Jump to content
Astech

The Herd

Recommended Posts

I've recently played a game flying 4 lambda shuttles. 3 OGPs and Yorr with a HotCop + Inspiring recruit. FCS on the OGPs. I was amazed by how deadly it was for the opening engagement. I flew against a triple ace list of Vessery, Quickdraw and Tomax and very nearly won. I killed QD an Tomax and took Vessery down to 2 hull (with damaged engine, no less), but he got behind me and that was that. I believe there is potential in the 4 Lambda list, but what do you think?

Edited by Astech

Share this post


Link to post
Share on other sites

I think Yorr + Inspiring Recruit is pure genius. I can't believe I didn't see that before. 

I only have 1 lambda, but I think a 4-Lambda list has more potential than people expect. I would make one of them a Doom Shuttle (OGP with Vader) to help combat aces. Probably mix up the load outs of the other shuttles as well, try to give yourself a variety of tools to use in different situations. 

Really though, I think the key to victory is how well you fly them. You REALLY do not want anything to get behind you, so you will want to slow roll and control your positioning so that your opponent can't leapfrog behind you and chew you up. 

Share this post


Link to post
Share on other sites
3 minutes ago, Herowannabe said:

I think Yorr + Inspiring Recruit is pure genius. I can't believe I didn't see that before. 

I only have 1 lambda, but I think a 4-Lambda list has more potential than people expect. I would make one of them a Doom Shuttle (OGP with Vader) to help combat aces. Probably mix up the load outs of the other shuttles as well, try to give yourself a variety of tools to use in different situations. 

Really though, I think the key to victory is how well you fly them. You REALLY do not want anything to get behind you, so you will want to slow roll and control your positioning so that your opponent can't leapfrog behind you and chew you up. 

I, somehow, hadn't thought of vader. I too have only one Lamba, but if it shows promise online I might buy 3 more. Th trick is that each of them really needs FCS for action economy, otherwise they simply can't hit aces.

The trick is making the initial box formation - you can't deploy them naturall like that, and it takes a minimum of two turns to set up, so you're kind of vulnerable for a while. In my game, I blocked Vessery's K-turn three turns in a row, then only didn't kill him because I forgot Yorr couldn't execute red maneuvers while stressed...

Share this post


Link to post
Share on other sites

The nice thing is that with Yorr + IR you can take as long as you need to to set up your formation. The 2 Lambdas in the front can always stop, pass their stress to Yorr, then Yorr can bump into them with a green maneuver and clear both stress. 

As for blocking your opponent, I'd seriously consider putting Anti-pursuit Lasers or Ion Projectors on the front two shuttles. Force him to turn away from you or pay the price for it. 

 

Man... I really want to try this list now. 

Share this post


Link to post
Share on other sites

4 Lambdas can be surprisingly nasty. For the price of a Rookie Pilot, with better health than a B-wing, they're very effective in a fair fight if you can find a way around that god-awful dial.

