Lambda-Class Shuttle for 2.0?

By j_man_04, in X-Wing

Should I go ahead and pick up a Lambda for 2.0 purposes?

I don't have Palp, so I never bothered picking one up for 1.0. I usually use the Upsilon for my support ship needs.

However, with the Upsilon being sidelined until the First Order arrives in 2.0, I'm left without an Imperial support ship (also don't have a Deci and the Firespray is now scum-only).

I do plan on getting the Reaper with this next expansion, though. So, will the Reaper be enough to support my Imperial ships in 2.0, or should I go ahead and get a Lamda while I can?

Get a lambda, if for no reason than to get one. It'll be cheaper than the 2.0 version iirc

i think all the prices are going up

Edited by piznit

We can probably safely assume since it still has a horrible dial it will remain super cheap and we now have several crew for support ships OTHER than palp (also, owning palp now doesnt mean much since hes in the conversion kit)

However i imagine the difference between the Lambda and the Reaper will be strictly maneuverability vs durability/rear 2die arc.

Reaper we know in 1.0 atleast is roughly the same cost as the Lambda, maybe a point more, and i dont see why they'd diverse that cost in 2.0 personally. Its not AS durable since it has less life, but its WAY more maneuverable, smaller base, and the pre-move maneuver we know from Strikers means it can almost change its direction on a whim, which can be important.
Lambda is more durable in a vacuum, has a Sensor slot (assuming it didnt get removed), and the rear arc means it doesnt NEED to turn around immediately but it still wants to turn obviously due to no kturns (they really should have given it the uwing ability imo).

Comparing stats/dials alone, i'd say the reaper is the better pick. But i am confident there will be reasons to use the lambda instead.

We know it has a bad dial. It's the same dial. Nothing changes.

It does have a sweet rear arc, even if only 2 dice out the rear.

If you can buy one, why wouldn't you?

2 minutes ago, heychadwick said:

We know it has a bad dial. It's the same dial. Nothing changes.

It does have a sweet rear arc, even if only 2 dice out the rear.

If you can buy one, why wouldn't you?

I'm pretty conservative with my collection. I don't want to buy it for 2.0 but then realize that the Reaper I'm going to buy is the better option in every situation.

I suppose if that happens, it'll make a nice desk toy like my second Falcon.

17 minutes ago, Vineheart01 said:

We can probably safely assume since it still has a horrible dial it will remain super cheap and we now have several crew for support ships OTHER than palp (also, owning palp now doesnt mean much since hes in the conversion kit)

However i imagine the difference between the Lambda and the Reaper will be strictly maneuverability vs durability/rear 2die arc.

Reaper we know in 1.0 atleast is roughly the same cost as the Lambda, maybe a point more, and i dont see why they'd diverse that cost in 2.0 personally. Its not AS durable since it has less life, but its WAY more maneuverable, smaller base, and the pre-move maneuver we know from Strikers means it can almost change its direction on a whim, which can be important.
Lambda is more durable in a vacuum, has a Sensor slot (assuming it didnt get removed), and the rear arc means it doesnt NEED to turn around immediately but it still wants to turn obviously due to no kturns (they really should have given it the uwing ability imo).

Comparing stats/dials alone, i'd say the reaper is the better pick. But i am confident there will be reasons to use the lambda instead.

I'd be surprised if the Lambda loses the system slot, and it also has a cannon slot in 1.0 that could carry over.

The Reaper has two other factors that will impact how it flies. The pilot card will likely mandate Aileron usage, though that can be controlled by taking on stress. Also, the smaller base will mean it's more vulnerable to Ions and Tractors than the Lambda.

Lambda will also serve as an Imperial source of Coordinate actions, which it seems like it should excel at.

Edited by PhantomFO

True forgot about the cannon slot, since atleast in 1.0 i always viewed 3die primary cannon users a complete waste of points (i'd take Tractor for R3 shots because why not if i had the pt to spare, thats it), that might be a bigger factor in 2.0 if it still has it.

We already know from the first 2.0 game video the reaper has the aileron baked into the pilot card so yeah its mandatory, its exactly the same as the current Striker one.

And yeah i forgot about coordinate, since the Lambda coordinate is white and the reaper needs a crew to get white coordinate.

I think the Reaper will be better at messing with the enemies squad, whereas the Lambda will be better at supporting yours. The Reaper has the white Jam action, and is going to be much more maneuverable to block things. You'll also be able to get its guns on target more often. Coordinate is going to be pretty powerful in 2.0, where actions are a lot more precious.

