Lambda Pillbox

By Endgame124, in X-Wing

I've been tossing this idea around a little bit. One of the Lamda's problems is that it can be hard to line up a shot in the mid and late game... but after looking at the cards and pilot abilities, I'm thinking - what if you never moved? Lets use this list for the sample force:

Omicron Group w/ Fire Control System and Heavy Laser (30 points)

Captain Yorr w/ Darth Vader (27 points)

Colonel Jendon w/ ST321, Weapons Engineer, Advanced Sensors, Heavy Laser Cannon (42 points)

Deploy in the far right side of your deployment zone. You can have one shuttle (lets use the omicron for this) move bank left 1 turn 1. The other two shuttles are angled toward the omicron so they will collide with it during their movement. something like this (O = omicron. - = jendon, \ = yorr):

O

\ -

On turn 2, the Omicron uses full stop and gains a stress token, which Yorr will take. Since the Omicron is no longer stressed, it will use focus. Yorr will take a green 1 maneuver and shed the stress, but won't move due to hitting the omicron. Jendon will also crash into the omicron or yorr, but thankfully, Jendon will always get his action due to Advanced Sensors, and he will acquire 2 target locks anywhere on the board. on of which he can allocate to either Yorr or the Omicon.

You can just sit in this formation covering most angles of approach. Your opponent can't get behind you or to the right of you due to the back and side board edges. He can try to trade long range fire with you, but you'll be dealing out 2 ships of Heavy Laser Cannon shots, and Vader can finish off something that is almost dead. If he totally commits to your left side, you can always 2 hard turn with the omicron and yorr to shift formation. This isn't really an ideal situation, but you'll be able to line up 3 ships worth of close range shots with the shuttles and your opponent still will have to be careful trying to push behind you due to the board edge.

So, does anyone else think this idea is viable?

Edited by Endgame124

Trying to decide if its going to be an evil list or a troll list (or maybe both). I think that once you lose a shuttle, the next turn they can k-turn behind you. I guess its a bit risky all around, would be interesting to test it out against someone who knows how it works.

I came up with a similar concept using to falcons nose to nose. I'm 2-0 against 4 x-wing squads.

That sounds a bit evil! To add more to it, maybe swap in some of those anti-pursuit lasers if your opponent is dumb enough to get too close and become stuck

But, the have a huge blind spot, and are slow, fighters should control the approach and flank that easily. Without 360 fire, I see this being about as useful as parking during a destruction derby

Endgame124,

you surely know how to take the fun and "role playing"aspects out of a game. Your squad and tactics may just be a winner, but that knd of "cheeze: is a prime example of what one CAN do with a game rather than what one should do. Not to bash on you too much but that kind of "gamesmanship" is exactly what spoils the game for many people. I mean... where is the FUN in playing that let alone playing against such a squad?

I can be as competative as the next player, and realize that this is just a game but I also have an an imagination and enjoy X-Wing because it lets me live out my childhood fantasy of flying a starfighter and battling evil. Tactics like this (using the artificial boundaries of the game board is just... just... i have no words for it but I know I don't like playing that kind of game). If we ever meet in a tourney, I'll just hand you the victory and find someone who wants to have fun using "realistic tactics".

I know I gonna get blasted for saying this (and I don't think you are a bad person...) but I think that cheezy tactics and gimicks like this are a good example of what is wrong with the competitive, tournament aspects of one of my favorite games.

I proposed a 4 shuttle list some time ago that would go as slow as possible, now you have the more consequent, fully static, all angles covered traffic jam list right here. I knew someone would have an even better idea to use the sluggishness of shuttles. Congratulations on that. In fact i never intended to buy 3 or 4 shuttles. In fact i think the shuttle being so cheap and with this kind of firepower and durability, it is in danger of being picked for such "no fun at all" lists. I would have liked FFG to prevent such large ship spam lists honestly. And i find 21 points for a basic shuttle too cheap. Compared to an X-Wing it is really hard to justify it only by a different maneuver template (even with no K-turn) and 1 agility, with 5 more hitpoints and very good options for the shuttle.

But, the have a huge blind spot, and are slow, fighters should control the approach and flank that easily. Without 360 fire, I see this being about as useful as parking during a destruction derby

Endgame124,

you surely know how to take the fun and "role playing"aspects out of a game. Your squad and tactics may just be a winner, but that knd of "cheeze: is a prime example of what one CAN do with a game rather than what one should do. Not to bash on you too much but that kind of "gamesmanship" is exactly what spoils the game for many people. I mean... where is the FUN in playing that let alone playing against such a squad?

I can be as competative as the next player, and realize that this is just a game but I also have an an imagination and enjoy X-Wing because it lets me live out my childhood fantasy of flying a starfighter and battling evil. Tactics like this (using the artificial boundaries of the game board is just... just... i have no words for it but I know I don't like playing that kind of game). If we ever meet in a tourney, I'll just hand you the victory and find someone who wants to have fun using "realistic tactics".