  • Fire Control System is a pretty good pick, but not the only option - the problem with it is keeping the same ace in your arc for multiple turns; you tend to have to take whatever shot you can get.
  • Electronic Baffle is a very nice systems upgrade. Self-damage is rough, but it's only a point and you can afford to burn a shield or two on something as bulky as a lambda if it means you can dead stop or hard turn and still target lock someone (for example). It's a lot cheaper than an engine upgrade for a way of upping the ship's performance.
  • If you don't take anything else, don't forget collision detector. Shuttles have a rough time with dense obstacles, and being able to largely ignore debris makes a big difference to finding an effective move.
  • Captain Yorr/Inspiring Recruit is a good idea. For that matter, Yorr/Recruit/Electronic Baffle is an even better one - he'll burn out fast, but it makes everyone else surprisingly responsive.
  • Equally, stressing your opponents is a good call - if you can't make your dial better, make theirs worse. A classic buzz-saw build (which is nice but won't fit four ships in a squad) was fire control system/gunner/tactician - get an ace caught at range 2 and you're in serious do-do. Mara Jade is a nice card, too; giving you a big 'stress bubble' - it's less effective against the Push The Limit crowd (who tend to be stressed anyway) but TIE/x7 and Mindlink aces won't like it, and they're probably more common now.
  • Collision upgrades - ion projectors or anti-pursuit lasers - are very good, especially with Yorr/Baffles; dead stop and fry someone can easily do the damage back that you've just taken, plus you end up in a better position
  • The Doomshuttle (shuttle + Darth Vader) has been a thing for a long time, and it's still a good idea - you've got the best balance of toughness to burn plus cost, and it's surprising how terrified the no-shields-but-all-the-green-dice brigade get of it.
  • Systems Officer - If you're flying your shuttles in a close box, then if you have a spare crew slot, Systems Officer gives you the functional bits of Colonel Jendon's ability for just two points. It's an alternative to the FCS (rather than being better or worse per se) - the FCS is manoeuvre-independent, but the Systems Officer lets you lock onto the target you're now pointing at, rather than the one you shot at last turn.
  • Gunners are good upgrades, but very much for a 3-ship squad not a 4-ship one. Still, pairing gunners with Fire control system and operations specialist(s) can generate a lot of free tokens for surprisingly few points.
  • Finally, the cannon slot shouldn't be ignored. You haven't the arc of fire or manoeuvrability to support expensive cannons, but don't forget the tractor beam. For one measly point, getting to mess with your opponent's manoeuvres plus defence is a bargain in a four-ship squad (especially since you can chop and change firing order as required.

I've seen a squad of four, each with Electronic Baffle, Tactician and Tractor Beam, do surprisingly well.

25 point builds and some suggested 'expansions' if you have spare points:

  • Omicron Group Pilot - Collision Detector, Darth Vader (don't spend any more - it's a kamikaze)
  • Captain Yorr - Collision Detector, Inspiring Recruit (swap collision detector for electronic baffle if you have a point)
  • Omicron Group Pilot - Electronic Baffle, Tractor Beam, Anti-Pursuit Lasers  (add Mara Jade for 3 points)
  • Omicron Group Pilot - Electronic Baffle, Tractor Beam, Tactician (add systems officer for 2 points)
  • Omicron Group Pilot - Fire Control System, Tactician (add Gunner for 5 points)

 

Edited by Magnus Grendel

Share this post


Link to post
Share on other sites
2 hours ago, Astech said:

I've recently played a game flying 4 lambda shuttles. 3 OGPs and Yorr with a HotCop + Inspiring recruit. FCS on the OGPs. I was amazed by how deadly it was for the opening engagement. I flew against a triple ace list of Vessery, Quickdraw and Tomax and very nearly won. I killed QD an Tomax and took Vessery down to 2 hull (with damaged engine, no less), but he got behind me and that was that. I believe there is potential in the 4 Lambda list, but what do you think?

I like the idea of a four lambda shuttle list, you have obnoxious health and with yorr (as others have stated) you can stall and bump all you like to set up an opening engagement. My main problem is that individually each ship is highly predictable and easy for most ships with a competent pilot and repositioning ability to evade. FCS helps with economy and the list already has a killer opening salvo but as you've already stated once something gets behind it "that was that". It's too bad the imperials don't have a way to give a bomb slot from crew (on yorr that could a least help the problem with an ion bomb or Connor net) as then being too close behind you gets risky.

My major concern would be having all your ships engage. That 3x3 mat gets crowded pretty quick with four large bases plus whatever your opponents packing. Rock formation (asteroid placement) would be key but perhaps if the ships cam in two stages it could work. One stage tries to immediately joust while the other get ready to catch the opposition once they pass. Knowing me though I'd probably try to squeeze the upsilon shuttle in their somehow, can't resist using that majestic creature when I have a "justified" reason. My point is that how you fly the list is key. And keeping up engagement after the first round will be a challenge.

