Anyone tried Non-Moving Lambdas?

By jedi moose, in X-Wing

Maybe I missed this strategy somewhere but here goes.

Omicron Pilot and Captain Yorr. Get Yorr behind or to the side of your other shuttle. Shuttle does a 0, Yorr eats the stress, does a 1 forward which causes a collision with the shuttle. The move still counts as a green correct? Yorr sheds the stress and doesn't go anywhere. Repeat all day long. You set up these ships so they are facing the same direction for overlaping fields of fire with their backs and at least 1 side somewhat protected by the edge of the board. Or you can set it up more in the middle of the board with both pilots facing each other head on to cover each others backs. Or Yorr crashing into the side of the Omicron so they have a roughly 180 degree field of fire. Equip with HLC's, gunners, FCS as you see fit to improve firepower. I've seen people talk about staling with the shuttle but has anyone done it for a whole game and or tried different arc setups with it?

I've developed a couple tactics for 3 and 4 shuttle stall lists, but I'm honestly not a fan.

First, yes, Yorr moving forward with a green and bumping does clear his stress.

The problem I have with it, first, is that it's boring. You're not doing anything other than rolling dice when they get in range. I mean, you're here for a game and one of the biggest joys of this game is the challenge of maneuvering.

Second, it's not that hard to defeat once you realize how it works. There is no way to set it up where there isn't a corridor to attack where only a single lambda can fire back and once Yorr goes down, you're hosed.

Finally, it's not really sporting. Of all the combinations and lists, this is the one that exploits the game mechanics the most. I mean, playing it once or twice might be interesting, but it's not a particularly viable strategy and it's actively reducing the fun your opponent has playing against you.

Thanks for the info. And please understand this isn't something I plan on being a go to strategy. I was just curious of how well it works. It was something I'm considering trying once just to see the look on my brother's face. Once he figures it out it will fall apart and probably wouldn't work a 2nd time. I thought it would be fun to try though to throw him for a loop

Thanks for the info. And please understand this isn't something I plan on being a go to strategy. I was just curious of how well it works. It was something I'm considering trying once just to see the look on my brother's face. Once he figures it out it will fall apart and probably wouldn't work a 2nd time. I thought it would be fun to try though to throw him for a loop

Sorry if I came off a bit harsh. I'm not annoyed with you. :)

It's not that I fault you for pondering it, only that I spent a lot of time thinking about these strategies and came away frustrated and felt best if I buried the whole thing. For me at least, the entire line of reasoning and thought for the stall lists ends up feeling hollow.

Now, don't get me wrong. In the middle of a dogfight, stalling in to your own craft can be great. But starting the game in a stall formation and never breaking away from it is the strategy I have issues with.

And hey, trying it once is fine. It'll definitely catch him off guard and that might be fun, but it's a tactic best used no more than once or you'll both walk away from the game frustrated.

Though a stall-list is definitely plausible, I find it works better with YT-1300s crashing into each other, as they have greater defenses against getting flanked. (By which I mean the defenses actually exist).

Thanks for the info. And please understand this isn't something I plan on being a go to strategy. I was just curious of how well it works. It was something I'm considering trying once just to see the look on my brother's face. Once he figures it out it will fall apart and probably wouldn't work a 2nd time. I thought it would be fun to try though to throw him for a loop

Sorry if I came off a bit harsh. I'm not annoyed with you. :)

It's not that I fault you for pondering it, only that I spent a lot of time thinking about these strategies and came away frustrated and felt best if I buried the whole thing. For me at least, the entire line of reasoning and thought for the stall lists ends up feeling hollow.

Now, don't get me wrong. In the middle of a dogfight, stalling in to your own craft can be great. But starting the game in a stall formation and never breaking away from it is the strategy I have issues with.

And hey, trying it once is fine. It'll definitely catch him off guard and that might be fun, but it's a tactic best used no more than once or you'll both walk away from the game frustrated.

Thanks again for the benefit of your experience. And I didn't think you were being harsh. I just didn't want you or anyone else to think i was a cheap or unsportsmanlike player who needs to exploit a strategy like this to win.

For now the idea will sit on my back burner for a day when i feel like ticking off my brother. :) I have plenty of other builds that are much better and more fun to play

Thanks again for the benefit of your experience. And I didn't think you were being harsh. I just didn't want you or anyone else to think i was a cheap or unsportsmanlike player who needs to exploit a strategy like this to win.

For now the idea will sit on my back burner for a day when i feel like ticking off my brother. :) I have plenty of other builds that are much better and more fun to play

I didn't think you were. As I said, I thought 'This is a great idea' then spent a lot of time thinking about it only to end up with 'This is a terrible idea'.

It's a decent strategy to have on the backburner. It's one to either spring on someone you want to annoy or to use at a part of a strategy instead of the whole one.

