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Star Wars: X-Wing Miniatures Game» Forums » Strategy

Subject: Lamda Shuttle-Any suggestions for better movements? rss

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Neophitz
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I only played with wave 3 twice, I do like the ships but the Lamda Shuttle did not immediately impress me. I thought the Zero move would be fun but found that it was very difficult to escape from a pursuit and after being ionned found myself unable to turn and exiting the game board? Any basic ideas? Am I missing something? Is there something I can add to the shuttle to make it more nimble?

Thanks for your help.
 
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engine upgrade. The boost action helps a lot
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Bryce K. Nielsen
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The Lambda's have such lame maneuver dials, it's hard to do any kind of 'dog fighting' with them. For this reason alone, I will never fly a shuttle without Anti-Pursuant Lasers. Early in the game, they're a great support, but if they knock everything out but the shuttle, then you're pretty much hosed. With APLs, you at least have a chance of moving slow enough for someone to bump you.

I played one game with a Lambda and 4 TIEs against 4 A-Wings. Knocked out all A-Wings except Tycho and he only had 1 health left, my Lambda had all shields out but full health when my last TIE went down. Then it became a dog fight, and the Lambda's maneuver dial just couldn't get the A-Wing in his sights, and Tycho just kept picking at him until he died. There were a couple times though when the A-Wing bumped the shuttle, and had I Anti-Pursuant Lasers, I would have (finally) had a chance to damage him. I did not do APLs that day and lost the game. Had I APLs, I may have won (that blasted A-Wing only had 1 wound left!).

I can see Engine Upgrade being a decent addition too, again to help compensate for that maneuver dial. But I don't think I'd take that upgrade over APLs. And I really like the Rebel Captive on my shuttles. Makes my foe think twice about fighting him.

My preferred Shuttle make-up (if just bringing one for support):
- 27 Captain Kagi (draws target locks to him)
- 4 Sensor Jammer (helps on defense)
- 3 Rebel Captive (defense again)
- 2 Anti-Pursuant Lasers
Total: 36

I don't think I'd stick Heavy Laser Cannons on him, since it's just hard to get ships in your sights. I have debated putting Darth Vader on him, for only 3 pts more, but that's rather iffy.

-shnar
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but do take note that it is quite rare for your opponent to deliberately ram his ship into your ship equiped with anti pursuit lasers, hence anti pursuit lasers is much more effective on ships with lower PS, since they would move first and keep your opponent guessing. One wrong guess, and he rams straights into you and eat lasers
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Bryce K. Nielsen
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Your opponent is never (or rarely) going to deliberately collide with you. It's part of your strategy, trying to predict where your opponent is going to go, and then sticking your large base in that area getting him to collide with you.

In the game mentioned, the three collisions that happened were because *I* planned it that way...

-shnar
 
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Michael Juneau
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Just on the off chance you misplayed it (there's no indication you did, but I've seen several opponents forget this little tidbit of the rules): big ships require 2 ion tokens+ in order to be affected by the ionization rule. Each token will deal 1 damage as normal, but it's only when you have 2+ that you're forced to move straight white 1.

 
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Dave Medeiros
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Mu0n wrote:
big ships require 2 ion tokens+ in order to be affected by the ionization rule. Each token will deal 1 damage as normal, but it's only when you have 2+ that you're forced to move straight white 1.
Umm. Say what?
 
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Bryce K. Nielsen
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He's correct, found in all 3 large ship rules:



-shnar
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Dave Medeiros
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Wow, totally missed that. Thanks!
 
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Neophitz
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Thank you all.

Now does anyone want to comment on the overall usefullness of this shuttle?

I for one do not put it high on my empire ship choices. In fact I think I would put it dead last. I will continue to play it out and battle test it some more but I do not see it improving much. Maybe in the next phase(god willing) we could have an upgrade for the Lambda Shuttle Only ?

Anyone want to weigh in?
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Bryce K. Nielsen
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I really liked my Defensive Shuttle + 4 TIEs. Drawing all the target locks deterred my opponent from using his missiles in that alpha strike.

-shnar
 
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instead of playing it as a ship, play it as a "this upgrade affects your entire fleet for the first 4 turns"

I just ran academy TIE x2, Saber sqd + PTL x2, and Yorr + engine upgrade against a 4 small ship rebel build. After dumping all my stress tokens from PTL and koiograns on Yorr, the effects on the general gameplay are tremendous, but it does also mean that Yorr kicks the bucket really really fast, ie. he was dead on i think the 4th or 5th turn, but that was it. No other ships dead, and i really had a tremendous advantage in terms of positioning and general flying.
 
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David Abel
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Can someone remind me what the rule is when your opponent chooses a maneuver they cannot perform, say they choose a red maneuver but have a stress token? I’ve been looking on the forum, but can’t seem to find where I’ve read this in the past.

This happened last night where my opponent was flying the shuttle and chose the stop action, but as he did that the turn before; he still had a stress token. As it was a friendly game, I let him choose another valid movement.

Now in tournament play, your opponent chooses your movement when you screw up like this. But I can’t recall, is it any valid movement on the dial, or is any bearing but maintain speed, or any speed but maintain bearing? I’m asking because if it’s not “any” movement on the dial and bearing or speed must be maintained, how does that work with the shuttles stop maneuver with no speed or bearing to it?

Thanks,
David
 
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Jordan Hall
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I've been running Lambdas as an Omicron Group Pilot, with Gunner, HLC, and Darth Vader and a mini-swarm escort of Howlrunner, Mithel, and 2 Academy Pilots.

