Lambda Wall of Death

By SpikeSpiegel, in X-Wing

In an attempt to make another thread dedicated to a ridiculous build, I've decided to share my extremely simple quad-Lambda build:

Omicron Group Pilot (21)

Omicron Group Pilot (21)

Omicron Group Pilot (21)

Omicron Group Pilot (21)

"Backstabber" (16)

Comes out to exactly 100 points. The strategy would be to basically move slowly through the board in a wingtip-to-wingtip formation and gun down anything that goes near it. Backstabber is in there for flanking and funsies, although I may drop him for 4x FCS.

What do you think?

Drop backstabber and you can give them all engine upgrade.

Give them all Anti-Pursuit Lasers and you really would have a "wall of death."

I could drop Backstabber and add a Tactician and Anti-pursuit Laser to each of them to make them even more wall-y.

Agreed. Engine upgrades are very much 'the thing' but if you want to block things off, you can't go far wrong with Anti-Pursuit Lasers.

Of course, then you don't have backstabber to watch your backside.

Four shuttles - it's the way forwards.

The real issue will be asteroids; if you need to break formation to manouvre round them, you'll leave blind spots, and getting someone off your back is difficult in a shuttle. Two pairs of shuttles on a converging course (so they cover one another's tails) is not a bad plan.

I've played with multiple shuttles plenty. The APL will do very little damage. Extra points are better spent on engine upgrades.

The guy who came 2nd at the UK nationals used 4x shuttles with APL and FCS

APL is the worst thing ever

Go with EU

The guy who came 2nd at the UK nationals used 4x shuttles with APL and FCS

I've played the exact same list prior to that. Check the forum posts. The APL accounted for very little damage and the UE would be more useful. It is a potent list but IF you get outmaneuvered, you will get plinked to death trying to come around to bring weapons to bear again.

You will also hit every rock on the board (twice), just accept it. LOL

Went up against it twice. Lost once, won once. Disliked playing it both times. It's just a slog. A very strong list though.

How'd I fight ths? Charge it. Full blast, all power to engines, and pass them.

Then they have to turn around.

4 shuttles with ion (25) which is mean.

Set up with shuttles all next to each other

First move the left and right ends hard into each other and the two in the center stop

Second move all ships 1 forward to create the epic turtle

Then just ion anything that comes after you and watch them go off the board seeing there will be nothing to stop shuttle butt.

Edited by Cubanboy

Not...really sure how well this would work out.

So, your enemy flies strait at you. You try and ion several of his ships (which means you wont be killing one, and you wont have a 100% success rate), or try to kill one (two is your lucky, but realistically, one).

Now the ships that aren't ioned can k-turn behind you, and you will never get them in your sights again, or at least not the sights of all four. Chances are at least 1 is dead by the time you turn your group around.

The ones that are ioned...I'm thinking you probably bump and can't shoot them that turn, so they get behind you the next turn. Best case they are far enough away that you don't bump and you get another round of shooting before they get behind you. So I guess you don't use Ion second round and try to finish a few ships off?

In a head on situation, the "ion off the board" option is not happening, and I think that is probably the best approach against this list.

Could work, but I'm not sure it's as strong as 4 Lambdas with other upgrades. Ion seems kind of wasted here. You don't have a lot of opportunity to take advantage of it, and I think it might be inferior to just shooting. Could be wrong though.

Now I want 4 shuttle's

Second move all ships 1 forward to create the epic turtle

That's literally the most killable thing ever.

I have been running 4 shuttles plus a Scimitar bomber for a while now. It's the maximum number of hitpoints you can put on the table at 46.

It's a "taking the piss" kind of list because soon as your opponent gets a couple of ships behind you, it's game over. Even with the hard stops, they will be able to stay behind you.

That said, it's a strong list in tournament play with time limits, particularly in those that run 60-minute rounds. You will almost certainly be able to kill something on the other side and be able to soak enough damage to be at a points killed advantage when time is called. I had a game where I would have won with 50 or so points killed and 0 lost at 1 hour, but ultimately lost with all my ships killed and he only had a fully healthy Soontir +PTL...after 3 hours and 43 minutes of playing

Friend of mine uses four shuttles

Said he'll never fly a shuttle without engine upgrade again

At least give two engine upgrade.

The can really move and turn around faster.

Give the other two something else. They can watch the other two back, and if something does get behind the slower ones your faster shuttles would have swung around and cover them

Edited by Krynn007

I was thinking about EU and instead of flying in a wall-like fashion, maybe start off two in pairs on both sides of the table and having them turn into each other once the enemy ships pass. That way the Lambdas won't worry about hitting each other and can regain an edge by having the firing arcs from either pair cover the other's rear when they become outmaneuvered.

I tried this with 4 shuttles with engine upgrades and won both matches against a local rebel list. This is definitely a list geared towards winning within the allotted tournament time. That said, I've tried it on vassal with all four using FCS and APL and found it much more killy.

Space-Cow brings her posse!

:o

What-what...?

:blink:

Oh Hell No!

<_<

I can't help but think that your better served with the better engines. APL has done next to nothing for me ever. All it does is forever highlight the fact that it has no rear fire arc, yet has a ball turret in the back, it really bothers me. ( always of course then being told, but that is what APL was, the ball turret In the back, hogwash, it sucks. ) I can see it being tough in a tournament setting with a time limit. It takes a certain level of patience to play 4 shuttles, as you need to except you handle poorly, turn very poorly, have a huge blind spot ( behind you ) and can be difficult to avoid crashes and asteroids.

Space-Cow brings her posse!

:o

What-what...?

:blink:

Oh Hell No!

<_<

Hey Joe, would it then be doing the.....

Bossie-nova.....

Hehehehe

I dig the idea of 4 luminous, void cattle... and agree EU is a good choice. Depending on how you fly those lofty grazers, you can cover some serious space...

Space-Cow brings her posse!

:o

What-what...?

:blink:

Oh Hell No!

<_<

Hey Joe, would it then be doing the.....

Bossie-nova.....

Hehehehe

I dig the idea of 4 luminous, void cattle... and agree EU is a good choice. Depending on how you fly those lofty grazers, you can cover some serious space...

She can do anything she wants to do...

Except turn-round-fast.

;)

I might consider FCS + Tactician for 2 and engines for the other 2. I think I would run them in pairs. An Engine Shuttle and a stress shuttle and place them on opposite sides of the map. engine shuttles would lead. You can ram your slow shuttles into the back of the fast ones to get one last free stall maneuver while you slowly turn around. You don't have to worry about action denial because of the FCS. The engine ones you can use to turn a little faster and cover the the backs of your other ships. I see no reason to restrict them to all being the same thing.