Jump to content



Photo

Combining the Firespray and Shuttle in the same squad


  • Please log in to reply
150 replies to this topic

#21 Kelvan

Kelvan

    Member

  • Members
  • 587 posts

Posted 25 January 2014 - 08:55 PM

I really love the idea of having 3 big ships. The buzzsaw shuttle with advanced sensors seems more maneuverable then the one with a FCS, but having that free target lock can be very nice.
 
I really need more experience with the shuttle to use it better, which is why I'm currently using an ogp with darth, vs having 10 points to spend on my 2 bounty hunters.
 
I love seismic charges, even at ps3 dropping 2 of them in the same turn can be very nice, especially as you can kill a 1hp ship before it gets to shoot at you :D
 
bounty hunter, seismic charges, recon
bounty hunter, seismic charges, recon
OGP, darth.
100 points.
 
While I'm using rebel captive on one of mine instead of recon, I feel recon might be better. though I'm waiting until I get a second hwk before running it as I prefer to only use cards I own.


This is a great list.
  • nurglez likes this

#22 The_Brown_Bomber

The_Brown_Bomber

    Member

  • Members
  • 1,793 posts

Posted 25 January 2014 - 09:54 PM

 

 

I like this squad quite a bit:

Bounty Hunter (33)

Bounty Hunter (33)

Omicron Group Pilot (21)

-Engine Upgrade (4)

-Gunner (5)

-Intelligence Agent (1)

-Advanced Sensors (3)

 

100 points exactly, though the intel agent could be dropped for initiative. Buzzsaw shuttle and two bounty hunters is rather tough to take down

not bad.

not sure id adv. sensors belongs but u have switched it out for FCS so u keep ur action even if u overlap or choose a red move... yeah i can see how that might be better than FCS in some situations... what action r u likely to choose when u activate sensors? target lock? focus?

 

not having Recon specialists on ur BH's seems to be thinning ur power a bit, what is the tradeoff?

 

I can see where you're coming from about recon specialist on the firesprays. I will normally focus off the advanced sensors, unless I need to use them to boost before a turn to make sure I can get an arc (for example, a boost then the hard 2 turn to keep someone in sight. Realistically, I could drop the sensors to the FCS and lose the engine upgrade and intel agent, just making sure to advance REALLY slowly and take my time coming back around, to add recon specs to both firesprays... that might be a bit more balanced defensively, but lacking in the shuttle's offense.

 

losing the Engine Upgrade would be a mistake imo. it lets urs shuttle get back around in time for a second pass more quickly and keep it out of range of most ships in the process.

 

playing 3 big ships is very tight on points in terms of having anything left for upgrades, unless u r going with the Doom Shuttle with vader and two firesprays. in this squad u have no need for gunner/FCS or boost (although gunner or boost could be decent ur putting it 'dead points' on the shuttle as it will die anyways so with Doom Shuttle (24) and 2 Bounty Hunters (66pts) you are left with 10pts for upgrades on ur firesprays -  gunner or recon specialist on each seams like the best plan.

 

R.Wistol likes this setup...

Omicron Group PIlot + Vader Crew (24)

Bounty HUnter + Recon Specialist + Seismic Charges (38)

Bounty HUnter + Recon Specialist + Seismic Charges (38)

 

it looks pretty solid, with practice those seismics could be nasty.


"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader


#23 Eruletho

Eruletho

    Member

  • Members
  • 594 posts

Posted 25 January 2014 - 10:46 PM

 

losing the Engine Upgrade would be a mistake imo. it lets urs shuttle get back around in time for a second pass more quickly and keep it out of range of most ships in the process.

 

playing 3 big ships is very tight on points in terms of having anything left for upgrades, unless u r going with the Doom Shuttle with vader and two firesprays. in this squad u have no need for gunner/FCS or boost (although gunner or boost could be decent ur putting it 'dead points' on the shuttle as it will die anyways so with Doom Shuttle (24) and 2 Bounty Hunters (66pts) you are left with 10pts for upgrades on ur firesprays -  gunner or recon specialist on each seams like the best plan.

 

R.Wistol likes this setup...

Omicron Group PIlot + Vader Crew (24)

Bounty HUnter + Recon Specialist + Seismic Charges (38)

Bounty HUnter + Recon Specialist + Seismic Charges (38)

 

it looks pretty solid, with practice those seismics could be nasty.

