Lambda and Star Wings

By j_man_04, in X-Wing Squad Lists

Is there any viability in something like this? I'm thinking a pair of attack wings with either the Lambda, Decimator, or Upsilon could work pretty well and deal some damage.

Problem is, I don't have any of these ships, so I'm leaning towards Lambda because it's a little cheaper if I pick them up. Plus, the Lambda has some great cards.

Nu Squadron Pilot (18)
Extra Munitions (2)
Cruise Missiles (3)
Tractor Beam (1)
Ion Cannon (3)
Guidance Chips (0)
XG-1 Assault Configuration (1)

Nu Squadron Pilot (18)
Extra Munitions (2)
Cruise Missiles (3)
Tractor Beam (1)
Ion Cannon (3)
Guidance Chips (0)
XG-1 Assault Configuration (1)

Colonel Jendon (26)
Accuracy Corrector (3)
Autoblaster (5)
Darth Vader (3)
Weapons Engineer (3)
Engine Upgrade (4)

Total: 100

View in Yet Another Squad Builder

Updated list as of 5/23/18:

Rho Squadron Veteran (21)
Crack Shot (1)
Harpoon Missiles (4)
Guidance Chips (0)
Os-1 Arsenal Loadout (2)

Rho Squadron Veteran (21)
Crack Shot (1)
Harpoon Missiles (4)
Guidance Chips (0)
Os-1 Arsenal Loadout (2)

Colonel Jendon (26)
Fire-Control System (2)
"Mangler" Cannon (4)
Tactical Officer (2)
Weapons Engineer (3)
Engine Upgrade (4)
ST-321 (3)

Total: 100

View in Yet Another Squad Builder

Edited by jwilliamson12

So, a few quick things that I noticed. 1: The Gunboats probably don't want to mix missiles and cannons. Choose one. Ion Cannon+Linked Batteries or just Cruises or Harpoons. 2: Lord almighty that Lambda is crazy. Tone it down, as overbuilding it isn't worth it. Have Jendon w/ST-321 and Weapons engineer. That should free up some new design space.

Replace Jendon with an OGP with Autoblaster, Hux and AC. Then two Nus with XG-1, Jamming Beam, Ion Pulse Missiles, LRS, and AHM.

Or you could replace the Nus with Rhos and add Debris Gambit (a good card on 'boats).

I think it's cool the lambda because I hate that everybody finishes building the ships the same way, but the lambda doesn't always gets to shoot and its difficult to put at range 1 for autoblaster. If you'd like a recommendation I'd recomend the Decimator.

Thanks for the insight everyone. I'm going back and forth on the suggestions. I think the Decimator would be a better support/heavy to pair with these guys, but it seems like nobody has them in stock. I like the idea of the Ion Pulse Missiles to set up attacks for the Lambda's autoblaster. I also forget these guys have reload, so I'm considering carrying two types of missiles, so I can hit at any range.

Here's the next idea.

Rho Squadron Veteran (21)
Deadeye (1)
Ion Pulse Missiles (3)
Cluster Missiles (4)
Guidance Chips (0)
Os-1 Arsenal Loadout (2)

Rho Squadron Veteran (21)
Deadeye (1)
Ion Pulse Missiles (3)
Cluster Missiles (4)
Guidance Chips (0)
Os-1 Arsenal Loadout (2)

Omicron Group Pilot (21)
Accuracy Corrector (3)
Autoblaster (5)
Tactician (2)
Darth Vader (3)
Engine Upgrade (4)

Total: 100

View in Yet Another Squad Builder

I really don't like the Autoblaster on a Lambda. Particularly not OGP. I feel like that'll just be throwing the points away. The "cannot be canceled" effect is nice, but most opponents you want to use it on won't get stuck in Range 1, and it'll be hard to boost close enough at PS 2 (Jendon at PS 6 could catch a few Defenders, for example, but I still don't think it's really worthwhile). Vader alone is probably enough Ace-hunting potential. I'd rather upgrade to a named pilot like Jendon without a cannon, or put a few more points on the Starwings.

Deadeye OS-1 might work, but I'm leery. OS-1 only works on specifically locked targets, so to take advantage of the title, you'll need a lock at some time. Considering that you can't TL and SLAM on the same turn, or TL and Reload, I just don't think the action economy will necessarily be there.

HLC XG-1 might be easier. Nu XG-1 with Crack Shot, HLC, Linked Batteries, and Long Range Scanners looks really solid, but kinda the build "everyone else" is flying. If you want to get Ion in there, I'd consider changing a more standard HLC build to Mangler Cannons and Ion Pulse Missiles. It'd still be a mostly cannon-build, but 3 points isn't a huge investment.