I may try something like this in the future (trying to keep with the four lambda theme)

Captain Yorr — Lambda-Class Shuttle 24
Tractor Beam 1
Inspiring Recruit 1
General Hux 5
Ship Total: 31
   
Omicron Group Pilot — Lambda-Class Shuttle 21
Fire-Control System 2
Ship Total: 23
   
Omicron Group Pilot — Lambda-Class Shuttle 21
Fire-Control System 2
Ship Total: 23
   
Omicron Group Pilot — Lambda-Class Shuttle 21
Fire-Control System 2
Ship Total: 23
 

 

I think that General Hux is a good edition to the list and can boost action economy and with all four ships target locking with Hux you are garaunteed three damage minimum on anything you shot at (should devour most aces or Fenn Rau types) but does leave Yorr without actions and behind on the damage curve, maybe stagger him behind his fellow OGP as a second wave of attack and hopefully he can mitigate some of your opponents outmaneuvering with his tractor beam. If aces are your meta than this could be pretty killer.

best of luck @Astechdo the eternal empire proud ;) 

 

Share this post


Link to post
Share on other sites
2 minutes ago, Quadjumper King said:

with all four ships target locking with Hux you are garaunteed three damage minimum on anything you shot at

Target Lock/Focus is pretty nasty, but only one ship gets Fanatical Devotion. Plus, if you're counting on free locks from FCS, and free focus from Hux, what are you using the Lambda's own actions for?

 

 

Share this post


Link to post
Share on other sites
9 minutes ago, Magnus Grendel said:

Target Lock/Focus is pretty nasty, but only one ship gets Fanatical Devotion. Plus, if you're counting on free locks from FCS, and free focus from Hux, what are you using the Lambda's own actions for?

 

 

Yeah, my bad on Hux :(, but I guessed that the OGP's target-lock  for their first action and then follow up with FCS and focus as the formation breaks up after the initial salvo or two. I didn't really count on using Hux every turn.

alternatively, you could take away the FCS on the OGP's and try to bump up Hux to a Upsilon shuttle, problem is you lose the Yorr+IR combo that lets you stall for a better engagement that's augmented by FCS for modifications...

i admit my rendition of the list still needs some polishing (and re-reading of cards :P) before its ready to go but that's what we're here for, no? We sharpen each other's lists and give each other new ideas as we converse over the nuances that only this select group of forum goers can appreciate about our favourite miniatures game. Perhaps a 3 upsilon build would be interesting...

i'll reteurn with a list once I've explored that option a little more ;) 

 

Share this post


Link to post
Share on other sites

IIRC someone was flying a herd of Iridescant Void Manatees at the European Championships.  Not sure how they got on though.

It's a hell of a lot of health to chew through, and four big bases with the ability to full stop can cause some serious traffic jams if you get the deployment, spacing and movement right.  Blocking and asteroid use really is key, because as you said, if a ship gets behind the herd, it's pretty much all over.

Share this post


Link to post
Share on other sites

Idea 1:

Starkiller Base Pilot — Upsilon-class Shuttle 30
Fire-Control System 2
General Hux 5
Ship Total: 37
   
Omicron Group Pilot — Lambda-Class Shuttle 21
Ship Total: 21
   
Omicron Group Pilot — Lambda-Class Shuttle 21
Ship Total: 21
   
Omicron Group Pilot — Lambda-Class Shuttle 21
Ship Total: 21
   
Its purely a boost in raw dice (by one) and health (by two) and its probably not worth it to lose Yorr+IR...
 
 
Idea 2: (the Herd FO edition)
 
Starkiller Base Pilot — Upsilon-class Shuttle 30
Fire-Control System 2
General Hux 5

Hyperwave Comm Scanner

1

Ship Total: 38
   
Starkiller Base Pilot — Upsilon-class Shuttle 30
Hyperwave Comm Scanner 1
Ship Total: 31
   
Starkiller Base Pilot — Upsilon-class Shuttle 30
Hyperwave Comm Scanner 1
Ship Total: 31

(Or swap the hyperwave comm scanners for a three point crew like rebel captive so they have less incentive to shoot the Hux carrier or Vader for another garaunteed point of damage when paired with Hux)

 

the idea is that hat with the same red dice count (slightly better since it deals with less greens in most circumstances) but admittedly less health you can arrange an opening joust thanks to Hyperwave Comm Scanner and with two four die double modified attacks and another with a single garaunteed damage and a focus for the other three dice you can put on the hurt pretty bad.