Lambda seems a LOT tougher than the reaper (more health, reinforce)

the Reaper is far more mobile than the lambda (granted, everything is far more mobile than the lambda, but the Reaper's ailerons make it pretty dang mobile)

so the lambda's stuck in a support role, because even its aux arc (while VERY welcome, don't get me wrong) isn't going to turn it into anything resembling a combat powerhouse. The Reaper, however, can fight

Not sure where you'd rather have palp (might honestly come down to playstyle differences), but here's two builds I can already sniff out for either Ship

Lambda (White coordinate)

c4Aeth8.png

instantaneous reaction to enemy activation, can use to throw any boost/roll ship into blocking positions, enable easy target-locks against higher PS pilots or even fully modified shots for the lambda itself. Most of the utiltiy comes from being able to use the Inquisitor to coordinate without wasting more points/slots on the crew that turns red coordinates white.

Reaper (Feroph, jam)

oDmpS2c.png

Jam knocks off green tokens

Feroph, when defending against attackers that don't have green tokens, changes 1 die to an evade

Vader does guaranteed damage to ships without green tokens, or he forces them to spend them (feeding into Feroph's ability)

between ailerons and an all-told decent dial, you got yourself a combo

Alright, well, I like what I'm seeing here on this thread. I'll go ahead and pick it up while the 1.0's are still floating around ($26 online).

I may be able to get some decent use out of it in 1.0 as well. It's a little more cost-effective than the Upsilon, though I wish it had tech slots for Targeting Synchronizer.

Krennic will be fun on it I bet.

Something like this maybe even. I can always have one of the Rho's SLAMing/Reloading and getting a TL through Jendon and perhaps coordinating a TL with the other when necessary.

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
4 hours ago, heychadwick said:

We know it has a bad dial. It's the same dial. Nothing changes.

It does have a sweet rear arc, even if only 2 dice out the rear.

If you can buy one, why wouldn't you?

Here's a thought, many dials got better, the defacto worst dial (Lambda) stayed the same, but that means it's even worse relative to all the other ships.

I think the rear arc helps alot, and something is fun about flying a space cow.

That's why I love YV-666s and G1-As so much ?

Given the goodies it got, I'd take it over a 10 health, 3 die primary with a deci dial any day

Edited by ficklegreendice
2 hours ago, ficklegreendice said:

Given the goodies it got, I'd take it over a 10 health, 3 die primary with a deci dial any day

Yes the 2.0 Lambda looks like a really good support ship.

I want it to be useful (beyond carting Palp about). I have pone, but never really used it.

Image result for lambda shuttle gif

funny thing to think about, actually

is it any good at carting Palp around anymore?

or is palp even good enough to be carted around?

I think he'll probably be Reaper-ready, because neither he nor the reaper have to be around to help out your squad. Lambda's coordinate ties it a bit to its squad, but the reaper can faff around jamming and shooting and having a ball

Edited by ficklegreendice

Might be able to get it on sale after 2.0 drops

5 hours ago, ficklegreendice said:

funny thing to think about, actually

is it any good at carting Palp around anymore?

or is palp even good enough to be carted around?

I think he'll probably be Reaper-ready, because neither he nor the reaper have to be around to help out your squad. Lambda's coordinate ties it a bit to its squad, but the reaper can faff around jamming and shooting and having a ball

Palp received a serious nerf... only modifying focus results is quite weak, and sometimes not at all useful, but with a price reduction, that part is negligible.

The real problem, is that the Decimator probably won't be able to carry Palp and someone else (maybe a gunner), and with several good crews, his place is even questioned on the Lambda. The double crew slots really hurt him. I'm not even sure that with the separation of Gunner and Crew slots, and the nerf of his ability, it is warranted.

I don't see a reason why 2.0 Vader and Palp couldn't share a shuttle. Or 2.0 Palp and anyone. It would be hardly broken. He essentially gives out 1 weaker focus per turn, albeit reactively.

Also, with the advent of a common reload, and the charge mechanic, I'm not even sure that double slotted secondary weapons make sense. You don't need to take several copies of a missile to have several shots with it, and there is no longer a need to equip upgrades like Extra munitions, or Ordnance Silos. Ship abilities and charges can take care of these issues.

So the new UGR hasn't been revealed, but I'm really curious what it has to offer. Why would I equip that, instead of 2 different missiles, especially if I can reload with any ship that has more than 1 ordnance slots.

So, I'm not so sure about double slotted upgrades anymore. I think they held a spot in 1.0 design space, but with the more thoughtful redesign of general mechanics, the limitations are no longer needed.