///

Meanwhile, although shuttles and decimators are cool ships, if they're not already high priority ones for you, I don't think supporting GUNBOATS is necessarily the thing which puts them over the top. I've seen some 2xGunboat + Defender lists, or two and a Quickdraw, or so forth. We don't see too many "Lambda supports two other ships" these days, some Palp-Defenders maybe, but non-Palp shuttles are pretty rare.

It's wicked cool to have the mama-Space-Cow with her little Star-Wing-calves in a list, but it's probably fine to use any other established Imperial ship if you're on a budget.

I think Col. Jendon/ST-321 is a good call with Starwings - his ability to pick up locks turn 1 and pass them to the gunboats allows you to support OS-1 missile boats without needing Long Range Scanners to get your locks - meaning SLAM/Advanced SLAM focus/locked missiles.

Alternatively, Captain Yorr/Electronic Baffle/Inspiring Recruit has some mileage - it's not as great as with other lists because a Gunboat shouldn't be stressing itself often, but the ability to go Speed 4 straight (drain stress) SLAM speed 4 straight (drain stress) Advanced SLAM action in return for a shield on the Lambda could well offer the odd "where the heck did he come from!) moment.

SLAM is incredibly flexible in terms of movement, so if you only have generics, then an Intelligence Agent would be a good buy, too.

  • Colonel Jendon
    • ST-321
    • Fire Control System
    • Heavy Laser Cannon
    • Tractor Beam
    • Systems Officer
    • Intelligence Agent
  • Rho Squadron Veteran x 2
    • OS-1 Arsenal Loadout
    • Ion Pulse Missiles
    • Harpoon Missiles
    • Advanced SLAM

or

  • Captain Yorr
    • Electronic Baffle
    • Tractor Beam
    • Inspiring Recruit
    • Intelligence Agent
  • Rho Squadron Veteran x 2
    • XG-1 Assault Configuration
    • Predator
    • Flechette Cannon
    • Heavy Laser Cannon
    • Advanced SLAM

9 hours ago, theBitterFig said:

Meanwhile, although shuttles and decimators are cool ships, if they're not already high priority ones for you, I don't think supporting GUNBOATS is necessarily the thing which puts them over the top. I've seen some 2xGunboat + Defender lists, or two and a Quickdraw, or so forth. We don't see too many "Lambda supports two other ships" these days, some Palp-Defenders maybe, but non-Palp shuttles are pretty rare.

It's wicked cool to have the mama-Space-Cow with her little Star-Wing-calves in a list, but it's probably fine to use any other established Imperial ship if you're on a budget.

Good points, thanks. Yeah, I may play around with these two guys alongside Quickdraw, who is my favorite Imperial pilot already.

Maybe something like this?

Dump the Harpoons, SLAM away to reload, and circle back into the fight. I'm also still liking the idea of the Ion Pulse missiles to help set up Range 1 attacks....

Rho Squadron Veteran (21)
Deadeye (1)
Harpoon Missiles (4)
Advanced SLAM (2)
Os-1 Arsenal Loadout (2)

Rho Squadron Veteran (21)
Deadeye (1)
Harpoon Missiles (4)
Advanced SLAM (2)
Os-1 Arsenal Loadout (2)

"Quickdraw" (29)
Expertise (4)
Fire-Control System (2)
Threat Tracker (3)
Lightweight Frame (2)
Special Ops Training (0)

Total: 100

View in Yet Another Squad Builder

Use synchronizer on QD.

since QD always get a TL, the Other 2 ships can use that TL for Harpoon.

5 minutes ago, Muppetfluffer said:

Use synchronizer on QD.

since QD always get a TL, the Other 2 ships can use that TL for Harpoon.

Good call. Thanks. I just was just doing an Upsilon build with synchronizer. Would work with this build as well.

4 hours ago, Muppetfluffer said:

Use synchronizer on QD.

since QD always get a TL, the Other 2 ships can use that TL for Harpoon.

Question for you. If I'm going to run Deadeye on the Star Wings, would it be better to go with Pattern Analyzer on the SF?

I don't think Targeting Synchronizer interacts with OS-1, so you'll need actual TLs if you want to shoot while Weapons Disabled, so there isn't necessarily a benefit over Deadeye, other than being able to use TS to reroll dice. That's nice, and I suppose rerolls on a 4-dice Harpoon is stronger than a 3-dice Quickdraw primary attack next turn, but not by that much. Unlike something like Squad Leader on Vader, this is a situation where the action is worth as much on the Starwing you're helping as it would be on Quickdraw.

Meanwhile, Pattern Analyzer is great on a ship with as many Red moves as the SF. I'd call it kind of an optional upgrade (LWF, FCS, Elite, and probably Missile upgrades seem more important to me; others no doubt differ in their preferences), but it's certainly nice to have.

