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  1. #11
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    Don't overload the Lambda, for most purposes the OGP with a single upgrade (Ion Cannon, Tactian, Fleet Officer, Vader) will suffice. Yorr can be an asset to Defenders, Jendon to Bombers and Kagi to Interceptors, but often only a single upgrade will do before you cripple yourself by spending too much on that single ship (Weapons Expert/Title with Jendon, Rebel Captive with Kagi).
    Sir (or Madam) I think you hit the nail on the head right there.

    Colonel Jendon did much better this go round but I'm starting to come around to the less is more philosophy for X-Wing (Talking gear not ships), for all the extras I put on him it only really helped him; sure he was the last ship in my squad left in the end but I still lost. The points I spent on upgrades would have been better spent on an escort ship for the Lambda, sure it was great seeing all those shots in vain against it but it just caused my enemy to target other (Read: More useful) ships in my squad.

    Another problem with the Lambda is it's toilet movement; you make one mistake in your movement and it can cause two to three turns wasted and with 18 points worth of upgrades this will crush you.

    I have been trying to use the Lambda as a buff ship for my little eyeballs but frankly I'm not skilled enough to take advantage of all the benefits and the poor movement sinks it.

    My new strategy is to use it as a movement stopper and a decoy (Bring the ruckus, I want it to die!). Someone called it the flying brick wall, use it to force your opponent to move in a way that it has to go around it, therefore allowing you to guess your opponents moves accurately. Use it to bully your opponent into a corner and there you go.

    I found that this tactic works for a turn (Maybe two) against ships that dance well, but against ships like the B-Wing and Y-Wing (poor movement ships) it excels, I really didn't give to much thought about controlling your opponents actions until this ship, but really if you know how they are going to move you have the game in your hands.

    What do you folks think? Really I'm saying that the Lambda works like you would use the Decimator. Does that mean that it's obsolete when that ship comes out? Still think we're all missing out on its true capabilities; but then again I love the space Zamboni and will continue to use it. Maybe I will use both of them next time...

  2. #12

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    Bit late to this party, but just got me a Lambda.

    I'm impressed! Surprisingly cheap for such a bruiser of a ship! More later!
    Fed up for Scalpers? https://www.facebook.com/groups/1710575492567307/?ref=bookmarks

  3. #13
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    well just Lambda bro, and then you will get it.

  4. #14

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    Quote Originally Posted by Brenlak View Post
    Another problem with the Lambda is it's toilet movement; you make one mistake in your movement and it can cause two to three turns wasted and with 18 points worth of upgrades this will crush you.
    Two words: Engine Upgrade.

    The ability to Boost lets you tack a 1-turn on to that mistaken manoeuvre, pointing you back towards the fight. So unless you're really attached to those Anti-Pursuit Lasers...

  5. #15

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    I think Mara Jade might just be a natural fit for this beastie as well.

    Dish out free stress on any and indeed all enemy ships at Range 1? I should coco, especially given they're likely to close to that range to get the extra dice to do the damage needed to take a Lambda out.
    Fed up for Scalpers? https://www.facebook.com/groups/1710575492567307/?ref=bookmarks

  6. #16
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    Mara Jade for sure! She really fits in any ship, try and come up with a list were she isn't useful.

    But what if you put a mangler on it...
    Click image for larger version. 

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    Keep it in range of your other ships if it gives them a bonus, but a mangler combined at range three (remember they don't roll an extra defense die with a secondary weapon) combined with the ability to not have to move might make for a deadly combo...

    Yes Yes! add Engine upgrades that would be sick!!
    Last edited by Brenlak; 03-31-2015 at 10:14 PM. Reason: better post

  7. #17

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    That's a very good point....yes....

    I think I'm going to have to 'price up' a squadron consisting of three Lamda Class - that sort of thing will take a real pounding before being taken out, which is hopefully more than be said for any opponent.
    Fed up for Scalpers? https://www.facebook.com/groups/1710575492567307/?ref=bookmarks

  8. #18

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    The Lambda got quite a few utility boosts in Wave 5 and 6

    - OGP+Tactical Jammer gives you a 22 (26 with Engine Upgrade) Blocker of decent size and durability which will also obstruct firing arcs
    - OGP+Fleet Officer gives you the focus tokens some of the cheaper Imperial Flankers need to become effective at 24 points

    - OGP+Flechette Cannon+Tactican is 25 points and is competing with 26 points Control Shuttle (Ion+Tactican) that came up during Wave 4
    (Tactican resolves after the attack, so the target will get the Stress from the Flechette Cannon before it kicks in; best case scenario is that you double stress your target - you can even go 2xTactican for 3 stress but that's just too silly IMO)

    - OGP+Mara Jade is nice on paper but even with engine Upgrade it might just work out for 1 turn on average; three at the most - with Mara with Lambda become a more prominent target as it has to close into range 1 to the enemy squadron (resulting in you getting incoming fire at a rate of 3 or 4 red dice per ship - a flaw which enemies are sure to exploit)

    But still it is one of the hardest ships to fly effectively; due to the restrictive dial

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