Lambda and HWK Strategies

By jedi moose, in X-Wing

So with these shuttle strategies, are you able to avoid asteroids consistantly or is it something that I should expect to roll for some damage and lose some actions? That is my biggest issue with the dude: its rough trying to avoid all of the asteroids and still line up shots once you enter the center of the board. That movement dial is atrocious with the large base

it takes a little practice but isnt as bad as u might think - having boost lets you check BEFORE taking the action anyway so its a case of 'ok, ill see if i can boost 1 bank through this gap' and if u cant u dont, no danger of damage. i find the sluggish speed of the shuttle actually helps negotiate ur way through asteroid fields but YOU MUST still place your asteroids CAREFULLY at the start of the game.

How to set up rear shots with a firespray... get into scrum, get shot... run away. I find that 60% of my shots are from the rear arc and i get blocked less.

If your shuttle is the first thing that dies you're flying it too close to the main battle... it's a flanking ship. The bounty hunter and academy are the ships you offer to the enemy to shoot.

I guess I'm going to have to practice flanking with the shuttle. Thanks for the tip.

And maybe if i didn't have the HLC on my BH i wouldn't be trying to flip it around to line up shots as much and might get more out of my rear arc. I'll give it a shot with a RS and see how it goes.

So what is your flanking strategy with the shuttle? Fly down the edge as fast as possible on the opening move using boost and then turn around 135 degrees and try to catch them from behind/side?

Others have given some pretty good advice and i'll add to it. Generally I'll set up on the edge and boost in when it's appropriate. an adv + engine shuttle's mentality is closer to that of a PTL interceptor than an up front fighter. It can take a few hits, but its not invulnerable and it has a lot of points spent on it. your goal is to be at the edge of a battle and keep turning into it. (easier said than done, i know) at range three people will not have a bonus agi because of your HLC and you get an agi if anyone wants to waste a shot on you. hopefully you have the BH, AP, and BS at close range.

If ever the enemy starts to close in on you, run. The ship can cover an outrageous amount of ground with boost and sensors, remember you can boost first as well. Asteroid placement is key, you need to set up lanes to boost into and keep enemies out of.

It's one of the reasons I like to include rebel captive, if the shuttle survives late and is in a 1v1 scenario, it's nice to keep that ship stressed to prevent it's more mobile movements, sensor engine shuttle can out move and out action a permastressed ship.

Edited by Kelvan

So with these shuttle strategies, are you able to avoid asteroids consistantly or is it something that I should expect to roll for some damage and lose some actions? That is my biggest issue with the dude: its rough trying to avoid all of the asteroids and still line up shots once you enter the center of the board. That movement dial is atrocious with the large base

You need to be able to plan a few moves ahead when flying the Imperial Narhwal, but since most of your actions are likely to be your Engine Upgrade Boost, losing one isn't going to be the end of the world if you plan for it. A collision is just a non-stressful Parking maneuver, after all. Just don't LAND on an asteroid ;-)

So with these shuttle strategies, are you able to avoid asteroids consistantly or is it something that I should expect to roll for some damage and lose some actions? That is my biggest issue with the dude: its rough trying to avoid all of the asteroids and still line up shots once you enter the center of the board. That movement dial is atrocious with the large base

And you just reminded me reason 45 why i love advanced sensors... focus and then run through a rock.

You need to be careful in the field, having a tie (like your AP) around to keep you from landing on a rock helps. just move/barrel roll to a spot you know a bump will safely land the shuttle and you're good.

It's mostly about planning and having a good eye though, that just comes from playing with big ships a lot.

Thanks for the advice all. I'm excited to try these builds now. I think advance sensors + engine upgrade is what I was missing. I like the gunner + FCS build as well though. I'll put together some builds and get them in my queue to try out ASAP.

Now to figure out the HWK. I'm still not super excited about that one. Maybe Ion cannon instead of Blaster turret is what I need. I'll try that first

Thanks for the advice all. I'm excited to try these builds now. I think advance sensors + engine upgrade is what I was missing. I like the gunner + FCS build as well though. I'll put together some builds and get them in my queue to try out ASAP.

Now to figure out the HWK. I'm still not super excited about that one. Maybe Ion cannon instead of Blaster turret is what I need. I'll try that first

Ion cannon is oddly cheaper, you don't need recon to run it.

I had a lot of fun running operatives with ion and engine.

What we need is a new Vader Crew card:

5 points "When flying through obstacles ignore all consequences"

Because asteroids do not concern him :)

Now to figure out the HWK. I'm still not super excited about that one. Maybe Ion cannon instead of Blaster turret is what I need. I'll try that first

Here's a list that I've had some success with.

Jan And The Boys - 100 points

Wedge Antilles R2 Astromech, PtL

Luke Skywalker R2-D2, Draw their Fire

Jan Ors Ion Cannon Turret, Chewbacca

Jan basically turns both Luke and Wedge into beasts, Wedge more so, but Luke is still deadly with 4 to 5 dice. Luke and Chewie can help keep Jan alive with DtF or the Chewbacca crew card.

