X-Wing Miniatures – Every Upsilon Shuttle Built!

In this ‘built’ series of articles I will take a specific ship and build out every pilot. I will try to take into account the ship itself, any pilot abilities and the lists they would form a part of.

The articles I do in this series are picked by my Patrons! I put a poll up with a list of ships to choose from and I’ll run with whatever the winner is. This time the Upsilon-Class Shuttle won out.

As always this is just my opinion, if you have other suggestions feel free to leave them in the comments below. Some pilots will be just fine on their own; I won’t add upgrades just for the sake of it. I’ll go through the pilots in ascending initiative order.

If you’d like to read the other ‘built’ articles I’ve written you can find them here.

I have not been looking forward to this one! In face I’ve put off writing it for a few weeks now. I found the builds particularly hard to put together so haven’t got a lot to say about each of them. Lets get to it.

Petty Officer Thanisson

This could be an absolute pain in the backside, if your opponent falls into its trap. Thanisson himself passes a tractor token out to a stressed ship in his front firing arc at range zero to two. This could draw them into range one of a sweet Autoblaster shot that is now four or five dice with one less green die.

I’ve added Captain Phasma as she extends your window of giving out that tractor token.

Starkiller Base Pilot

This is a brick with a huge gun, plain and simple. Oh, and it can coordinate.

Cool.

Lieutenant Dormitz

So this could actually be useful! I’ve never seen it used mind you…

My idea with this build is to set up as high up the board as possible. So Dormitz as far up as possible followed by either a mini-swarm of either TIE/FOs or TIE/SFs as high up as possible. I set it up quickly on TTS quickly to help visualise it.

Setting up this way likely means a much quicker first engagement which is what I prefer. Whichever group of TIEs you take they can all go fast, taking the opportunity to pounce. Your opponent will be able to see this happen mind you but it may force them to change their turn zero setup.

To make this as effective as possible I’ve added Hyperspace Tracking. This allows Dormitz to assign a focus or evade token to every friendly ship at range zero to two. In my example above all those TIEs can start with a focus before they take their action. That’s strong if you’re trying to engage early. Dormitz can also hand himself a focus or evade, even though he’s not going to be in the fight as quick.

Lastly I’ve added General Hux to add some additional action efficiency, being able to coordinate up to three of the same ship type at the same time.

Lieutenant Tavson

Before I explain this one I feel it’s probably too many points so put it down as jank. Also, I think it’s effectiveness really depends on what list you’re flying against.

This build of Tavson wants to take some shots before attacking to buff his shot. So he takes a reinforce as his original action to reduce those shots. Remember he’s only got one green die so damage is likely. His next action would be a focus, using Perceptive Co-Pilot to get two focus tokens. Advanced Optics would then further boost his attack. If he gets shot a second time then he can take a lock; that’s where FCS comes in.

The other thing you could is add General Hux for an engagement phase coordinate of multiple ships. That could be super powerful as you have perfect board information.

Major Stridan

Once again if you’ve got the points, Hux is a great choice.

Other than that, Stridan’s ability is decent, enabling a coordinate all the way to range three. Very useful if you have aces in your list to make them even more frustrating. I’ve added Advanced Sensors to essentially extend that coordinate range as Stridan can either coordinate before he moves or after.

Tractor Beam is to make Stridan more useful to the aces in his squad. A four dice Tractor shot could have a decent chance of getting through on most ships.

Captain Cardinal

Just…no.

I can’t suggest flying Cardinal when Stridan is the same intiative and at base cost a point cheaper. I’ve looked at this pilot for a while now and if pushed there’s some* use putting him with a swarm. But his ability is super limiting and is redundant as soon as two enemy ships are destroyed. The ability to reroll a focus result?! If it was a blank result then sure that could be cool but it’s not.

We’ll just leave this one in the bin.

*barely any


That’s every Upsilon built. Let me know if you agree or not and share your builds in the comments.

If you’d like to get involved with choosing the articles I write you can find my Patreon here.

Until next time, pilots!

4 Comments

  1. I’ve always flown Tavson with Perceptive Copilot and Advanced Sensors. 4-5 hit/critical results (nearly) every time. Collision Detector is good on an Upsilon. Avoids the debris stress and asteroid “weapons failure”.

  2. “Starkiller Base Pilot”: I do not get how this build works… THe base shit already has 4 attack dice, so where is the advantage of the heavy laser cannon, as it only ads a disadvantage through no krits?

    • The ship ability adds another red die to cannons so you can fire 5 red dice all the way out to range three! Only in bullseye of course but it could be fun.

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