 

I was trying to avoid the doom-shuttle setup, as I feel that 2 vanilla or slightly upgraded firesprays won't be enough to finish off the opponents after the shuttle kills itself. I'm personally not fond of the doom shuttle build, unless you're supporting a fleet of TIEs with it. However, I heartily agree that removing the engine upgrade would be a mistake. There was really no good way to add recon specs to both firesprays without seriously hampering the shuttle. Another alternative would be this:

Bounty Hunter (33)

-Recon Specialist (3)

Bounty Hunter (33)

-Recon Specialist (3)

Omicron Group Pilot (21)

-Engine Upgrade (4)

-Advanced Sensors (3)

 

This should let the shuttle stay offensively engaged while giving the firesprays their double focus shenanigans.



#24 dogred

dogred

    Member

  • Members
  • 15 posts

Posted 26 January 2014 - 12:44 AM

One point no one has brought up is that two Falcons on the table will terrorize the shuttles.



#25 Rakky Wistol

Rakky Wistol

    The Grey

  • Members
  • 2,612 posts

Posted 26 January 2014 - 12:54 AM

Dual falcons is one tough list but another reason I favor Vader shuttle. Using stall and the edge you should still get off enough shots to matter. 1 defense crumbles pretty fast to 9-12 dice + 1 auto damage. If the bounties did their job by the time Vader gets to do his thing it's an auto crit. If its not Chewie that is really going to hurt. If it is Chewie you shot the wrong ship! You are bringing 1&1/2 times the firepower, 2x the agility and some extra HP's (unless its chewie). Extra upgrades are just extra points against Bwings or dual falcons on the shuttle.

Edited by Rakky Wistol, 26 January 2014 - 12:56 AM.

  • The_Brown_Bomber likes this

#26 The_Brown_Bomber

The_Brown_Bomber

    Member

  • Members
  • 1,793 posts

Posted 26 January 2014 - 01:27 AM

iv been mulling over these two 'refined' versions:

 

Squad#1  Doom Shuttle and Bounty Hunter [100pts]

Bounty Hunter + Recon Specialist (36)

Omicron Group Pilot + Vader Crew (24)

Backstabber (16)

Academy Pilot (12)

Academy Pilot (12)

 

Squad#2  Buzzsaw Shuttle and Bounty Hunter [100pts]

Bounty Hunter + Recon Specialist + Gunner (41)

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

Academy Pilot (12)

Academy Pilot (12)

  • Is backstabber in the first squad worth the points? Maybe - need to test that.
  • i actually prefer the Academy Pilots to other slightly higher PS tie-fighters like obsidians, imo they make better blockers and tend to stay 'invisible' and get ignored by enemy ships early in the game.
  • Double gunners (one on each large ship) seems solid - dropping a second Bounty Hunter ship from early builds freed up points to beef up my existing BH and still retain cheap Academy Pilots as support.
  • In squad#2 upgrading Omicron to Captain Yorr gives me a stress sink and a ship that shoots before most low PS ships. Still not 100% sure on this but even a small PS boost like this might be worth it.
  • Capt. Yorr might be worth working into the squad as he can allow combat tricks like K-Turn focus with my BH or K-Turn Barrel roll/focus with the tie-fighters which is essentially a recurring adrenaline rush effect.
  • Alternatively those 3 pts used to upgrade Omicon to Yorr could be something else on the shuttle (merc copilot? rebel captive?).

Edited by The_Brown_Bomber, 26 January 2014 - 12:40 PM.

"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader


#27 The_Brown_Bomber

The_Brown_Bomber

    Member

  • Members
  • 1,793 posts

Posted 26 January 2014 - 01:44 AM

Squad#3  Doom Shuttle and Bounty Hunter [100pts]

Bounty Hunter + Gunner (38)

Omicron Group Pilot + Vader Crew + Mercenary Copilot (26)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

 

Merc Copilot on the shuttle could be interesting. Somehow i think il miss recon specialist on BH tho.

 

thoughts?


Edited by The_Brown_Bomber, 26 January 2014 - 12:27 PM.

