First Squad Attempt - Lambda + TIEs

By Trevinsky, in X-Wing Squad Lists

I'm relatively new to X-Wing, having played probably 4-5 times total. This is my first attempt at actually building a squad with a strategy in mind, so would love some feedback or suggestions on how it could be improved. In particular, I feel totally over my head when it comes to upgrade cards.

I only have the base game, but my buddy who introduced me to X-Wing has a bunch of both Rebel and Imperial ships, so feel free to suggest substitutions.

OK, here it is:

Academy TIE x5 (60)

Col. Jendon Lambda (40)

ST-321 Title

Weapons Engineer

Intelligence Agent

Heavy Laser Cannon

The strategy is totally focused around target locks. The combination of ST-321 and Weapons Engineer will enable to Lambda to acquire up to two target locks every round on any ship, then Col. Jendon can share one target lock with a nearby TIE each round as well.

My strategy is to keep the Lambda in the middle of the board with the TIE swarm buzzing around it picking up target locks and increasing the likelihood of dealing damage on their attacks. The Heavy Laser Cannon also gives the Lambda a strong attack option on enemy ships that are skirting the edge of the TIE swarm.

Since I'm still new to flying ships in formation and in tight proximity to one another and within an asteroid field, I'm a little concerned that this squad might be too technical for me. Otherwise, I feel like the singular focus on target locks will make it easier for me to manage my upgrade cards on the Lambda.

Appreciate any thoughts or feedback.

Thanks!

I would probably take interceptors or named ties. I'm in the work truck so don't have card i front of me but can't u only transfer one TL. Plus 4 ships easier to fly than 6 (most of the time lol). I'd probably take lambda 2 ap and a named interceptor.

If you have limited experience flying in formation, then I would suggest trading your weapons engineer for advanced sensors. The reasons are that you will bump a lot and you'll have to make bigger turns if you want to use that heavy laser cannon after the first few rounds.

At least with your advanced sensor, you'll be able to acquire a target lock prior to moving. It also increases the range of motion that a Lambda can do without sacrificing its action:

- first round, advanced sensor/target lock + a hard turn 2 (red, gain a stress)

- second round, bank 1 (green), clear the stress, get another target lock.

A lambda "can" be maneuverable, but you need a plan. Otherwise, your opponent will get out of its firing arc and then it will not shoot for the rest of the game.

This isn't too dissimilar to the Imperial list I've been thinking of building*. That being said, I'd avoid spending many points on the Lambda, though. Without a fair amount of experience, it's very tricky to fly. It also really, really wants to be on one of the flanks.

Jaxson is correct, the Colnel Jendon can only transfer one target lock a turn, and when he acquires his target locks with Weapons engineer, they have to be against different ships. I would go with the classic "Doom Shuttle" (Omicron Group Pilot+Darth Vader) if you don't have an engine upgrade to give to your White Space Cow. With 16 points left after you end up running a cheaper Lambda, you can upgrade to some named ties, add in another Tie, or turn some of the ties into interceptors

*My list, in case you're curious. The only card in it you're missing is a Shield Upgrade, and that could always just be spent upgrade an academy pilot to Backstabber

Omicron Group Pilot -21 points

-Darth Vader (3)

Howlrunner -18 points

-Swarm Tactics (2)

-Shield Upgrade (4)

Dark Curse -16 points

3 Academy pilots (36 points)

You'd still have to practice formation flying, but frankly that's a required skill for Swarms anyway just to keep them from bumping into each other.

Edited by Squark

The strategy is totally focused around target locks. The combination of ST-321 and Weapons Engineer will enable to Lambda to acquire up to two target locks every round on any ship, then Col. Jendon can share one target lock with a nearby TIE each round as well.

My strategy is to keep the Lambda in the middle of the board with the TIE swarm buzzing around it picking up target locks and increasing the likelihood of dealing damage on their attacks. The Heavy Laser Cannon also gives the Lambda a strong attack option on enemy ships that are skirting the edge of the TIE swarm.

6 points for Weapon Eng. + ST-321 is a lot just to buff 1 2 die attack....to put it in perspective, you're paying half the price of an academy pilot just to re-roll 1 or 2 dice (most of the time) on a single attack per turn. Find 6 more points and you have another ship, or even better, use the 6 points to upgrade 1 academy to Howlrunner, and then you get the same benefit but can apply it to ALL of your TIEs, instead of just one.

Also, trying to keep the shuttle in the centre of the board with lots of targets for its heavy laser is wishful thinking at best. If you had advanced sensors and engine upgrade, then the heavy laser would get more gauranteed use, but as is currently, you can't really expect more than maybe 3 turns of shooting (under ideal circumstances) before the shuttle is forced to turn around (not something its good at without engine upgrade).

If you like TIE fighters, I strongly suggest practicing formation flying. Its an important skill that will only improve your understanding and appreciation of playing imperials, so it wouldn't be a bad idea to embrace it ;)

If you like the shuttle, some 'popular' builds are the doom shuttle (omnicron w/ vader crew = 24 pts) and buzzsaw (omnicron with gunner, FCS and engine upgrade = 32 pts). If you really like the idea of Jendon w/ ST-321+weapon engineer, I would suggest paring him with a more elite force having 3 or 4 attack dice to get more value out of it.

Edited by blade_mercurial

I personally love the Lambda. And I have tried the Lambda Lock sharing idea with a couple interceptors. It didn't work out too well due to not being able to take actions because I was constantly doing red maneuvers. I would suggest axing two academies (24 points), get Howlrunner with Swarm Tactics (20 points) and add Advanced Sensors (3 points) to your Lambda to ensure target locks every turn. This change will allow you to have full freedom of movement with the Lambda without sacrificing its action (which is of utmost importance for your strategy) and gives you Howlrunner which will make your swarm more formidable (even if it has one less TIE).

Happy flying!

if your planning for current high end meta-game, this like will have trouble with Phantoms (as most do). Otherwise, its a fun idea and list for casual games. Its more effective than most think.

One of the most powerful ways to get your money back on the Lambda however is to fly it in slowly from the opposite corner to your tie forces to get a sandwich. invariably sets you up for good shots. This however means no formation flying.

Also, formation flying with a shuttle is like trying to chop a salmon with a lemon peel.

Colonel Jendon (26)
Fire-Control System (2)
Weapons Engineer (3)
"Howlrunner" (18)
Black Squadron Pilot (14)
Draw Their Fire (1)
Academy Pilot (12)
Academy Pilot (12)
Academy Pilot (12)
Total: 100

I'd drop HLC for EU and FCS. FCS would allow Jendon to acquire 2 tl's after he shoots.

TL + focus is not a bad strategy. It turns your odds to hit to 93%, up from 75% (or 50% un modified). But your opponent is going to see who you're targeting several turns out. You'd still be hard pressed to pass 3 TL's before the first engagement. You could do some 1-turn manuevers with the ties and have the shuttle run into it constantly to essentially not move, but you'd have to complete a move with the shuttle to perform a TL action.

Also, the shuttle can be very challenging to fly. Expect a learning curve as you have to make a conscious effort not to fly it right off the map. Even with EU, turning around is still a multi-turn operation. The trick is finding ways to maximize it's shooting capability before it has to run away and turn. It is still my favorite ship to fly though.