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HERO

So about that Lambda

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Here's the list I've been thinking about toying around with:
 
100 points
 
Captain Yorr
Fire-Control System
Darth Vader
Weapons Engineer
Hull Upgrade
 
Soontir Fel
Push the Limit
Stealth Device
 
Carnor Jax
Push the Limit
Stealth Device

 

It's fluffy, it looks fun and it has a good amount of synergy.  The FAQ clears up Vader's ability and Fel's interaction with Yorr.

 

Anyways, the fantasy behind the list is..

Darth Vader is being flown by Captain Yorr on his private shuttle to see the Emperor.  He's being escorted by Baron Soontir Fel.  The Emperor wants to assure Vader's safety and sends his own personal escort, Carnor Jax, to rendezvous with them.  Spies within the Empire receive word of this and the elite escort soon find themselves ambushed by the Rebels.

 

How it works from a gameplay perspective:

Yorr's special ability allows you to pull Stress tokens from nearby ships.  This works beautifully with Push the Limit on Tie Interceptors because it allows them to pull off ridiculous maneuvers after the push.

 

Fire-Control System and Weapons Engineer allows you to acquire Target Lock on two different targets, and allows you to re-apply them to two targets (one being the defender) after you fire.  The additional Hull Upgrade gives Vader some wiggle room to channel the force through an attack to attack enemy ships' vitals.

 

Total fire power is a bit lacking, but the fluff and elite feel is second to none.  Total power is 9-dice from Range 3, 12 at Range 1 and Vader.  The real fun comes from being able to relief stress after PTL on crucial turns to allow the two Tie Aces to do their job more effectively.

Edited by HERO

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Nope vaders powers dose not go through shields nothing dose you have to remove shields to get to hull so vaders power would do damage to the shields first

Edited by 00lawson

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If you "Suffer Damage", it hits your shields first. If you are "Dealt a Face-Up Damage Card" (i.e. Proton Bombs), it slips underneath shields, even after resolving. So, bad luck about Vader, eh?

 

Annoyingly, if you pull the stress token off of Soontir Fel, he doesn't get the bonus focus from it, either.

 

 

 

And now, the things you've done RIGHT with this fleet:

Yorr is cheap enough that you don't feel you've wasted points by suiciding with Vader. Fire-Control System's also a good fit with Yorr, because it's practically the only way to give him actions once he gets cooking.

 

I feel that Yorr, being such a supporting fellow, is best served by a fleet with at least 3 more pilots, as 3 is the most stress he can pick up in a turn.

Interceptors already clear stress very easily. If Yorr is calming them, they pick up the ability to do Range 1 turns, Range 3 turns and banks, Range 5 forwards followed by the double-action, or the two Koiograns. The big problem there is that all that fancy movement will quickly strip them out of range of Yorr's ability anyway!

However, losing the Stress from Push the Limit will allow Turr Phenir to do his free post-combat boost, so I'm gonna go ahead and add him.

 

 

I might try:
 

=======================================================================

 

Captain Yorr

+ Fire Control System

[26]

 

Turr Phenir

+ Push the Limit

[28]

 

Saber Squadron Pilot

+ Elusiveness

[23]

 

Saber Squadron Pilot

+ Elusiveness

[23]

 

=======================================================================

 

Yes, Elusiveness. If Yorr snipes the stress off of it when they get attacked, they can be Elusive on the NEXT attack as well, turning him into a Radar Jammer for your entire fleet.

 

Contrast this with a Focus or Evade token that you'd pick up with Push the Limit, which will only last the one round, and is a useless stress if your ship isn't attacked.

 

If it wasn't for the fact that you can Push the Limit off of Phenir's free post-combat Boost action, I'd trade him for another Interceptor with Elusiveness as well, and give Yorr a decent Co-Pilot, or possibly something to help his flanks.

 

I may also trade the Fire-Control System for upgrading the Saber Squadron interceptors into Royal Guard interceptors, as the difference is basically a free Veteran's Instincts.

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=======================================================================

 

Yes, Elusiveness. If Yorr snipes the stress off of it when they get attacked, they can be Elusive on the NEXT attack as well, turning him into a Radar Jammer for your entire fleet.

 

Shush don't say that.... er you might restart the Yorr Wars..

