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JeremyBarnhill

Pillbox Shuttle

5 posts in this topic

So I was thinking of basing a build off this combo:

OGP+Adv Sensors+HLC+Gunner

Black Squadron Pilot+Wingman

The idea being the shuttle takes the "stop" move and uses the AdvSens to keep its action, then the BSP intentionally overlaps and then strips the stress at the beginning of the combat phase.

Then just repeat.

So I guess my main question is is this abusing the rules or a valid tactic? Before I work on the rest of the squad I just want some thoughts on the "bs" factor.

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Valid. But shuttles lack manoeuvrability so you would want to spring this onto someone and then have a backup plan on getting out of it, else you will find your shuttle flanked real quickly.

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My opinion is that you pay too much for a stationary 4 attack dice. That's 52 pts if counting the BSP that will get stuck with it. It's easy to outmaneuver and will go down easily once the opponent decide to get rid of it. So, if I were to go against it, I would first get rid of the rest of the team out of range of the shuttle. If she decide to come close, she's then easy to flank. That's a 36 pts easy to take in a tournament. 

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I was toying around with this idea during the Kissimmee regionals, not using a gunner and calling it the HLC Emplacement. One important thing to remember is that the thing doesn't have to STAY stationary, the combo can move up the board and make some turns before setting up, and so long as the BSP stays alive it can move and reposition, then set up the emplacement again. 47 points for the emplacement combo leaves room for Howlrunner with Stealth, Backstabber, and Dark Curse to fly up the other side of the board. That should give the shuttle time to get some extra hits down as the opponent focuses down the TIE flight. Or, he ignores the TIEs and goes for the shuttle, while your TIEs light him up from behind

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