Dual Lambdas...Round 2

By CaptainSebastian, in X-Wing Battle Reports

So taking into consideration a previous report https://community.fantasyflightgames.com/index.php?/topic/138918-dual-lambdas/

I created two new list(s) to try out in two different battles (second report in comments). These are quick summaries as I didn't take notes and I forgot the camera I promised (next time!)

Omicron Group Pilot (Lambda Shuttle)

-Vader

Omicron Group Pilot (Lambda Shuttle #2 :o )

-Advanced Sensors

-Intelligence Agent

-Engine Upgrade

Boba Fett

-Veteran Instincts

-Engine Upgrade

-Tactican

I played a gentlemen who ran (off of memory):

Etahn A'baht

-Advanced Sensors

-Push the Limit

Wes Jenson

-Veteran Instincts

Wedge Antilles

-Predator

Map set up with asteroids primarily on his side of the board giving me maneuverability. Vader's lambda was set up on the left-ish side of the board. Boba in the middle and the last lambda was on the right. His ships set up on the corner in front of Vader. He moved into firing range while I position the far lambda in a flanking position with Boba. I lost Vader (he became a blocker) but I got Wes Jenson in return. The rest of the game Boba died but not before getting two rounds of FULL HITS to be evaded by a heavily wounded Etahn A'baht with FULL EVADE rolls. I was in prime position to win but he got the evades at the right time.

As this is the first time with this group (been trying to find people to play) I impressed him with my lambda flying.

Positive take-a-ways:

-Boba was helpful in distracting and ensuring the lambdas had an escape route to reposition

-advance sensor, engine upgrade, and intelligence agent are amazing at getting out of arc, re-positioning, and emergency blocking if need be.

Negative take-a-ways:

Boba was the target and once he died it became really hard.

Vader was lack luster but that was because I traded him for Wes to gain pilot skill dominance so I can't fault him.

So how to make boba survive? or is he even the right answer? Next round I took out the tactician (didn't use him as much) and went to another intelligence agent with seismic charge (I had one point left over from the first list so I used it up in the next). I thought the seismic charge could be used as a deterrent for following him.

Round two next!

Second time around I had:

Omicron Group Pilot (Lambda Shuttle)

-Vader

Omicron Group Pilot (Lambda Shuttle #2 :o ) (Zoom Lambda)

-Advanced Sensors

-Intelligence Agent

-Engine Upgrade

Boba Fett

-Veteran Instincts

-Engine Upgrade

-Intelligence Agent

-Seismic Charge

I ended up playing against:

Z-95 Head hunter x3

Biggs Darklighter

Ten Numb

-Veteran Instincts

-Advanced Sensors

-Mangler Cannon

He brought three debris fields and I three small asteroids. Although I managed to get the debris fields on his side, the asteroids were spread out across the map. I used the same set up for ship placement while he placed all his in front of Vader like the last guy. I delayed vader's shuttle then slow crawled him forward. Boba Zoomed forward then turned to flank (two turns of movement) while the "Zoom Lambda" moved to get to the other side and flank. I took out one Z-95 with minimal return damage (just outside of Biggs). I caught him off guard by doing a red bank three into him with the Zoom Lambda (after focusing with advanced sensors). I had point blank shots on him and took out Biggs with a combination of zero movements and bumping with the lambdas. So, now I had three big ships verse three small ships. However, Boba was heavily damaged and eventually died rounds later. The Zoom lambda almost took out another Z-95 head hunter before he died and I forfeited the round.

Positives:

-Lambdas are great at causing jams and dealing the damage when working together

-zoom lambda is awesome at repositioning, using advance sensors when needed

-again, intelligence agent was key on the re-positioning of the lambdas making it difficult to get shots off.

Negatives:

-Boba died again...quickly. Without him it was inevitable that the zoom died.

So for next time I think boba has to go. I need someone that can distract/get ships off of the lambdas. So now I am looking at Soontir Fell or a phantom. Left over points would go to an academy. Basically something that can be a good end game ship. The Zoom lambda was surprisingly a great end game ship as long as it had support. It came in and thundered shots through with slow moves and zero moves (with boosting/advance sensors if need be) to make sure it could track other ships. It was also suggested I use two of my Zoom Lambdas on either flank and some sort of supporting/late game ship as well (don't know what that would be).

If I am free to game next week I'll post my results then.

I like the first boba build you had---that's a pretty useful loadout for a lot of matchups, but it sounds like people are focus firing him despite your flanking efforts.

Soontir apparently can work well with shuttles if you keep him back. The advantage of going with Soontir is you should have enough points left over for a 4th ship like perhaps a cheap TIE. Use the TIE in front of the shuttles to slow them down at first, then it can block opponent short moves while the shuttles jam up their longer moves allowing hopefully a couple turns of blocking. Meanwhile Soontir is in the back taking long range pot shots until a ship breaks out of the blockade and he can go in for the kill

Whisper does have a damage output advantage over Soontir. VI, gunner, FCS & ACD is pretty scary to go up against and he has the potential to strip lots of shields so you get more use out of Vader. I've never flown him with shuttles before, so I don't know if the big bases will be a problem finding decloaks for whisper. Perhaps if Whisper is far on the flank from your shuttles, it won't be a problem...