"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader


#28 nurglez

nurglez

    Member

  • Members
  • 227 posts

Posted 26 January 2014 - 04:09 AM

Can't fit both on a bounty, only 1 crew slot.

ships owned

Empire : 3 Firesprays, 7 Tie fighters, 1 Tie advanced, 5 Tie interceptors, 3 Tie bombers, 2 Lambdas, 2 Defenders, 2 Phantoms

Rebel scum: 4 X wings, 3 A wings, 2 B wings, 3 Y wing, 1 E wing, 2 Z's, 2 Hwk, 1 Falcon, 1 Transport, 1 Tantive


#29 The_Brown_Bomber

The_Brown_Bomber

    Member

  • Members
  • 1,793 posts

Posted 26 January 2014 - 12:24 PM

Can't fit both on a bounty, only 1 crew slot.

damn missed that - explains why none has tried that b4. :) [edit made]


"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader


#30 AngryAngel

AngryAngel

    Member

  • Members
  • 293 posts

Posted 26 January 2014 - 02:45 PM

Someone posted how a falcon will terrorize shuttles. I have to say shuttles do pretty well to terrorize the falcon right back. Heavy firepower will tackle it down pretty fast. So yes it will do well vs them, they do well vs it as well with being cheaper to boot. The falcon does have the edge in fire arch ( duh right ? ) I've never found it too hard however to keep it in my sights, simply use asteroids to keep it from coming right for you and trying a fly by. With proper movement pacing and stalls you should heavily damage it before it pulls out of your arc. if one is a doom shuttle that hurts even more.

 

As well I'm of equal mind for FCS and Adv Sensors. The Sensors letting you near K turn, and giving you actions when you'd normally lose them, is quite good. As well FCS is good for saving your actions use as it will give you the target lock, FCS isn't quite as good vs low agility ships I've found though as usually that first shot will land at least a damage, which usually also makes the gunner a bit eh in that case. In more mirror match situations, I'd take the sensors or find them more worthwhile, vs high agility ships/swarms the FCS should be where its at. Of course turning faster is always something to appreciate. I suppose try out both a good deal and see what one you like most.


  • The_Brown_Bomber likes this

#31 Audio Weasel

Audio Weasel

    Member

  • Members
  • 716 posts

Posted 26 January 2014 - 04:37 PM

I've actually been looking at running 2x OMG with Advanced Sensors and Engine Upgrade to speed up turnaround time (plus I've had the problem with the gunner not going off too often) along with Krassis with an HLC.  That gives you 99 points, and if you don't want initiative, throw an intelligence agent on one of the shuttles.


Current Fleet:

Rebel: 4 A-Wings, 4 B-Wings, 2 HWK-290's, 3 YT-1300s, 4 X-Wings, 2 Y-Wing, 1 Tantive IV, 1 Rebel Transport, 4 E-Wing, 7 Z-95, 2 Rebel Aces 

Imperial:  3 Lambda Shuttles,  2 Firespray-31's, 3 Tie Advanced, 4 Tie Bombers, 6 Tie Fighters, 2 Tie Interceptors,   2 Imperials Aces, 4 TIE Phantom, 4 TIE Defender

On Pre-order:2 YT-2400, 2 Decimator, 2 IG-2000, 4 Starviper, 4 Scik Interceptor, 2 Most Wanted


#32 SableGryphon

SableGryphon

    Ghostly Void Bison

  • Members
  • 1,215 posts

Posted 26 January 2014 - 05:41 PM

You know, I've been focusing so much on TIE Fighters that I totally forgot to consider a different accompaniment. I wounder how this would fare:
 

Omicron Group Pilot (21)
Fire-Control System (2)
Gunner (5)
Engine Upgrade (4)

Bounty Hunter (33)
Rebel Captive (3)

Scimitar Squadron Pilot (16)

Scimitar Squadron Pilot (16)

Total: 100
 

The bombers are hardy little craft and a threat that most won't noticed. The Firespray is the best end game craft in the list, now it will hurt to shoot at it (unless you are Soontir Fel). The alabaster void manatee will do it's thing.

 

Am I the only one becoming very, very adept and flying shuttles through asteroid fields? I've had several opponents marvel at my ability to pounce on them through dense asteroids and it makes flanking the shuttle harder.


  • Kelvan, berusplants and DraconPyrothayan like this

Come on down to Sable's Shuttle Emporium for all your Alabaster Void Bison needs!