 

http://www.afewmaneuvers.com/topic/1826-stress-creation-w-yorr/

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It doesn't go through shields, it's treated exactly like if you had a Critical Dice left over after rolling for evades.. Your thinking of the bomb which just plays a card, rather than dealing damage.

 

If it says "Suffers [critical] damage" shield stop it.

If it says "Deal 1 [faceup] Damage card" the card gets placed straight on the ship and it ignores shields.

 

It's really a timing issue. You suffer Damage, you check against shield first, if no shield you play damage card. when it says "Deal 1 Damage card" it skips straight to the last step.

Edited by Rodent Mastermind

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I see lots of people with the question.   Consensus seems to be it does not go through shields but the new FAQ also says to not confuse dealing cards with *[crit] roll results.

 

Pg15, Critical Damage:
When a ship suffers damage, players deal the Damage card facedown and ignore the card’s text. However, when a ship suffers critical damage, players deal the damage card faceup.
 

It's the "However..." part and Vader's "suffer 1 critical damage" that gets me (and the fact that it is not nearly as nice an upgrade if it doesn't). 

 

So does Vader mimick dice rolls or cards.  Dice rolls= sheilds first.  Cards= his text specifies Critical Damage as noted above. 

 

 

 

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Vader mimicks dice rolls.  

 

As you stated, the Vader copilot card deals critical damage, NOT a "face-up damage card."

 

If you deal damage, shields come in to play.  If you deal a damage card, they do not.  Think of damage as a two stage process like this:

 

Deal Damage - (Check for shields) > Deal Damage Cards

 

If you deal a face-up damage card, you skip step 1 (and the check for shields).  If you deal damage, you perform the check for shields.  Vader is blocked by shields but a Proton Bomb that explicitly states to deal a "face-up damage card" ignores shields.

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No, Vader does NOT mimic dice rolls.

 

There are three parts to resolving damage in X-wing:

 

1.  Dice results

2.  Damage

3.  Damage cards

 

The normal attack process starts at (1).  Effects can create any of these - (1), (2), or (3).  Examples:

 

1.  Kir Kanos adds a die result

2.  Many effects deal straight damage; Vader is one of these.

3.  Proton Bomb deals cards

 

You resolve dice results by turning them into damage.  You resolve damage by checking for and removing shield tokens, or dealing cards if there are none.  Whether the damage is normal or critical determines whether the card is dealt face up or not.  You resolve damage card dealing by, well, dealing the cards.

 

Vader doesn't mimic dice results - any ability which affects dice results, such as Draw Their Fire, won't work against him.  But he does deal damage, which (as several people have pointed out) will remove shield tokens first.

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Back on the original topic, I've had some success with a similar Yorr.  I run mine with Gunner+Vader+Advanced Sensors+Engine Upgrade.  It's a little more expensive, but Advanced Sensors+Engine Upgrade go a LONG way towards mitigating the Lambda's atrocious maneuverability problems.

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I had a lot of fun with:

Omicron + Vader + Advanced Sensors

Howlrunner + stealth/PTL

Backstabber

Academy X3

 

We were playing Vader straight to hull so that would matter a little.  I think it's a fun squad but it really really wants points for Engine upgrade.  But a 5 ship swarm doesn't cut it and losing stabber is a big deal here. 

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=======================================================================

 

Yes, Elusiveness. If Yorr snipes the stress off of it when they get attacked, they can be Elusive on the NEXT attack as well, turning him into a Radar Jammer for your entire fleet.

 

Shush don't say that.... er you might restart the Yorr Wars..

 

http://www.afewmaneuvers.com/topic/1826-stress-creation-w-yorr/

 

You can't do it multiple times in the same attack, but doing it once EVERY attack is still pretty potent. Could do something similar to use Opportunist on something with 2 attacks, like Gunner or Cluster Missiles, but it's still not the 7 dice Alpha Strike from a single target possible otherwise.

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Vader is much better than people seem to give him credit for.  Yes, his ability does Not go through shields...BUT, his ability only triggers after you make an attack.  So you make your attack with 3 dice, strip an X-wing's 2 shields, and then drop a crit straight into the hull.  Or you take a sacrifice to take away an extra hit point so your fighters can kill _______.  With Yorr, he fires at a 4, so he will be firing after those Elite interceptors (or with Sabers) so they will strip the shields, and then he will shoot, maybe do a couple damage, and then drop a crit.  The only ships that are going to be difficult to pull this off against are the Falcon (at first) and the B-wing.  