I know I gonna get blasted for saying this (and I don't think you are a bad person...) but I think that cheezy tactics and gimicks like this are a good example of what is wrong with the competitive, tournament aspects of one of my favorite games.

Edited by ForceM

Yep - take a look at his proposed setup, following the rules for deployment of large bases - do the setup with the moves on your board - you'll likely have an approach along the far right side if I'm envisioning this correctly... (remember, you can move through the area of fire to a gap within and call that an approach - the entire line doesn't need be free of firing arcs)

I can imagine the idea of 3 in the corner covering all angles of attack, but I can't see getting to the perfect spot with a legal setup without leaving holes in the firing arcs... at worst in such a corner setup, you'll have to deal with 1 firing arc - but with a non moving enemy you have plenty of time to maneuver where you need to go.

Taking out Yorr will destroy the combo and force the other shuttles to move - and you need to make sure Yorr is in the corner most positon blocked by both - but that position is most likely to have the biggest opening. If Yorr is not there - then destroying the Omicron is going to force a breakup of the ships because it is the one that has to stall...

As to the formation shift, you can get out of dodge and then your whole plan is compromised...

We also know how quickly an AGL 1 - 13 HP falcon can drop under heavy enemy fire (Often times, 2 turns)

Edited by Ravncat

Agreed Ravncat, it's the kind of list that just won't work in tournaments. You are putting yourself in a position where the opponent has all the control, as you can't move. A good player will know what to do to absolutely destroy it, and once you have lost one game badly your probably out of the tournament. I would probably hang back get into position then spike damage down one of the critical pieces in one turn.

Yeah, I don't see why you can't simply fly to the right or left and strafe the crap out of Yorr until he pops, then going after the other two shuttles. The B-wing with two X-wing escorts armed to the teeth would be a good counter to this.

Arvel is enough to stop this tactic. I've been playing with him more and more. Guy is actually a large ship killer. And he only needs to bump the rear most shuttles to be effective. Also advantage x-wings and B-wings at range three. Especially if they can stay in only one firing arc. I think it is an interesting list and I would like to play against it.

Arvel is enough to stop this tactic. I've been playing with him more and more. Guy is actually a large ship killer. And he only needs to bump the rear most shuttles to be effective. Also advantage x-wings and B-wings at range three. Especially if they can stay in only one firing arc. I think it is an interesting list and I would like to play against it.

I'm not thinking that X and B wings have the advantage, unless you can completely stay out of one of the HLC arcs. The Lambdas can also shift formation if absolutely necessary - I.E. you're pushing down the edge of the board trying to stay out of all the arcs but 1 shuttle. You can also switch this list into a 4 Lambda list, but you have to downgrade Jendon and you only get 1 HLC in the list. 4 shuttles can remain locked in place much the same way though, as long as Yorr is alive.

I'm not really in love with the list, or the idea in general, but I have a feeling with 30 or 40 hit points on the board, it could end up being extremely powerful.

You can hit Omricon Group Pilot with ion weapon(twice of course) so it would be forced to move 1 forward.

But really all you need to beat that squad is to destroy Yorr. I don't suppose it to be so hard if you attack him with everything you got in the first round of combat. After death of Yorr other shuttles would be forced to move and you'll be able to eaisly outmaneuver them.

Edited by Barbus

You can hit Omricon Group Pilot with ion weapon(twice of course) so it would be forced to move 1 forward.

But really all you need to beat that squad is to destroy Yorr. I don't suppose it to be so hard if you attack him with everything you got in the first round of combat. After death of Yorr other shuttles would be forced to move and you'll be able to eaisly outmaneuver them.

Yep, after Yorr is gone, you get one turn of full stop, and then you have to move at least a little forward. The question is, how much damage do you take going for Yorr?

I would love to see the look on your opponents' faces who haven't read about this! I bet they would be in for a shock, and unless they were really quick thinkers, they would probably blunder right into the trap. But I think that now that it's posted, those of us who've read about it can try to come up with tactics to approach it. I like the idea of trying to squeeze/zip by the firing arcs along the edge, and I agree with Picasso that Arvel is probably going to pull what we all did in TIE fighter and park right behind those big ships and wail on them! Will these tactics always succeed? Well, that's up to the dice and how well the ships are maneuvered.

Hmm, Arvel does tempt me to take anti pursuit lasers on all the shuttles. That's only 6 - 8 points, and it might pay off big...

I'm confused??? Is Arvel suddenly that good? If he runs in to a ship he looses his action though he still can fire?

Could be stand still against a shuttle and not move?

Even so wouldn't the other shuttle fire on him?