 

5 TIE Advanced, 6 TIE Bomber, 4 TIE Defender, 10 TIE Fighter, 6 TIE Interceptor, 4 TIE Phantom, 4 Firespray, 5 Lambda, 2 VT-49

7 A-Wing, 7 B-Wing, 3 E-Wing, 7 X-Wing, 4 Y-Wing, 6 Z-95, 4 HWK-290, 2 YT-1300, 2 YT-2400, 2 GR-75, 1 CR-90


#33 nurglez

nurglez

    Member

  • Members
  • 227 posts

Posted 26 January 2014 - 06:47 PM

I've run bombers twice now, and both times was naked as part of a swarm. Less green moves then a tie hurts, but 6 hp is very tasty.

 

And while sootir may not fear shooting the firespray, it will ensure he wont be using PTL while doing it :D


ships owned

Empire : 3 Firesprays, 7 Tie fighters, 1 Tie advanced, 5 Tie interceptors, 3 Tie bombers, 2 Lambdas, 2 Defenders, 2 Phantoms

Rebel scum: 4 X wings, 3 A wings, 2 B wings, 3 Y wing, 1 E wing, 2 Z's, 2 Hwk, 1 Falcon, 1 Transport, 1 Tantive


#34 The_Brown_Bomber

The_Brown_Bomber

    Member

  • Members
  • 1,793 posts

Posted 26 January 2014 - 06:48 PM

You know, I've been focusing so much on TIE Fighters that I totally forgot to consider a different accompaniment. I wounder how this would fare:
 

Omicron Group Pilot (21)
Fire-Control System (2)
Gunner (5)
Engine Upgrade (4)

Bounty Hunter (33)
Rebel Captive (3)

Scimitar Squadron Pilot (16)

Scimitar Squadron Pilot (16)

Total: 100
 

The bombers are hardy little craft and a threat that most won't noticed. The Firespray is the best end game craft in the list, now it will hurt to shoot at it (unless you are Soontir Fel). The alabaster void manatee will do it's thing.

 

Am I the only one becoming very, very adept and flying shuttles through asteroid fields? I've had several opponents marvel at my ability to pounce on them through dense asteroids and it makes flanking the shuttle harder.

 

Hiya SableG, id forgotten about this variant - u mentioned it in another thread. cheap bombers. Twice the hull of tie-fighers and they have target lock... hmm that seems like its worth trying out. i guess the movement dial would be imo too. the movement dial of the tie-fighter is very good tho, thats a tradeoff worth considering though.


"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader


#35 Rakky Wistol

Rakky Wistol

    The Grey

  • Members
  • 2,612 posts

Posted 26 January 2014 - 09:53 PM

Someone posted how a falcon will terrorize shuttles. I have to say shuttles do pretty well to terrorize the falcon right back. Heavy firepower will tackle it down pretty fast. So yes it will do well vs them, they do well vs it as well with being cheaper to boot. The falcon does have the edge in fire arch ( duh right ? ) I've never found it too hard however to keep it in my sights, simply use asteroids to keep it from coming right for you and trying a fly by. With proper movement pacing and stalls you should heavily damage it before it pulls out of your arc. if one is a doom shuttle that hurts even more.
 
As well I'm of equal mind for FCS and Adv Sensors. The Sensors letting you near K turn, and giving you actions when you'd normally lose them, is quite good. As well FCS is good for saving your actions use as it will give you the target lock, FCS isn't quite as good vs low agility ships I've found though as usually that first shot will land at least a damage, which usually also makes the gunner a bit eh in that case. In more mirror match situations, I'd take the sensors or find them more worthwhile, vs high agility ships/swarms the FCS should be where its at. Of course turning faster is always something to appreciate. I suppose try out both a good deal and see what one you like most.


I think people are focused on the chewie YT vs. Vader shuttle match up. Yep, that's an uphill battle but you only have 1 crit proof craft. I think 12 dice with focus/TL + 1 auto crit takes a bite out of a YT's 1 agility a lot faster than 6 dice vs a BH 2 dice plus double focus. If the dreaded 2 falcon list, even one with chewie, shows and wants to spend 3 turns shooting at my Vader shuttle to kill it that's a trade I take. You might finish one in 2 turns of concentrated fire while 2 turns of my concentrated fire spells doom for you (18-24 modifiable dice + auto crits vs 6 defense dice).

