Do we have a number of TIE squads per capital ship??
Number of Flight Squadrons?
Just guessing: The Number next to Squardron.
I believe the Squadron number is the number of extra squadrons the " squadron command " allows you to activate.
That seems reasonable, but still if I can activate 3 squadrons with the Star Destroyer wouldn't that generally be the best number of squadrons to field alongside the Star Destroyer?
I could buy 6 but then all I have is redundancy and a whole mess of points doing nothing each turn/order.
It says "The squadron command allows you to order nearby squadrons to move and attack early " (emphasis mine). Most likely this action is allowing a number of your squadrons to act out of initiative order to get the jump on your opponents' ships, rather than saying that you can only activate that many squadrons per round.
It depends on whether the squadrons are added independently or launched from a mothership. The " ...order nearby squadrons... " kinda points towards independent, but once again we speculate.
"In the Squadron Phase, you and your opponent take turns activating any unactivated squadrons, beginning with the player who has initiative. When you activate a squadron, you can move it or perform an attack with it."
Move or shoot, now that is interesting.
Maybe it allows you to move AND shoot, well with 3 squadrons in the example we are using.
I don't think it lets them move and shoot, given that they have a specific activation tab. However activating fighters early gives you initiative in combat, and as X-wing veterans we should know how important that can be in the right situation.
The squadron command is resolved not just before the squadron phase, but also before the capital ships fire or move. In the right situation, this could allow a fighter squadron to cripple a capital ship before it can do any harm in the turn.
The fluff-wise Victory is suppose to only carry 2 squadrons of fighters. But who knows, the Corvette can't carry any and it has 1 Squadron limit.
The fluff-wise Victory is suppose to only carry 2 squadrons of fighters.
I'm thinking that we're looking at how many flights of fighters a ship can coordinate, not how many it can hold.
But I also think we're looking at 3 X-Wings or Tie's per stand, not a full squad, so it would take 4 stands to have a full squad.
So a few questions; and requesting your thoughts...(vielen danke):
1. How many squads can be "carried" by a capital ship?
1a. Victory Class
1b. Star Dest I
1c. Star Dest II
1d. etc....
2. How many squads can be "coordinated" by a capital ship??
3. Does the "stand" represent a squad or actual number of fighters??
A Star Destroyer has 1 attack wing of fighters, that's 6 squads of 12 for a total of 72 fighters and in addition to that - it was in one of the Star Wars resource books, can't remember which one. A Star Destroyer also had 6 flights of Bombers of two per flight. Which means that before you include Shuttlecraft, the Star Destroyer has 72 fighter craft and 12 bomber craft.
A Star Destroyer has 1 attack wing of fighters, that's 6 squads of 12 for a total of 72 fighters and in addition to that - it was in one of the Star Wars resource books, can't remember which one. A Star Destroyer also had 6 flights of Bombers of two per flight. Which means that before you include Shuttlecraft, the Star Destroyer has 72 fighter craft and 12 bomber craft.
The Victory I and II class Star Destroyers have a standard complement of 2 TIE Fighter Squadrons (a squadron = 12 starfighters).
The standard complement of the Imperial I and II class Star Destroyers is a TIE wing comprised of 4 TIE Fighter Squadrons, 1 TIE Interceptor Squadron and 1 TIE Bomber Squadron.
Not up-to-date wings often had TIE/gt's instead of TIE Bombers
Later in the war they replaced a TIE Fighter squadron for a second TIE Interceptor squadron.
And the Rebels generally don't need to embark their fighters on capital ships as the fighters are all hyperspace capable on their own. The final mix of fighter squadrons will be interesting to see, given there's 10 stands in the box.
Here's my guess..
The card for the VSD has a 3 Squadron listed on it. The set comes with 6 Tie Fighter squadrons. The CR-90 has 1 Squadron, and there's apparently 4 X-Wing squadrons.
So I'm thinking a VSD can support upto 6 squadrons, maybe the first 3 are free, and the rest cost points. The CR-90 and Neb B each have 1 free and can double that to 2 each.
FFG always makes sure you have enough parts to play the game, so I would say that the max number of fighters you can use in the starter game is 6 for the VSD and 4 for the Reb's. The idea that you can double, is a guess but it seems reasonable based on what little we know so far.
And the Rebels generally don't need to embark their fighters on capital ships as the fighters are all hyperspace capable on their own. The final mix of fighter squadrons will be interesting to see, given there's 10 stands in the box.
While that isn't untrue, it's not entirely accurate. Fighter squadrons were often based on capital ships, but could transit separately. Some hyperspace jumps were just to long to be feasibly made by a single fighter.
And the Rebels generally don't need to embark their fighters on capital ships as the fighters are all hyperspace capable on their own. The final mix of fighter squadrons will be interesting to see, given there's 10 stands in the box.
While that isn't untrue, it's not entirely accurate. Fighter squadrons were often based on capital ships, but could transit separately. Some hyperspace jumps were just to long to be feasibly made by a single fighter.
Oh, I never said they didn't embark fighters on capital ships. But the ability of being able to drop out of hyperspace with fighters ready and not having to launch them can possibly give you the initiative in a battle. Take the Battle of Endor, the Rebels dropped in ready to fight and the Empire already had fighters on CAP. If the Rebels had to drop out and launch fighters, those capital ships could've been attacked by fighters and bombers without opposition for a while