View Full Version : X-Wing: Do you even Lambda Bro?
Brenlak
09-02-2014, 10:33 PM
So I spent some time thinking about the Lambda Class Shuttle today and even though I have lost every game I ever played with it I still don't think it's garbage (If anything pilot error is to blame!). Sure it's got the moves of Honey Boo Boo on Bath Salts but it can't be that bad right?
Here is my choices so far in Lambda Shuttles third (And if it fails, final...) rodeo:
Colonel Jendon Lambda Class Shuttle- 26
ST-321- 3
Sensor Jammers- 4
Rebel Captive-3
Recon Specialist- 3
Anti-Pursuit Lasers- 4
Our Main Man Jendon tossing around Target locks is my only plan with this guy, Also I have learned that using the shuttle to "Push Around" the riff raff works well ( Meaning slamming it into the enemy or using it to take up real estate and force the opponent to make certain movments).
Figure the Rebel Captive is great for screwing up some poor persons day(And in the case of one of my Neighbor's insuring the next movement will always be green).
Sensor Jammers are huge around these parts right now ( How can you not think of Spaceballs when you use these!)
Recon Specialist to keep the good Colonel apprised of the situation
Anti Pursuit lasers to help in the Bullying (They worked well last time for me, and that's only for the times I remembered to use them!)
Even though I am still unsure of it (Trust issues with things with Windshields perhaps or something more sinister...) it has proved hard to kill and usually lasts the game before being blown up or having it's container stolen.
What have you done with this tri winged temptress? Builds you have tried or roles you see it doing, equipmonk to take; lets get to the bottom of it people! Lambda class Shuttle how do you it?
Mr Mystery
09-03-2014, 08:05 AM
Haven't got one yet. First Huge Ship for me is going to be the Decimator.
But having flown against, and shot down, a Chewbacca Falcon, I'm not that sold on Huge Ships overall. Yes they take a pounding before being knocked out, but can still only tackle a single ship each turn....
bigfatfred
09-03-2014, 09:52 AM
Ah, but the thing about the naked Lambda is, it's cheap as chips. You can fit in four PS2 shuttles AND still have 16 points left for a TIE Bomber. Thats 48 "hit points" on the table.
Daredhnu
09-03-2014, 12:35 PM
there are several builds i like to use for the Lambda Class Shuttle i shall list them here for your perusing pleasure:
Colonel Jendon: target management 26pts
- ST-321 3pts (title)
- Fire-Control System 2pts (system upgrade)
basically all he really needs to be useful, just start handing out those target locks from turn 1 and once you get in the thick of things you can still aquire target locks by attacking and this will allow you to use your actions for focus instead when you have an eligble target. (you can add any crew as desired though i would only bother with that if i had a couple points to spare)
Omicron Group Pilot: Flying Brick 21pts
- Anti-Pursuit Lasers 2pts (modification)
- Ion Cannon 3pts (cannon)
this is all this flying brick needs to be super annoying, just fly it up in your opponents ion him up and force him to fly into you on the next turn then laugh, though if you wanted you could drop the ion cannon and just field 4 of these and create a Flying Wall for your opponent to run into just for the lulz (though your wallet/wife might not like you if you tried that list)
some of the upgrade cards i like to take if i have points to spare.
Intelligence Agent 1pt (1 or 2)
- this one is lots of fun if you have a low pilot skill list and want to maximise your use of maneuvering actions to get shots in on your opponent
Saboteur 2pts
- this one can be nice on the flying brick build since it's main purpose is to be close to your enemy though it can bite you in the *** since it requires you to be able to do an action and that might pose a problem when the ships main purpose is to be in base contact with a ship.
Rebel Captive 3pts
- this can be a nice deterrent to your opponent and make him think twice about firing on your shuttle with his better pilots, though you will need to try to limit your shuttles exposure to enemy fire to get the most out of it, if your opponent can shoot at your shuttle with his entire fleet it won´t do you much good.