I'm liking the FO herd, but I'll have to fly it which may be slightly easier with one less ship to bring about for return fire. It has higher damage against green dice and I think it could be pretty decent.

 
 

Share this post


Link to post
Share on other sites

If you want to swap from Alabaster Void Bovine to Obsidian Vacuum Chiroptera, I'd avoid Hux.

Three Starkiller Base Pilots are actually pretty brutal - you only need one on target to provide a massive threat.

I'd actually recommend:

  • Starkiller Base Pilot - Collision Detector, Pattern Analyser, Inspiring Recruit x 3

or

  • Starkiller Base Pilot - Collision Detector, Pattern Analyser
  • Starkiller Base Pilot - Collision Detector, Pattern Analyser
  • Major Stridan - Collision Detector, Pattern Analyser, Systems Officer

That way, you can use your actually surprisingly good dial - pulling speed 1 turns or flying through debris (or both!) and still getting actions, and where needed you can use co-ordinate to 'concentrate' actions on the ship which actually has a shot - pulling a speed 1 turn and getting a target lock/focus 4-dice attack is no small beer.

Alternatively, if you want to use Hyperwave Comm Scanners:

  • Starkiller Base Pilot - Fire Control System/Pattern Analyser, Hyperwave Comm Scanner
  • Starkiller Base Pilot - Fire Control System/Pattern Analyser, Hyperwave Comm Scanner
  • Lieutenant Dormitz - Pattern Analyser, Hyperwave Comm Scanner

That way you get to deploy Dormitz at PS12, then deploy the two Starkillers also at PS12, at range 2 of Dormitz. Hit the gas and you should have ranging shots with the two starkillers on turn 1.

For an extreme version, substitute out the two Starkillers for a tooled-up Kylo Ren - it's disconcertingly easy to get him into Range 2 for FCS/Tactician/Kylo Ren's Shuttle buzzsaw shenanigans in the first combat phase.

Edited by Magnus Grendel

Share this post


Link to post
Share on other sites
50 minutes ago, clanofwolves said:

Isn't Engine Upgrade a good upgrade as the boost and turn give her a 135 degree 'sorta turn'?

Engine Upgrade is good, because it lets the Lambda turn 90° every round (alternating green 1 bank and boost, and hard 2 turn). You can't turn 135° with boost unless you also have Electronic Baffle, and then it's more than 25 points and you can't field 4 of them any more :lol:

Share this post


Link to post
Share on other sites

Captain Yorr (24)
Electronic Baffle (1)
Tractor Beam (1)
Inspiring Recruit (1)

Starkiller Base Pilot (30)
Fire-Control System (2)
General Hux (5)
Pattern Analyzer (2)

Starkiller Base Pilot (30)
Fire-Control System (2)
Pattern Analyzer (2)

Total: 100

View in Yet Another Squad Builder

 

A lot of free actions and stress shedding, though Yorr might be the weak point here ?

Share this post


Link to post
Share on other sites

Captain Yorr (24)
Collision Detector (0)
Tractor Beam (1)
Inspiring Recruit (1)

Omicron Group Pilot (21)
Collision Detector (0)
Darth Vader (3)

Omicron Group Pilot (21)
Collision Detector (0)

"Omega Leader" (21)
Juke (2)
Comm Relay (3)
Hull Upgrade (3)

Total: 100

View in Yet Another Squad Builder

 

Set up in two groups on one corner and near the other corner: OL + Vader, Yorr + naked. 

Move towards each other to get Yorr coverage in late game.  Cover each other's flanks by turning into each other.  OL into end game. 

Tractor good for abusing the low PS. 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...