of the board, and give an alpha-strike advantage to one of your favorite fighters. This includes even fighters without a target lock action!

Yorr can help divert stress but I don't see how he's that useful just taking the stress away and only clearing one per turn. Perhaps if you wanted to conitnually K-Turn fighters surrounding him that may help, but only until he has more than 2. At the moment I don't see anything really worth the stress unless there's a danger of Ion cannons being on the table.

As for Omicrons... why? They don't have the 360 cannon that the YT-1300s have and aren't as capable as the Firespray in firepower or dial. Only reason I can see to take Omicron group shuttles is to fly multiples as a wall of movement-denial with anti pursuit lasers.

Regardless of what pilot you choose there are some good combinations to make the shuttle an unattractive target to shoot at. Sensor Jammers come in the Shuttle pack and are in my opinion the best defensive upgrade in the game. Combine that with a Rebel Captive to stress the first ship shooting at him (worthwhile against anyone but Ibtisam and Tycho), Flight Instructor for additional dodge, and if you feel like it an Anti-Pursuit laser.

Of course being the unattractive and not very threatening target as it is, you better make sure your strategy takes advantage of whatever pilot you choose. Else you're just wasting your points as your real hitters are knocked out of play, and then you have to try saving the situation with the Shuttle.

Presently I don't think there's a way to run the shuttle as an individual attacker. If I were to try though, I'd probably take an Omicron shuttle with a Sensor Jammer, Flight Instructor, Gunner, and either a Heavy Laser Cannon or an autoblaster depending on points. If I wanted a little more, I'd stick an engine upgrade on it. But, for all that, I think I'd trade the points in for TIE Fighters. *Shrug*
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Alex Eding
United States
Dallas
Texas
flag msg tools
Avatar
off topic: I am laughing really hard at the Omicron Group Pilot's abbreviation above. It's the OMG Shuttle!!!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
commuter zombie
United Kingdom
flag msg tools
mbmbmbmbmb
Here's a couple of lists I want to try, no idea if they're any good though.

OMG Artillery - Jonus helps two OMG pilots lay down HLC fire, carries a Seismic charge to discourage people from getting in behind the shuttles.

View: http://x-wing.voidstate.com/view/25294/omg-artillery

Jendon's Jaegers - Jendon hands out TLs to the Scimitars with Assault Missiles, Jonus makes them hurt. Could swap out the PT on Jonus for two Seismics.

http://x-wing.voidstate.com/view/20003/jendons-jaegers
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Dr. Thisson
United States
New York
flag msg tools
I think that the shuttle is just too costly for what it does. Jonus is also very costly. I would like his ability so much better on some kind of tie-fighter.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joseph Woodworth
Japan
flag msg tools
Thisson wrote:
I think that the shuttle is just too costly for what it does. Jonus is also very costly. I would like his ability so much better on some kind of tie-fighter.


I would like his ability so much better if it affected himself
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sam Waller
United States
California
flag msg tools
designer
publisher
Avatar
mbmbmbmbmb
I've had some luck flying Jendon with a pair of bombers and another pair ofAcademy Pilots. The bombers pretty much guarantee nailing at least one ship on the initial joust, and Jendon ends up doing a great job of clogging things up and continuing to pass out target locks.

I've also been using it as a means to funnel opposing ships to more accurately predict bomb placements.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Xander Fulton
United States
Astoria
Oregon
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Norsehound wrote:
Colonel Jendon should really be flown with ST-321.


While true, the problem is really cost.

*Just* Jendon and ST-321, and you are at 29 points. And it's rather sensible to put Weapons Engineer on him, too, so he can actually start the game with target locks on two ships, anywhere on the board.

And here you are, now, at 1/3 of your point total. On a dedicated support platform that wants to stay the heck away from the battle. shake
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sam Waller
United States
California
flag msg tools
designer
publisher
Avatar
mbmbmbmbmb
XanderF wrote:
Norsehound wrote:
Colonel Jendon should really be flown with ST-321.


While true, the problem is really cost.

*Just* Jendon and ST-321, and you are at 29 points. And it's rather sensible to put Weapons Engineer on him, too, so he can actually start the game with target locks on two ships, anywhere on the board.

And here you are, now, at 1/3 of your point total. On a dedicated support platform that wants to stay the heck away from the battle. shake


Jendon plus ST-321 is awesome, and makes the difference between passing out a single target lock, or 2-3 of them.

I don't know if Weapons Engineer is really that necessary. I've found that all it ends up doing is letting me keep a target lock on Jendon for the first exchange. I think its more useful using the 3 points on elite pilot skill or ordinance.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Michael Ptak
United States
Livermore
California
flag msg tools
Avatar
mbmbmbmbmb
I'd rather put a sensor jammer on Jendon than the weapons engineer.

Weapons engineer with Jendon allows the shuttle to keep one weapons lock, and then pass the other. I don't forsee the shuttle getting many opportunity shots, but I do see it needing more defense than just 1 agility, so the Sensor Jammer is more attractive.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ryan Freels
United States
Gainesville
Florida
flag msg tools
mbmbmbmbmb
I used a shuttle in my last tournament list.
24 Omicron Group Pilot - Darth Vader
20 Avenger Squadron
20 Avenger Squadron
12 Academy pilot
12 Academy pilot
12 Academy pilot

I never had a problem turning around the shuttle because it would die with Vader's help before I got past the enemy. Next time I will take advanced sensors instead of Vader. I only used Vader a few times each game before the shuttle was destroyed. I would rather have the focus or target locks from the advanced sensors. Those are really helpful when you plan on coming to a full stop or get blocked by your own ships to slow down the shuttle.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Andreas Krüger
Germany
Krefeld
flag msg tools
badge
Avatar
mbmbmbmbmb
ryan3740 wrote:
I only used Vader a few times each game before the shuttle was destroyed.


Well, of course. If you use Vader, you do as much damage to the Shuttle as an X-Wing attack, more or less... You cannot do that very often without killing it.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.