Thanks for the advice all. I'm excited to try these builds now. I think advance sensors + engine upgrade is what I was missing. I like the gunner + FCS build as well though. I'll put together some builds and get them in my queue to try out ASAP.

Now to figure out the HWK. I'm still not super excited about that one. Maybe Ion cannon instead of Blaster turret is what I need. I'll try that first

Ion cannon is oddly cheaper, you don't need recon to run it.

I had a lot of fun running operatives with ion and engine.

Hadn't considered the cost but that is another +1 for ion cannon on the Hwk

For the HWK
With an Ion Cannon Turret, I like running a Saboteur, to give an arguably more effective damage modifier.

With a Blaster Turret, a Recon Specialist is required.

With the Moldy Crow Title, a Recon Specialist is required.

For the Named Pilots:
Roark Garnet + Chewbacca

Kyle Katarn + Recon Specialist, with either an Ion Turret or the Moldy Crow title and a Blaster Turret.

Jan Ors + Nien Nunb

A Blaster + Recon combo is actually rather effective at chewing things up. This raises your ship to being 23 points for a Rebel Operative, so you can theoretically run 4 HWKs with that build, spending 8 points for a title and named pilot (Kyle Katarn + Moldy Crow title would probably be best, as you could fill in the Focuses from your fellow HWKs.)

This is what I have been running and it works out great. My goal is to get rid of stress with Wedge and Jan as much as possible. Depending on the situation, Jan will be in the rear or I will fly her ahead of the empire ships so that she isnt in their arc of fire. She is always in range to use her ability and she isnt getting shot up. She cant KTurn at all so giving her a turret is a must. Nien Numb also allows for her to keep up with the X-Wings. Plus with this list its 2 8PS and 1 9PS so you get to pretty much go last. I will say I have only tried this with when fighting the Empire. That is my 2 cents and I hope that helps. (Plus the HWK 290 is the reason I found the game and play it :) )

Jan Ors HWK-290

Blaster Turret , Nien Numb

Luke Skywalker X-Wing

R2-D2, Shield Upgrade, Draw Their Fire

Wedge Antilles X-Wing

Push the Limit, R2 Astromech

= 100 Points

I've just been thinking about this list since this topic came out:

Omicron Group Pilot (21)
Fire-Control System (2)
Gunner (5)
Engine Upgrade (4)

Captain Yorr (24)
Fire-Control System (2)
Gunner (5)
Intelligence Agent (1)
Engine Upgrade (4)

Jan Ors (25)
Determination (1)
Ion Cannon Turret (5)
Nien Nunb (1)

Total: 100

I've just been thinking about this list since this topic came out:

Omicron Group Pilot (21)

Fire-Control System (2)

Gunner (5)

Engine Upgrade (4)

Captain Yorr (24)

Fire-Control System (2)

Gunner (5)

Intelligence Agent (1)

Engine Upgrade (4)

Jan Ors (25)

Determination (1)

Ion Cannon Turret (5)

Nien Nunb (1)

Total: 100

Determination? Really? There are only 8 pilot-based Crits in the 33 card damage deck, assuming you get any crits against you at all. I'd consider trading this and the Int. Agent in for a Saboteur.

For the shuttle, one idea I've been thinking about but have not yet had an opportunity to test is this:

Omicron Group Pilot w/ Ion Cannon, FCS, Gunner & Engine Upgrade (35pts)

The FCS/Gunner combo falls short vs AG1 targets, so Ion them instead. I like cards that force my opponent to make the choice between the lesser of two evils, burning up their mental energy. I also think that to avoid getting ioned most opponents will be more willing to burn their defensive tokens, clearing the way for the gunner's shot.

I hereby name this build "The Miss Frizzle" and fully intent to paint one of my shuttles school bus yellow if it proves effective.

At the moment I don't have much imput on the HWK. When I can get a game in, my opponents usually end up playing rebels. It's the ship I have the least hands-on experience with for now, and way too much theorycraft to get into here :)

For shuttle help you can look for Developing List: Vader's Bounty or "Baron's space Bus"

For HWK- Developing list: Blue Garnet

One of my favorite squads I've seen in wave three was the squad Mu0n flew well in the Vassal III tournament

Roark+Ion

Ibtisam Ion + AdvSensors

Rookie

Rookie

It's nice because it offers control, firepower and has an excellent endgame dogfighter if you can manage it right.

Determination? Really? There are only 8 pilot-based Crits in the 33 card damage deck, assuming you get any crits against you at all. I'd consider trading this and the Int. Agent in for a Saboteur.

Actually, I find that Determination is one of the most underrated cards and an absolute bargain at 1 point. Here's why:

Yes, there are only 8 of 33 cards that are pilot crits. However, because hits have to be cancelled before crits with evade dice and tokens and the TIE had no shields, there is an extremely good chance you'll end up with a crit. The Pilot crits are particularly nasty, too.

If Determination just flipped the crit over, you'd be absolutely right about the value of this card. But it doesn't turn a Pilot crit into a hit, it DISCARDS the crit, so it doesn't even count for a hull point. Not a bad deal for 1 point.

Determination for the cost is excellent. I tend to like adrenaline rush but both are great.