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Shuttle Wall (100)

Lieutenant Dormitz (36) - Upsilon-class Shuttle
Fire Control System (2), Inspiring Recruit (1), Hyperwave Comm Scanner (1), Tactical Jammer (1)

Captain Yorr (30) - Lambda-Class Shuttle
Fire Control System (2), Moff Jerjerrod (2), Agent Kallus (2)

Starkiller Base Pilot (34) - Upsilon-class Shuttle
Fire Control System (2), Inspiring Recruit (1), Tactical Jammer (1)

Edited by Sylidian

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Duh... didn't even think about the pattern analyzers being redundant. The new list looks a lot better, although I think you can do better on the crew. If you put the Recruit on Yorr you don't need it on both of the Upsilons since he can use the ability on himself and it's basically useless once Yorr dies. That gives you points to put Rebel Captive on Yorr and Kallus on one of the Upsilons, or something along those lines. Jerjerrod is a waste of points.

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2 hours ago, DeathToJarJar said:

Duh... didn't even think about the pattern analyzers being redundant. The new list looks a lot better, although I think you can do better on the crew. If you put the Recruit on Yorr you don't need it on both of the Upsilons since he can use the ability on himself and it's basically useless once Yorr dies. That gives you points to put Rebel Captive on Yorr and Kallus on one of the Upsilons, or something along those lines. Jerjerrod is a waste of points.

I was thinking jerjerrod just in that slim chance I get that crit that makes me pilot skill 0, making lambda move first

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Shuttle Wall (100)

Lieutenant Dormitz (35) - Upsilon-class Shuttle
Fire Control System (2), Anti-Pursuit Lasers (2)

Captain Yorr (28) - Lambda-Class Shuttle
Fire Control System (2), Inspiring Recruit (2)

Starkiller Base Pilot (37) - Upsilon-class Shuttle
Fire Control System (2), Kylo Ren (3), Anti-Pursuit Lasers (2)

 

 

lol what if i put APlasers then they don't want to bump me haha, this would be a move offense fort, use other for defense

Edited by Sylidian

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I think the real weakness here is that someone should be able to dip in and out of r3 of 1 upsi enough to plink 6 damage into a 1 agi ship. If they manage that without giving up points (not even all that unreasonable an ask) they just win unless you come out.

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On 3/21/2017 at 0:41 AM, wfain said:

how does that matter?

I was just thinking you probably want to be stress free going into combat in case of stressed induced attacks.  It's just a what if

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20 hours ago, nigeltastic said:

I think the real weakness here is that someone should be able to dip in and out of r3 of 1 upsi enough to plink 6 damage into a 1 agi ship. If they manage that without giving up points (not even all that unreasonable an ask) they just win unless you come out.

It's an ok strat, but that one up is shooting 4 dice back with a TL.  Then what maneuver are you going to do?  A one hard and try and barrel roll out of range possibly giving the ups another attack and your ship is out of arc? 

The an imperial ace could do this with a barrel roll and boost.  Hmm.  

 

Edited by Sylidian

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Just now, Sylidian said:

It's an ok strat, but that one up is shooting 4 dice back with a TL.  Then what maneuver are you going to do?  A one hard and try and barrel roll out of range possibly giving the ups another attack and your ship is out of arc?

I wouldn't try the strategy on anything but an ace who could either stack tokens or have autothrusters or both. Given those parameters 4 dice with TL aren't that scary at r3. Since the upsi isn't moving it should be fairly trivial to just poke into r3 then hard 1 and boost/barrel roll out. It's not the easiest thing to handle but it seems not impossible to punch 6 damage in before the ace dies and then just run. The key is that the ace just has to avoid lethal damage while doing 6 damage to 1 agility. 2-3 good turns of shooting should handle that pretty well.

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4 minutes ago, nigeltastic said:

I wouldn't try the strategy on anything but an ace who could either stack tokens or have autothrusters or both. Given those parameters 4 dice with TL aren't that scary at r3. Since the upsi isn't moving it should be fairly trivial to just poke into r3 then hard 1 and boost/barrel roll out. It's not the easiest thing to handle but it seems not impossible to punch 6 damage in before the ace dies and then just run. The key is that the ace just has to avoid lethal damage while doing 6 damage to 1 agility. 2-3 good turns of shooting should handle that pretty well.

Touché, I'd be forced to break formation to plan that 3 straight

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20 minutes ago, Sylidian said:

It's an ok strat, but that one up is shooting 4 dice back with a TL.  Then what maneuver are you going to do?  A one hard and try and barrel roll out of range possibly giving the ups another attack and your ship is out of arc? 

The an imperial ace could do this with a barrel roll and boost.  Hmm.  

 

How are you getting 4 dice with TL against the first shot incoming given that they'll be out of range when you move.

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13 minutes ago, thespaceinvader said:

How are you getting 4 dice with TL against the first shot incoming given that they'll be out of range when you move.

Touché again the second shot then!  A focus the first!

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