I understand that it still might have some value in keeping he game in check... Plus, if it turns out that way, there is no reason why some extra crew slots couldn't be added to ships.

We don't know... Maybe the Lambda has 3 crew slots now. (it is capable of transporting a buttload of people... Way more than any other ship in the game).

Also.. I knew crew doesn't translate to passenger space, but imperial crew upgrades don't really fit the definition of "crew"... They are not co-pilots sitting in the cockpit. They mostly just hang out in the back, giving funny looks to lesser officers to their damned job better. Or, in the case of palp, he is being ferried around, while he literally meditates. He doesn't do anything with flying or the ship.

Anyway....

TL;DR: Palp shouldn't be 2 slots now.

Sigh.. palpy does seem weaker now. Honestly couldn't care about being able to change the one measly focus.

Anyways back to the shuttle where I suspect it will get something optional that will change its hard turn white as the Devs said it would get something to make it a little more maneuverable.

Lastly why a red coordinate and the rebel sheath shuttle gets a white one?

9 minutes ago, william1134 said:

Sigh.. palpy does seem weaker now. Honestly couldn't care about being able to change the one measly focus.

Anyways back to the shuttle where I suspect it will get something optional that will change its hard turn white as the Devs said it would get something to make it a little more maneuverable.

Lastly why a red coordinate and the rebel sheath shuttle gets a white one?

I'm pretty sure it is white. The reaper has a red one.

A Lambda with Rae Sloane and as many TIE fighters as you can muster might be rather impressive, too.

It does rather put a bulls-eye on the shuttle, though (so something like Rebel Captive might be a good call).

18 minutes ago, Magnus Grendel said:

A Lambda with Rae Sloane and as many TIE fighters as you can muster might be rather impressive, too.

It does rather put a bulls-eye on the shuttle, though (so something like Rebel Captive might be a good call).

I'd rather play something with Black Squadron pilots, maybe Iden and her schlepp. Howlrunner.

I find the generic academy pilot swarm a bit of a bore.

I'm not sure how it will work out with the costs.. I don't think I can fit 5 or more TIEs like that, and a Lambda.

I just wanna play epic :D

Then I can play all my TIEs :D

2 hours ago, Commander Kaine said:

I'm pretty sure it is white. The reaper has a red one.

Right you are.. I was looking at the jam function, which is red.

lambd.JPG

18 hours ago, piznit said:

Get a lambda, if for no reason than to get one. It'll be cheaper than the 2.0 version iirc

i think all the prices are going up

The blister prices are going up, but at least some of the large base ships are going to be in the blister packs as well (C.f. Firespray) so it's entirely possible that the price of the Lambda actually drops.

Lambda having the same dial is fine. The addition of a rear arc (as opposed to APL, thank Odin) as well as a white coordinate action and a red jam means the Lambda shuttle can influence the board more than just having Emperor Palpatine now, even when it's running away.

Throw on Adv.Sensors and that red Jam essentially becomes white, which is great. Alternatively, if you put the Grand Inquisitor on the Lambda, when a higher initiative ship reveals it's dial, say I6 Han or Fenn for example, you can spend your force charge to coordinate a friendly ship to re-position, potentially blocking, avoiding arc or just ensuring a better shot. If ISB Slicers change your red Jam to a white, you could even use the GI to jam someone as they activate which, in a far reduced action efficiency game such as 2.0, could be huge.

Other options include adding Death Troopers on there (assuming they perform the same function in 2.0 as they do in 1.0) which then gives you a Biggs like ship which your opponent doesn't really want to shoot at. Especially if you also equip the Lambda with Reinforced deflectors to keep it around a little bit longer. If the Lambda had an additional crew slot, putting Sloane on their would give you a 0 - 3 range "howlrunner" whenever someone of a higher initiative fired at something that wasn't the shuttle. Seems nasty.

Alternatively, you could go the Director Krennic and ST321 title route.

Or you could put Vader crew on the shuttle, which deals a damage or forces someone to lose a green token. If you jam them first, then it's essentially a force point for a damage and there isn't a lot of 100% confirmed damage in 2.0 at the moment. You could even pair that with the GI I guess if you really wanted a "force-ful" shuttle. Move + jam a ship + Vader crew for damage + Inquisitor to focus or coordinate. That's a lot of action and board manipulation for a humble shuttle.

Now we also have a new Lambda pilot on the way, Lt Sai ? Rai? which could also bring something sweet to the lovable shuttle.

As you can see, there are a host of options available beyond just being a giant white seat for Emperor Palpatine.

Probably can get a lambda model only (no cards and dials etc) for quite cheap and if you just want it for the conversion then that's all you need.