@ Blade_mercurial

That is the thought currently. I'm not exactly sure how much to put into soontir fel and the tie fighter. I'm tossing up ideas between these two:

1)

-The two Lambdas (unchanged)

-Soontir Fel

-Push the Limit

-Black Squadron

-Wing man

------Or-----

2)

-Lambdas (unchanged)

-Soontir Fell

-push the limit

-royal guard

-auto thrusters

-stealth device

-academy pilot.

In list one I still have the option of slowing down the lambdas with the Black Squadron but also aiding in their turns by removing stresses (could also help soontir fel). This way even the doom shuttle could turn rather quick (two turns to 180 in theory). The draw back is the tie fighter moves after the shuttles so it may not be so useful as a movement block for the lambdas. Soontir fel is vulnerable to a bad evade dice roll. In list 2 I have an easier time blocking shuttle movement to get more shots. Soontir Fel is really hard to kill (he needs to survive for the list to function) but the shuttles loose a bit of manuverability by not having the stress cleared.

I'm leaning toward list two but list one could be very valuable...

The phantoms are unique to me. I've never used them (bonus I guess with the recent change) though I do have one. I'm not sure how they would fit for my play style but I might try it out.

My brother was very fond of double lambda builds, he tried the Soontir route as well, the only problem with the build is that if you lose your main gun the lambdas are very easy to pick off with any ship that has some good maneuverability. You can bet that anyone running against you will try to kill soontir first and leave the shuttles for last.

My brother was very fond of double lambda builds, he tried the Soontir route as well, the only problem with the build is that if you lose your main gun the lambdas are very easy to pick off with any ship that has some good maneuverability. You can bet that anyone running against you will try to kill soontir first and leave the shuttles for last.

That's why you hang soontir back. He really only takes pot shots if at all, and focusses on staying out of arcs first and foremost (not trying to deal damage). Once you've thinned the enemy ranks a bit (and likely lost your shuttles), he can come out to play for real with the added advantage of less ships on the board to block him up (his big weakness of course is bumping and losing his actions).

OP: I prefer the academy pilot over the black squadron. The wingman ability is nice to allow the shuttles to do their stop move and not be stressed, but I don't think that's crucial to success. Personally, I'd prefer hull upgrade on Fel but that's just a matter of preference.

Edited by blade_mercurial

i like ur list 2. that single tie-fighter is a versatile blocker and will likely be left alone when given a choice to shoot at it or another ship.

how about this list...

Omicron + Advanced Sensors + Rebel Captive + Intelligence Agent + Engine Upgrade (32)

Omicron + FCS + Gunner + Engine Upgrade (32)

Soontir Fel + Title + PTL + Autothrusters + Shield Upgrade (36)

thoughts?

Edited by The_Brown_Bomber

I like the list idea The_Brown_Bomber. I have definately thought about using FCS and gunner (like a mini Buzzsaw Lambda). The reason why I never had engine upgrade on the second lambda was because I only had two.

Its nice that they are both maneuverable. I worry about having two lambdas an only Soontir Fel. But that is the concern with any list I have seeing as a forth ship always means an academy tie fighter is my only option. At least with your list both Omicron Pilots have firepower and maneuverability. In this case. I could have both lambdas do a "flyby" with each other and loop around again if Soontir Fel falls. I've found this "figure eight" is the best way to get some shots off with only two lambdas left on the board.

You've definitely given me many ideas...

Lambdas rule!!

I like the list idea The_Brown_Bomber. I have definately thought about using FCS and gunner (like a mini Buzzsaw Lambda). The reason why I never had engine upgrade on the second lambda was because I only had two.

Its nice that they are both maneuverable. I worry about having two lambdas an only Soontir Fel. But that is the concern with any list I have seeing as a forth ship always means an academy tie fighter is my only option. At least with your list both Omicron Pilots have firepower and maneuverability. In this case. I could have both lambdas do a "flyby" with each other and loop around again if Soontir Fel falls. I've found this "figure eight" is the best way to get some shots off with only two lambdas left on the board.

You've definitely given me many ideas...

Lambdas rule!!

Cap S...

Omicron + Advanced Sensors + Rebel Captive + Intelligence Agent + Engine Upgrade (32)

Omicron + FCS + Gunner + Engine Upgrade (32)

Soontir Fel + Title + PTL + Autothrusters + Shield Upgrade (36)

  • you have some good options with that list and is u have noted, all 3 ships pack a punch.
  • id be inclined to setup soontir on the flank as escort to the zoom shuttle and the other buzzsaw shuttle opp side.
  • get soontir in past and behind their formation by turn 2-3 and angle the shuttle nearest him into the centre setting up a 'figure 8' flyby with your shuttles. Of course you will need to adapt this depending on what their setup looks like. set up asteroids accordingly.
  • shuttles r surprisingly adept at negotiating an asteroid field as you can boost into gaps with bank 1 moves.
  • theyr not going to want to shoot at the shuttle with rebel captive if given a choice between targets and i expect that shuttle will be the last ship left. U r playing the hit and run game with all your ships but the Lambdas - as you know can be really effective blockers, esp with advanced sensors as you can target lock or focus and then plough into a furball or enemy ship with relative impunity.
  • i have been testing Firesprays and IG-88's recently but i do miss the options that shuttles give you and i love how people still underrate how good they are.
Edited by The_Brown_Bomber