 

He's not firing first, and it's not like he's taking down targets solely on his own, but Vader is an excellent finisher.

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I agree it's nice but its really nice to know no matter what you're killing an awing or any 3 hull ship with luck if they are in your arc for 2 rounds. I'll still be playing it just not as awesome as it could be and a bit on the off side wording wise.

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I think between academy ties turn 1 in front of the shuttle and the shuttles red 0, you can manage to not move the thing at all for 3 to 4 turns.

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Maybe I just got lucky...

... but I "smoked" a "Han Shoots First" list the other day, while fielding a Lambda.

 

I fielded the following:

 

COL Jendon (Lambda Shuttle) w/ Fire Control System(2) + Heavy Laser Cannon(7) + Anti-Pursuit Lasers(2) = 37 pts

 

Dark Curse (TIE/Ln) w/ Shield Upgrade(4) = 20 pts

 

Winged Gundark (TIE/Ln) w/ Shield Upgrade(4) = 19 pts

 

2x Academy Pilots (TIE/Ln) = 24 pts

                                                                   TOTAL = 100 points

 

vs

 

Han Solo (YT-1300) w/ Marksmanship(3) + Millenium Falcon(1) + Engine Upgrade(4) = 54 pts

 

2x Red Squadron Pilots = 46 pts

                                                                   TOTAL = 100 points

 

I won by 36 points, eliminating Han first, then the X-wings for the loss of Dark Curse and one Academy Pilot (though Winged Gundark had 1 Hull point remaining and a pilot critical reducing PS to "0").  The Shuttle scored some big hits in the mid game with the HLC and effectively pinned the X-Wings (by being so big and slow), denying them close-range shots but setting them up for destruction by my TIEs.  Overall, I thought that it was an interesting option with some useful support abilities but certainly nothing to threaten the current meta (IMO).

 

Chris

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I might try this build out tonight

 

OGP /w Vader and APL - 26

Howlrunner - 18

Dark Curse - 16

Backstabber - 16

Academy Bro x2 - 24

 

I feel that 1 academy can help the OGP stay put and get an extra shot or 2 off and vader activations.  I'll see how it turns out if I get to play it.

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I might try this build out tonight

 

OGP /w Vader and APL - 26

Howlrunner - 18

Dark Curse - 16

Backstabber - 16

Academy Bro x2 - 24

 

I feel that 1 academy can help the OGP stay put and get an extra shot or 2 off and vader activations.  I'll see how it turns out if I get to play it.

 

 

I ran a list very similar to this. 

OGP w/ Vader and APL along with Saboteur

Academy Pilot x6

 

A guy in my gaming group told me about this list so I gave it a spin. It was a pretty clean win for me, although my dice were pretty hot and his were not that good. Only ran it once, but I was pleased with it. Will be giving it another try this weekend hopefully. If anything, it renewed some hope in the shuttle for me. 

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I might try this build out tonight

 

OGP /w Vader and APL - 26

Howlrunner - 18

Dark Curse - 16

Backstabber - 16

Academy Bro x2 - 24

 

I feel that 1 academy can help the OGP stay put and get an extra shot or 2 off and vader activations.  I'll see how it turns out if I get to play it.

 

 

I ran a list very similar to this. 

OGP w/ Vader and APL along with Saboteur

Academy Pilot x6

 

A guy in my gaming group told me about this list so I gave it a spin. It was a pretty clean win for me, although my dice were pretty hot and his were not that good. Only ran it once, but I was pleased with it. Will be giving it another try this weekend hopefully. If anything, it renewed some hope in the shuttle for me. 

 

How useful was the APL?

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I fielded the following:

 

COL Jendon (Lambda Shuttle) w/ Fire Control System(2) + Heavy Laser Cannon(7) + Anti-Pursuit Lasers(2) = 37 pts

 

Dark Curse (TIE/Ln) w/ Shield Upgrade(4) = 20 pts

 

Winged Gundark (TIE/Ln) w/ Shield Upgrade(4) = 19 pts

 

2x Academy Pilots (TIE/Ln) = 24 pts

                                                                   TOTAL = 100 points

My version of this fleet gives a Weapons Engineer and ST-321 to Jendon, but no Heavy Laser, and uses Howlrunner as the only non-Academy tie. Give it a try, it hurts like hell!

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