To compare: PA gets QD an extra action whenever QD pulls a red move. TS allows QD to pass an action (since QD won't be able to use that TL herself) to a Star Wing, who can make at least as good use of it as QD could. TS probably is better for burst damage by a hair, but PA is probably a hair better for sustained damage over time.

37 minutes ago, theBitterFig said:

I don't think Targeting Synchronizer interacts with OS-1, so you'll need actual TLs if you want to shoot while Weapons Disabled, so there isn't necessarily a benefit over Deadeye, other than being able to use TS to reroll dice. That's nice, and I suppose rerolls on a 4-dice Harpoon is stronger than a 3-dice Quickdraw primary attack next turn, but not by that much. Unlike something like Squad Leader on Vader, this is a situation where the action is worth as much on the Starwing you're helping as it would be on Quickdraw.

Meanwhile, Pattern Analyzer is great on a ship with as many Red moves as the SF. I'd call it kind of an optional upgrade (LWF, FCS, Elite, and probably Missile upgrades seem more important to me; others no doubt differ in their preferences), but it's certainly nice to have.

To compare: PA gets QD an extra action whenever QD pulls a red move. TS allows QD to pass an action (since QD won't be able to use that TL herself) to a Star Wing, who can make at least as good use of it as QD could. TS probably is better for burst damage by a hair, but PA is probably a hair better for sustained damage over time.

Thanks for the input. Truly appreciated! Do you think I could go with something like VI on the Star Wings to give them a slight PS boost, then rely on TL's for rerolling since I'm going with Adv SLAM over GC's?

My plan is to dump the harpoons, then SLAM/ADV Slam/Reload away. Then Slam/ADV Slam/TL(or focus if I keep Deadeye) the following round to set up the missiles again. Or, instead of VI, maybe go with crackshot or snap shot?

36 minutes ago, jwilliamson12 said:

Do you think I could go with something like VI on the Star Wings to give them a slight PS boost, then rely on TL's for rerolling since I'm going with Adv SLAM over GC's?

Sounds like the kind of thing which needs to be felt out on the table. That's half the fun, though.

33 minutes ago, theBitterFig said:

Sounds like the kind of thing which needs to be felt out on the table. That's half the fun, though.

Fair point. I think I’ll go VI as in the past I typically have gone with TLs/FCS for 4 dice attacks. That’ll give me a PS edge over most generics. I’ll be sure to report back.

So I’ve done a few casual games with the Star Wings/QuickDraw list, and man, it’s fun. However, it’s going to have a lot of trouble vs high-health ships. I managed to take down Lowhhrick/Kanan in one out of two tries.

The biggest challenge is keeping the boats alive. Your actions are almost limited to TL/reload that you don’t get many chances to focus for the defensive mods. That health goes away pretty quick if you’re trading shots with a Ghost, especially one with a tlt double tap.

I’m going to run it in a small tournament tomorrow and hopefully see a good variety of ships and see how much potential this really has.

From what it seems, running them with an Upsilon with TS and Weapons Engineer seems like the stronger route.

Edited by jwilliamson12

Revisiting this thread now that I actually have a Lamda to mess with, along with some new crew options:

Here is what I'm thinking. Jendon to coordinate and send TL's to the Rho's while using the Mangler to trigger the harpoons.

Rho Squadron Veteran (21)
Crack Shot (1)
Harpoon Missiles (4)
Guidance Chips (0)
Os-1 Arsenal Loadout (2)

Rho Squadron Veteran (21)
Crack Shot (1)
Harpoon Missiles (4)
Guidance Chips (0)
Os-1 Arsenal Loadout (2)

Colonel Jendon (26)
Fire-Control System (2)
"Mangler" Cannon (4)
Tactical Officer (2)
Weapons Engineer (3)
Engine Upgrade (4)
ST-321 (3)

Total: 100

View in Yet Another Squad Builder

Ohhh my, I love the aesthetic of Alphas and Lambdas, both phonetically and visually.

Firstly, don't shy away from mixing cannons and missiles. A Jamming beam shot on the reload turn for missiles can be golden. However, I would suggest these beauties:

2x Rhos

PTL

Os-1

Harpoons

Adv. SLAM

Jendon

Title

CollDet

Director Krennic

Tactical Officer

So, here's how this would fly:

Turn 1, Jendon aquires and passes lock on target 1 to Rho A. Turn 2, Jendon acquires and passes lock on target 1 to Rho B. They slowly move in. Krennic conditions one of the Rhos (doesn't matter which). When the Rho fires, not only does it have the offensive boost from the condition, the condition gives Jendon a TL on the same ship to hand back next round. While Jendon is around, between the Krennic Lock to pass and coordinate, the Rhos have plenty of action economy, MORE than enough if they want to use PTL. However, PTL is really for when Jendon goes down, at which point every turn they can, if they want/need, SLAM into position, reload, TL, and fire. Of course, you only PTL if you need.