The mini-swarm gets in my opponent's face, while the Lambda moves as slowly as possible and hopes to get 3 or 4 uses of Vader by Turn 5.

It's done pretty well so far, and often take out an X-Wing in one shot at Range 1, more likely if the first shot misses and you can trigger Vader twice.
 
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Chris K.
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drabel wrote:
Can someone remind me what the rule is when your opponent chooses a maneuver they cannot perform, say they choose a red maneuver but have a stress token? I’ve been looking on the forum, but can’t seem to find where I’ve read this in the past.

This happened last night where my opponent was flying the shuttle and chose the stop action, but as he did that the turn before; he still had a stress token. As it was a friendly game, I let him choose another valid movement.

Now in tournament play, your opponent chooses your movement when you screw up like this. But I can’t recall, is it any valid movement on the dial, or is any bearing but maintain speed, or any speed but maintain bearing? I’m asking because if it’s not “any” movement on the dial and bearing or speed must be maintained, how does that work with the shuttles stop maneuver with no speed or bearing to it?

Thanks,
David
The opponent gets to change the dial to any legal maneuver (non red in this case) even (or especially) if this causes the ship to leave the table.
 
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David Abel
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Thanks Chris. I had it in my head that speed or bearing played a part in the choice. But it is any legal maneuver. I'll try again to commit this to memory...maybe it will stick this time.
 
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Jeff Dunford
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drabel wrote:
Thanks Chris. I had it in my head that speed or bearing played a part in the choice. But it is any legal maneuver. I'll try again to commit this to memory...maybe it will stick this time.
No need to commit it to memory. It's at the top of pg 17 of the Core Rule Book, under "Stress":

Core Rule Book wrote:
STRESS
There are several factors that can cause pilots stress, such as executing difficult (red) maneuvers (see Step 4 on page 7). While a ship has at least one stress token, it cannot execute red maneuvers or perform any actions (even free actions).

If a ship already has a stress token assigned to it and it reveals a red maneuver during the Activation phase, the opposing player chooses any non-red maneuver on that ship’s dial for the ship to execute.

After a ship executes a green maneuver, remove one stress token from it (see Step 4 on page 7).
 
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David Abel
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Right. I reread the Planning and Activation sections, then jumped to the Tournament rules looking for it. I didn't reread the Stress section. But it makes sense as that's the only means by which a maneuver becomes illegal (so far).
 
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Sam Waller
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I have found that the Lambda is really good if you can keep it out of the dogfight. I have have a lot of fun with the following list:

Captain Jendon
> ST-321
Academy Pilot
Academy Pulot
Scimitar Squadron Pilot
Scimitar Squadron Pilot
> 15 points of ordinance of the week spread across the bombers.

I set up for the Alpha Strike by passing out Target Locks, and as the ties move in to engage, I have Jendon creep as slowly as possible firing into the fray.

There is also fun to be had pairing Captain Jonus with the Shuttle and a Bounty Hunter and using Heavy Laser Cannons. As mentioned earlier in the thread, the Shuttle does a pretty good job playing host to Darth Vader and getting "free" critical hits on the opponent.

That being said, the shuttle is certainly not a mandatory purchase (unless you REALLY need Heavy Laser Cannons) and you certainly don't need more than 1. But it does provide Imperial lists with a fun, useful support piece. I think it's particularly good thanks to the growing popularity of Secondary Weapons (particularly Assault Missiles) that are making it harder and harder to fly Tie Swarms.
 
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David Pontier
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I just flew:
Jendon
ST-321
Weapons Engineer
Anti-Pursuiant Lasers
HLC
Fire Control

Soontir Fel
Stealth
PTL

Sabre
PTL

I played the first two turns very slow, allowing Jendon to get target locks and pass them to both ships before he Interceptors spread out into flanking positions. Then I sent Jendon right at the enemy (2 B-Wings and an X-Wing).

With retained Target locks, Jendon was able to focus before his first HLC attack, and did a lot of damage to one of the B-Wings. I kept the Interceptors out of play during this first combat round, so Jendon took all the damage in return, which was all his shields and a hull. When the Fire Control triggers after an attack, so does the Weapons engineer, so Jendon got two target locks each combat round, allowing him to focus for his action.

After the first attack I was done assuming Jendon would contribute offensively. In hindsight, the HLC was probably the wrong choice, since it only fired once, and probably will only fire once in most games, and I could have given him a boost and the Sabre a Stealth. But in other matches, you may get more chances to fire the HLC.

I then parked Jendon in the middle of the dog fighting, and my opponent did a good job of just leaping over the big ship to avoid the Anti Pursuant lasers, but it twice put one of his ships at range 1 of the Lambda. He was too concerned about the interceptors, so he turned his back on the injured lambda. The big ship was at 1 hull left for about 4 turns in a row while he tried to track down my elusive Interceptors. But Soontir and the Sabre were able to stay out of most of the enemies firing arcs each turn and used pilot skill and concentrated fire on the Blue squad B-Wings to kill the ones that would have been able to return fire. Then in the follwing rounds I used Jendon's ability two more times, once with a crashed Soontir (and the passed TL helped Soontir kill a ship that would have lit him up at range 1) and the other time when the Sabre K-Turned right next to the lambda.

My opponent eventually finished off the lmabda when he had only 1 B-wing left, but the Interceptors took out the B-wing on the following turn.

As a support ship, Jendon worked great. He got a critical that had me roll 1 attack die for each red maneuver attempted, and since his only turn maneuver is red, it made it next to impossible to turn him around (when he had 1 hull left) so a boost would have been very helpful, and his 3 attack dice are nothing to sneeze at.
 
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