Engine Upgrade 4pts
- this is another upgrade that can make the flying brick better at doing it's job especially if you have intelligence agents and know where your opponent will end up then this card will allow you to boost in the way of his ships and get the most out of your anti-pursuit lasers. (i personally do find it to be a tad expensive though)
Captain Yorr can be a fun addition alongside a flying brick have your flying brick use the remain stationary maneuver and let Captain Yorr take his stress token, then make a green banking maneuver with him that makes him overlap the flying brick and create a stationary wall that your opponent will have to maneuver around, though it's a rather ridiculous strategy that shouldn't be too hard to counter, it should be good for a laugh or two.
Brenlak
09-03-2014, 10:22 PM
Never thought of the engine upgrades, that would help it stay within it's firing arc much easier! That's why I stopped taking a cannon on the Shuttle I found that it gets fewer shots in than other ships (Another reason I stopped taking Darth Vader, if your gonna take him use him as much as you can!).
Another build I want to try:
Captain Kagi Lambda Class Shuttle- 27
Anti Pursuit Lasers- 2
Sensor Jammers- 4
Recon Specialist- 3
Rebel Captive- 3
How annoying does that sound? Your enemy has to target lock you if able, and everything else to help it survive the brutal locker room pounding it's gonna take as you fly it right up the middle wrecking your opponents plans and parading around like John Philip Sousa marching pants less down the street playing a kazoo.
Daredhnu
09-05-2014, 05:33 PM
i think one of the important things to remember is that it's pretty much Always a better deal to have an extra ship over lots of upgrades, so try to keep your ships as cheap as possible, if an upgrade isn't necessary to run a ship effectively it's better left off, that's how i feel about it at any rate.
Brenlak
09-05-2014, 09:49 PM
I get your point and that is part of what this thread is about, how to maximize your ship without spending too much; but having only played a couple games with the shuttle I am lost as what is best (Sensor jammers and recon specialist does seem redundant, but I haven't tried it yet so its on the bag).
If I don't game it up tomorrow night it will be Sunday, either way I will try out Jendon like I said and give a progress report.
Anyone know when the Decimator and YT-2400 are gonna be out? If its not soon I might end up with another Shuttle!
Mr Mystery
09-06-2014, 03:49 AM
According to Amazon, and emails I received this very morning?
13 September, in seven short days.
Daredhnu
09-06-2014, 06:31 AM
According to Amazon, and emails I received this very morning?
13 September, in seven short days.
mmmm can hardly wait to get me some of that VT-49 Decimator Sexyness.
as for the actual topic of the discussion.
i see experimentation as an essential part of the game, the effectiveness of certain upgrades isn't always readily apparant.
the most important part to the succes of the shuttle however is mastering his maneuvering, other ships can be far more forgiving of mistakes, not the shuttle though, make a mistake with that and you can be out of the game with your shuttle for several turns if not completely if you're going up against a good player, this thing flies like a brick and is very hard to turn around.
0rph3u5
09-06-2014, 12:41 PM
Don't overload the Lambda, for most purposes the OGP with a single upgrade (Ion Cannon, Tactian, Fleet Officer, Vader) will suffice. Yorr can be an asset to Defenders, Jendon to Bombers and Kagi to Interceptors, but often only a single upgrade will do before you cripple yourself by spending too much on that single ship (Weapons Expert/Title with Jendon, Rebel Captive with Kagi).
EDIT: Don't forget that Tactical Jammer will be a thing for a single point
Brenlak
09-22-2014, 10:41 PM
Don't overload the Lambda, for most purposes the OGP with a single upgrade (Ion Cannon, Tactian, Fleet Officer, Vader) will suffice. Yorr can be an asset to Defenders, Jendon to Bombers and Kagi to Interceptors, but often only a single upgrade will do before you cripple yourself by spending too much on that single ship (Weapons Expert/Title with Jendon, Rebel Captive with Kagi).
Sir (or Madam) I think you hit the nail on the head right there.
Colonel Jendon did much better this go round but I'm starting to come around to the less is more philosophy for X-Wing (Talking gear not ships), for all the extras I put on him it only really helped him; sure he was the last ship in my squad left in the end but I still lost. The points I spent on upgrades would have been better spent on an escort ship for the Lambda, sure it was great seeing all those shots in vain against it but it just caused my enemy to target other (Read: More useful) ships in my squad.
