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The_Brown_Bomber

Combining the Firespray and Shuttle in the same squad

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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

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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

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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.

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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.

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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.

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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

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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.

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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).

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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.

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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.

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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

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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
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Had a good game on Vassal last night with this:

 

Boba Fett + Expert Handling + Navigator [44]

Omnicron + FCS + Gunner + Engine Upgrade [32]

2 x Academy [24]

 

vs

 

Wedge with R2 unit, VI, Hull upgrade, proton torps

Biggs with R2D2, shield upgrade

Garven with hull upgrade

 

I was really impressed with the shuttle! 1st time using it but alternating 1 move and 0 move and flying an academy in now and then for a bump allowed the shuttle to stay on the edge of the main fur ball and get plenty of range 2 and 1 shots in.

 

Fett buzzed around the edges and by making use of the navi managed to keep Biggs out of LOS enough to take down Wedge first. The game ended with a massive win having lost only 1 academy! My opponent did make a few mistakes early on (and i'd question some of his upgrades) but overall I was impressed with the firespray/shuttle combo  :)

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  • fett + nav + expert handling is a solid combo and one im hearing more about in shuttle squads. its how these ships complement each other that makes the squad strong imo. diff roles taken by diff ships.

  • fet should be the primary target imo but his unpredictability makes him a hard target - esp if u want to put multiple attackers onto him. keeping him away from low ps blockers and off asteroids should keep him around till the end. As u say bumping and even blocking with ur own Academies is very useful too.

the workhorse in this squad is actually the shuttle imo with its ability to deal consistent damage - the trick is to boost out of trouble when u can see it getting flanked or being lined up from behind by attackers - hit-run-turn and repeat hit-run-turn. meanwhile fett can use rear firing arc to get in some nice long-med range shots and is durable enough to close in at point blank range when the opportunity presents itself to pick off wounded/exposed enemies :)

academy pilots flank and block and annoy enemy ships wout getting into a fair fight.

Edited by The_Brown_Bomber
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im still lookn fwd to trying this version using Kath Scarlet...

 

 

99pts

Kath Scarlet + Expert Handling + Rebel Captive (43)

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

Academy Pilot (12)

Academy Pilot (12)

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im still lookn fwd to trying this version using Kath Scarlet...

 

 

99pts

Kath Scarlet + Expert Handling + Rebel Captive (43)

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

Academy Pilot (12)

Academy Pilot (12)

I'm going to try this one myself next.

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im still lookn fwd to trying this version using Kath Scarlet...

 

 

99pts

Kath Scarlet + Expert Handling + Rebel Captive (43)

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

Academy Pilot (12)

Academy Pilot (12)

I'm going to try this one myself next.

 

 

lmk how it goes SableG - u r getting in more games than me at the mo. i wonder if this loadout on kath will cause enemies to make the decision to just go for ur shuttle and leave Kath Scarlet for last? thats a good thing right?

Edited by The_Brown_Bomber

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I think that is "good". Kath and Fet in particular, but firesprays are just awesome endgame pieces. Add in even more stress causing or maneuver shenanigans and go to town!

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I took the lady in red to a tournament, and didn't fly to well with it.

 

However, Kath with expert handling and rebel captive was very fun. Knowing when to barrel roll is part of the learning curve, as the firespray lacks too many green moves, so you really have to plan ahead :D

The more I use rebel captive the more I like it. It's both stopped my opponent from shooting me, and put double stress on them after they shoot me while already having a stress token.

 

Having an Ion to hit stressed targets is nice too, if you can fit it in.

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I did ok with a Lamda, Firspray build on the weekend going 4-0 without losing a ship at a local tournament.  I have been trying to make the Shuttle work for me since August.  For me it was the most anticipated ship in the game and I was really disappointed with it not having a rear arc.  I also have been shying away from Firesprays since wave 3 came out as well so having been underwhelmed with a Rebel list I flew two weeks ago, decided to see what I could come up with.

 

Krassis Trelix w/HLC

Omicron Suishuttle w/ Darth Vader

Soontir Fel w/PTL & Stealth Device

 

Soontir is also a real favorite of mine although I prefer to have him with a Shield Upgrade these days with all the Auto Damage and heavy hitters around.  Originally I considered having a stock Bounter Hunter in there instead, but 3 big ships gets pretty crowded, especially if my opponent brings any.

 

I faced a Lando AA build, Boba 3 Tie swarm, Double Lambda & Double Interceptor and finally a XXBB build.  All games were finished very quickly and I really like having the higher skilled pilots to be able to place them after the general meta of lower skilled pilots to set the pace of the game.

Edited by R5Don4

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I did ok with a Lamda, Firspray build on the weekend going 4-0 without losing a ship at a local tournament.  I have been trying to make the Shuttle work for me since August.  For me it was the most anticipated ship in the game and I was really disappointed with it not having a rear arc.  I also have been shying away from Firesprays since wave 3 came out as well so having been underwhelmed with a Rebel list I flew two weeks ago, decided to see what I could come up with.

 

Krassis Trelix w/HLC

Omicron Suishuttle w/ Darth Vader

Soontir Fel w/PTL & Stealth Device

 

Soontir is also a real favorite of mine although I prefer to have him with a Shield Upgrade these days with all the Auto Damage and heavy hitters around.  Originally I considered having a stock Bounter Hunter in there instead, but 3 big ships gets pretty crowded, especially if my opponent brings any.

 

I faced a Lando AA build, Boba 3 Tie swarm, Double Lambda & Double Interceptor and finally a XXBB build.  All games were finished very quickly and I really like having the higher skilled pilots to be able to place them after the general meta of lower skilled pilots to set the pace of the game.

R5 - well done. thats a nice record esp with only 3 ships - unusual for an imperial squad ;)

1) how did u find doom shuttle? did it perform well? was vader key in any of ur victories??

2) did players go for the shuttle 1st or krassis?

3) did u place ur big ships in different corners?

4) would u make any minor changes to ur squad?

5) would a BH + recon specialist + HLC be as good or better?

Edited by The_Brown_Bomber

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You don't get better than Krassis with an HLC for reliably pounding ships at range 3.  My opponents generally did their best to ignore the shuttle and would just let it creep up on them.  I used Vader almost every time I had the Lambda fire except if the target was already destroyed by the Primary weapon fire and once I shot an Academy Tie and wanted to save the Crits for Howlrunner who was out of range at the time.  Having the Shuttle shoot last in this build with Vader reliably putting out damage I would say was extremely powerful.

 

Krassis seemed to be the main target but he was always mainly as far away as possible so the 3 Agility dice helped him shake it off.  Occasionally Soontir would be futilely shot at as well.

 

I would not make any changes to this squad, there is no room.

 

The Lambda would generally operate on its own while Krassis and Soontir teamed up to race on the flank.

 

Quite often the Lambda full stop was employed to great effect.  With Vader, Action, no Action who cares as long as I get shots with my big Lambda 3 Gun Vader will pour on the hurt.

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