What I mean by that is I've considered setting my 3 Lambda list up in a stall formation. Then, when they get close, instead of staying stalled, suddenly spring out and pounce on them. If done, that could be a highly interesting tactic.

Well since I only have 1 Shuttle at the moment I would have to borrow the 2nd one... from my brother. That would really rub salt in the wound if it worked. Ha

It's an excellent tactic, but a terrible strategy.

Here's a list:

Jendon + Sensor Jammer + HLC + Rebel Captive + Gunner +ST 321 title + Shield Upgrade (52)

Yorr : Sensor Jammer + HLC + Gunner + Merc Copilot + Shield Upgrade (46)

Setup: Yorr in the corner running into Jendon who uses the stop and passes the stress to Yorr who dumps it next turn. Jendon can TL anyone and pass one to Yorr if there isn't a good target in sight. The Jammer and Captive on Jendon make him slightly less desirable to shoot at BUT it is possible to get at him while being out of range of Yorr.

Considering this is sitting in a corner waiting for the enemy to approach switching the HLC to Ion Cannons would be a winning strategy because if someone is coming in to attack you they are probably on a short vector off the board. Making this change to both ships means the Merc gets to go but we could replace him with Vader.

In building this I know there are a TON of upgrades on these ships and you could easily lose enough to add a third ship as some kind of distraction. The only question there becomes "what" because this floater would also need to be highly survivable unless you want to give your opponent easy modified wins by killing it and staying away from your box.

Here's a list:

Jendon + Sensor Jammer + HLC + Rebel Captive + Gunner +ST 321 title + Shield Upgrade (52)

Yorr : Sensor Jammer + HLC + Gunner + Merc Copilot + Shield Upgrade (46)

Setup: Yorr in the corner running into Jendon who uses the stop and passes the stress to Yorr who dumps it next turn. Jendon can TL anyone and pass one to Yorr if there isn't a good target in sight. The Jammer and Captive on Jendon make him slightly less desirable to shoot at BUT it is possible to get at him while being out of range of Yorr.

Considering this is sitting in a corner waiting for the enemy to approach switching the HLC to Ion Cannons would be a winning strategy because if someone is coming in to attack you they are probably on a short vector off the board. Making this change to both ships means the Merc gets to go but we could replace him with Vader.

In building this I know there are a TON of upgrades on these ships and you could easily lose enough to add a third ship as some kind of distraction. The only question there becomes "what" because this floater would also need to be highly survivable unless you want to give your opponent easy modified wins by killing it and staying away from your box.

WAAAAY too many upgrades. When last I saw a list like this, it had:

Colonel Jendon

+ Adv. Sensors

+ Weapons Engineer

+ Heavy Laser Cannon

[39]

Captain Yorr

+ Fire-Control Systems

+ Heavy Laser Cannon

[33]

Omicron Group Pilot

+ Heavy Laser Cannon

[28]

This variation of the fleet ensures that all 3 pilots are shooting HLCs and are Target Locked at all times.

You could also strip off the HLCs in favor of ST-321 on Jendon, a FCS on the Omicron, and Gunners on all 3 ships. and initiative.

I know there are far too many upgrades but I was looking at how to build a squad that wouldn't move. My pair has one in the corner wanting to run down your back line and the one that isn't going to move pointed into the field of play. Of course they should be turned a little bit so fire arcs aren't wasted off the edge but the idea is they never need to move and have all the approaches covered. I'm not quite sure what to do with three ships if you never want any of them to move.

ha... yah, do it once to really tick em off... do it again and break formation at just the right movement to completely catch them off their game... do it a third time later down the line just to keep them guessing!

Psychological warfare is certainly part of the game... but keep this one in the casual games for sure.

i tried 2 games with this tactic using proxies which i called "Stall Wars" and both ended up in defeat, it pretty much came down to the fact that once the enemy gets behind you your going to have all kinds of trouble turning around because of the proximity of all your shuttles, and like Gryphon said it was terribly boring.

Your third ship could be anything if you keep it flying into the backside of your shuttles. A bomber might be nice if you can give it target locks to lob torpedoes out from behind the shuttles.

Your third ship could be anything if you keep it flying into the backside of your shuttles. A bomber might be nice in give it target locks to lob torpedoes out from behind the shuttles.

I'm sad I never thought of that!

Another nice strategy would be to put Jendon in front with 3 Scims bumping in his back while he slowly moves forward with 1 fwdsand 0 moves. Could be nice if you have the right asteroid setup.

Crazy thing with my earlier two Shuttle "fleet" is that it is IMPOSSIBLE to get in behind them. The setup in a corner with the guns pointing in. The only way to get behind them would be to fly off the board. On top of that to attack them you're going to be flying towards the edge of the board which is why I though changing HLC for Ion Cannons may be a sinister idea.