Another problem with the Lambda is it's toilet movement; you make one mistake in your movement and it can cause two to three turns wasted and with 18 points worth of upgrades this will crush you.
I have been trying to use the Lambda as a buff ship for my little eyeballs but frankly I'm not skilled enough to take advantage of all the benefits and the poor movement sinks it.
My new strategy is to use it as a movement stopper and a decoy (Bring the ruckus, I want it to die!). Someone called it the flying brick wall, use it to force your opponent to move in a way that it has to go around it, therefore allowing you to guess your opponents moves accurately. Use it to bully your opponent into a corner and there you go.
I found that this tactic works for a turn (Maybe two) against ships that dance well, but against ships like the B-Wing and Y-Wing (poor movement ships) it excels, I really didn't give to much thought about controlling your opponents actions until this ship, but really if you know how they are going to move you have the game in your hands.
What do you folks think? Really I'm saying that the Lambda works like you would use the Decimator. Does that mean that it's obsolete when that ship comes out? Still think we're all missing out on its true capabilities; but then again I love the space Zamboni and will continue to use it. Maybe I will use both of them next time...
Mr Mystery
02-18-2015, 10:26 AM
Bit late to this party, but just got me a Lambda.
I'm impressed! Surprisingly cheap for such a bruiser of a ship! More later!
Brenlak
02-22-2015, 11:19 PM
well just Lambda bro, and then you will get it.
Houghten
02-23-2015, 03:06 AM
Another problem with the Lambda is it's toilet movement; you make one mistake in your movement and it can cause two to three turns wasted and with 18 points worth of upgrades this will crush you.
Two words: Engine Upgrade.
The ability to Boost lets you tack a 1-turn on to that mistaken manoeuvre, pointing you back towards the fight. So unless you're really attached to those Anti-Pursuit Lasers...
Mr Mystery
02-23-2015, 03:16 AM
I think Mara Jade might just be a natural fit for this beastie as well.
Dish out free stress on any and indeed all enemy ships at Range 1? I should coco, especially given they're likely to close to that range to get the extra dice to do the damage needed to take a Lambda out.
Brenlak
03-31-2015, 10:12 PM
Mara Jade for sure! She really fits in any ship, try and come up with a list were she isn't useful.
But what if you put a mangler on it...
13495
Keep it in range of your other ships if it gives them a bonus, but a mangler combined at range three (remember they don't roll an extra defense die with a secondary weapon) combined with the ability to not have to move might make for a deadly combo...
Yes Yes! add Engine upgrades that would be sick!!
Mr Mystery
04-01-2015, 01:45 AM
That's a very good point....yes....
I think I'm going to have to 'price up' a squadron consisting of three Lamda Class - that sort of thing will take a real pounding before being taken out, which is hopefully more than be said for any opponent.
0rph3u5
04-01-2015, 08:22 AM
The Lambda got quite a few utility boosts in Wave 5 and 6
- OGP+Tactical Jammer gives you a 22 (26 with Engine Upgrade) Blocker of decent size and durability which will also obstruct firing arcs
- OGP+Fleet Officer gives you the focus tokens some of the cheaper Imperial Flankers need to become effective at 24 points
- OGP+Flechette Cannon+Tactican is 25 points and is competing with 26 points Control Shuttle (Ion+Tactican) that came up during Wave 4
(Tactican resolves after the attack, so the target will get the Stress from the Flechette Cannon before it kicks in; best case scenario is that you double stress your target - you can even go 2xTactican for 3 stress but that's just too silly IMO)
- OGP+Mara Jade is nice on paper but even with engine Upgrade it might just work out for 1 turn on average; three at the most - with Mara with Lambda become a more prominent target as it has to close into range 1 to the enemy squadron (resulting in you getting incoming fire at a rate of 3 or 4 red dice per ship - a flaw which enemies are sure to exploit)
But still it is one of the hardest ships to fly effectively; due to the restrictive dial
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