#36 Kelvan

Kelvan

    Member

  • Members
  • 587 posts

Posted 27 January 2014 - 01:49 AM

You know, I've been focusing so much on TIE Fighters that I totally forgot to consider a different accompaniment. I wounder how this would fare: Omicron Group Pilot (21)Fire-Control System (2)Gunner (5)Engine Upgrade (4)Bounty Hunter (33)Rebel Captive (3)Scimitar Squadron Pilot (16)Scimitar Squadron Pilot (16)Total: 100 The bombers are hardy little craft and a threat that most won't noticed. The Firespray is the best end game craft in the list, now it will hurt to shoot at it (unless you are Soontir Fel). The alabaster void manatee will do it's thing. Am I the only one becoming very, very adept and flying shuttles through asteroid fields? I've had several opponents marvel at my ability to pounce on them through dense asteroids and it makes flanking the shuttle harder.


I've gotten very good at flying a tie in to cause a bump before an asteroid.

#37 That One Guy

That One Guy

    Member

  • Members
  • 1,545 posts

Posted 27 January 2014 - 02:20 AM

I have this idea that I've wanted to hone with stress tokens.

 

Any shuttle with Rebel Captive.

 

Kath Scarlett with Merc Copilot.

 

I haven't really gotten a chance to hammer out any specifics, but I like the copilot on the firespray because twin arcs give it more chances to shoot at range 3. The general idea is that you just keep them on green maneuvers so you can know where they'll be for bombs, ordinance, and that slow-arsed shuttle.


  • The_Brown_Bomber likes this

#38 The_Brown_Bomber

The_Brown_Bomber

    Member

  • Members
  • 1,793 posts

Posted 27 January 2014 - 03:09 AM

i just cant go past the high agility tie-fighters as support ships for the shuttle + firespray.

2 Academy Pilot is solid but i can squeeze out a few more points to upgrade one to Night Beast...

 

this is the core of the squad...

 

Bounty Hunter + Recon Specialist (36)

Omicron Group Pilot + Fire Control System + Gunner + Engine Upgrade (32)

Academy Pilot (12)

Academy Pilot (12)

 

8pts left for upgrading ships?

 

BH >>> Fett or Kath Scarlet?

2x Academy Pilot >>> Backstabber + Dark Curse?

2x Academy Pilot >>> Backstabber + Night Beast?

2x Academy Pilot >>> 2x Academy Pilot each with Stealth Device?

 

Is recon specialist better than gunner on BH in the squad?


Edited by The_Brown_Bomber, 27 January 2014 - 03:10 AM.

"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader


#39 The_Brown_Bomber

The_Brown_Bomber

    Member

  • Members
  • 1,793 posts

Posted 27 January 2014 - 03:31 AM

Heres an idea using Kath with the shuttle (borrowed from JaceMoonstrider's The Woman in Red squad)

 

99pts

Kath Scarlet + Expert Handling + Rebel Captive (43)

Omicron Group Pilot + FCS + Gunner + Engine Upgrade (32)

Academy Pilot (12)

Academy Pilot (12)

  • JaceMoonstrider paired Kath Scarlet with 2 intercepters, my variant adds a buzzsaw shuttle plus two Academy Pilots  :)
  • Attacking kath will result in stress from Rebel Captive for the first attacker and kath's ability will compound enemy stress when they cancel a critical result.
  • Expert handling on Kath adds many movement options to the firespray.
  • Omicrons poor movement dial should benefit from kath dealing stress to enemy ships as this will reduce limiting their mobility and ability to outflank the shuttle.

thoughts??


Edited by The_Brown_Bomber, 27 January 2014 - 04:00 AM.

  • berusplants likes this

"There will be a substantial reward for anyone who finds the Millenium Falcon. You are free to use whatever means necessary, but I want them alive. No disintegration!".

Lord Vader


#40 berusplants

berusplants

    Member

  • Members
  • 232 posts

Posted 27 January 2014 - 04:23 AM

Like the Rebel captive idea, I had a Jonus  backed HLC Krassis/OGP squad that worked well with the RC on the Firespray. 


4 Ties, 1 Advanced, 2 Bombers, 3 Squints (inc Aces), 2 Defenders, 1 Phantom, 1 Firespray and a Shuttle.

3Xs, 2Ys 3Bs, 2A (inc Aces), 1E, 2Z95s, 1 HWK, 1 YT1200 and a Transport.

 





© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS