Tactics anyone?

By clontroper5, in Star Wars: Armada

So i was just thinking about what tactics I will be using when I get my star destroyers and that that it might make a good thread,

Now i now that there is limited info but we have enough to do some general thinking

I am an admit loyalist and as such plan on playing imperials almost exclusively so i was thinking about the star destroyers,first off the list

Now again this is imprecise due to lack of info

I would take 2 VSD 85 pts each

Then 5 tie sqaudrens including howlrunner and 1 interceptor which will come to around 70 pts i think

This leaves the star destroyers roughly 30 points each for upgrades which i would mostly use to make them more effective at taking down those neb-bs and corvetts

The idea would be to have my star destroyers stay near each other and have the tie fighters soul purpose to be a screening force to keep away enemy fighters/bombers while my vsd advance and destroy the enemy caps i would have the intercepter squad following behind to provide extra support to the ties whenever they need it, Such as x-wings escorting bs or ys past the screen in which case my interceptors would respond to "plug the hole"

So as anyone else thought of tactics to use in there matches yet?

edit 2/26: now that the Fighter article is up and we have had a few days to think about it what tactics are emerging?

Edited by clontroper5

I would look closely at if there is a synergy between the VSD and the Gladiator. It seems that the VSD is either long range or short (red and black dice) whilst some of the rebel builds make more use of mid range (blue) (but also have some red and black options), if the gladiator is a close range brawler it could fly point for the VSD. Rebels would then have to think twice about closing in to hit the VSD in mid range if it meant getting in close range of the gladiator. TIE squadrons could then be deployed one on each flank as a screen and the rest with the Gladiator on point.

For the points you might be able to use a dual gladiator setup with a VSD in this way - have to wait and see how it pans out :)

Other than lining up double arc shots, I think the other main tactic for Imperials will be to proactively send their fighters forward to engage Rebel fighters. This will allow the Imperials to engage the Rebel ships without having to worry about Rogue Squadron proton torpedoing them into oblivion.

I feel like the majority of the time your fighters will be playing a game of chicken with the other players fighters to see who can get locked into a bad position first. To that end, both interceptors have speeds of 5, so craziness will ensue after the initial encounter. Swarm will be clutch for imperials I'm sure, but so will huddling up by caps to get that crucial squadron command at the right moment.

I'm working on a simillar list as you Clonetroper5, but instead of Tie-fighters I'm going with mostly Tie-interceptors.

The rebel fighters are stronger in most ways than the imperial ones, and the concept of not being able to shot and move with a squadron in the same turn makes locking down rebel fighters a reliable tactic since they move first. But the moment they choose to shoot at your tie fighters instead of moving you will start loosing squadrons fast.

The Tie-interceptors can at least shoot back with the counter so my idea is to use Howlrunner and interceptors as a lock-down/counter force. They also have some synergy with the Swarm trait. The questions is if enemy bombers with escorts within range 1 of your fighters are still considered engage (just that you can't attack them).

What do you guys think?

I'll be running a Victory II with two Gladiators running close escort. i'll run Howlrunner with a ball of ties and use them as flanker bait. Either they scare off a small cap form trying to run around me, or they unlucky bastard runs into them and they get pasted. I want to wait and see how counter fully works before i commit to Interceptors though. So squishy.

For Tactics I'm probably gonna draw heavily on the old Sail and Cannon days of our own history. Nothing like crossing the T and watching ships go boom :)

Since I'll probably end up Imperial my Ties will be there to keep the Snub fighters at a respectable distance. If the Gladiator turns out to be a decent ship on it's own I'll probably try and use it as a skirmisher until the big boy can get into the fight.

There is just so many possibilities at the moment :blink:

I'm working on a simillar list as you Clonetroper5, but instead of Tie-fighters I'm going with mostly Tie-interceptors.

The rebel fighters are stronger in most ways than the imperial ones, and the concept of not being able to shot and move with a squadron in the same turn makes locking down rebel fighters a reliable tactic since they move first. But the moment they choose to shoot at your tie fighters instead of moving you will start loosing squadrons fast.

The Tie-interceptors can at least shoot back with the counter so my idea is to use Howlrunner and interceptors as a lock-down/counter force. They also have some synergy with the Swarm trait. The questions is if enemy bombers with escorts within range 1 of your fighters are still considered engage (just that you can't attack them).

What do you guys think?

Thanks for these thoughts,

by my understanding rebel dont move first, the player with initative moves his ships first so 50/50 chance at the begining for moving first

that counter ability is good on the intercepters, didnt thik of that before

And i think that bombers with escorts can just fly through a fighter screen witch is why i was thinking of using a squad of intercepters or 2 in reserve to "intercept" anybody that gets through

btw do we know the point cost of intercepters?

I'd say mid to high tens?

I'd say mid to high tens?

I'd guess 12ish, in X-wing they are comparable to X-wings in cost, so I assume it will be fairly close here(different game system and rules though so it is just a guess)

I am looking at feeding my TIE's in over several turns, keeping enemy fighters locked up for as long as possible. For this to work, the enemy's pesky Escorts will need to die early.

Edited by Commander Kahlain

I would say as the Rebels I will try to stay at long range as much as is humanly possible to avoid any new close-range dental work at the tender, loving hands of the destroyers.

I will also probably be pretty aggressive with my fighters as the Rebels, depending on how many fighters the Imperials have. If they don't take many, I might go straight in and blast them early to give my fighters free runs after that. Either way I will go for the caps as soon as possible. If the Imps stand off and try to trade runs on my capital ships I wouldn't worry about that too much since I would have better bomber capabilities, and if they come in to furball with me I can do that too. I do think you want the Rebels bombing as much as possible, though, to help gain the edge in the capital ship battle.

Question on Escort : Can Escorted fighters fly through attackers or are they locked as well? I am thinking they are locked, as the Escort ability only says they "...cannot be attacked."

Is there something in the previews I am missing?

I'll be running a Victory II with two Gladiators running close escort. i'll run Howlrunner with a ball of ties and use them as flanker bait. Either they scare off a small cap form trying to run around me, or they unlucky bastard runs into them and they get pasted. I want to wait and see how counter fully works before i commit to Interceptors though. So squishy.

Thats gonna be my first list as well. I think there is gonna be a lot of good energy betwen the Victory and the Gladiator. As for my Ties I want atleast 1 squadron of Interceptors and a couple bomber squadrons. They may not be as badass as the X-Wing/Y-wing combo but I like the idea of people getting so focused on the Victory they forget about the Ties. Also I think they will give my fleet a little extra flexablitiy in dealing with how the rebels move and attack.

Question on Escort : Can Escorted fighters fly through attackers or are they locked as well? I am thinking they are locked, as the Escort ability only says they "...cannot be attacked."

Is there something in the previews I am missing?

Escort does not allow your other ships to move, so far as we can tell from the previews, anyway.

All ships are locked and cannot move when they are within range one of any other fighter, whether they are escort, bombers, or interceptors. The only exceptions currently are "heavy" ships, which do not prevent enemy movement, and Tycho, who appears to have the ability to move even when within range of enemies. Otherwise, everyone is stuck as soon as an enemy squadron comes in range, escorted or otherwise.

Question on Escort : Can Escorted fighters fly through attackers or are they locked as well? I am thinking they are locked, as the Escort ability only says they "...cannot be attacked."

Is there something in the previews I am missing?

Escort does not allow your other ships to move, so far as we can tell from the previews, anyway.

All ships are locked and cannot move when they are within range one of any other fighter, whether they are escort, bombers, or interceptors. The only exceptions currently are "heavy" ships, which do not prevent enemy movement, and Tycho, who appears to have the ability to move even when within range of enemies. Otherwise, everyone is stuck as soon as an enemy squadron comes in range, escorted or otherwise.

Where are you getting the info on Tycho? I haven't seen anything on him or whatever the "counter" keyword means.

If you zoom in on the preview of the wave 1 expansions you can make out some of the text. Tycho is a guess on my part, as is counter, but it seems very probable from what we can see that counter allows you to roll dice back at any opponent that targets you.

An X-wing wants to go 4 forward. A TIE/Fighter is at range 2. Can the X-wing squadron go through it on its way to range 4? i.e., are engaged squadrons that can't move measured from their end point so they can't move again if they land within range 1 or can you simply not move within range 1 of any squadron without being engaged? The first makes sense but the second seems a wee bit restrictive, though I could accept it. The second would make area control through squadrons an even bigger deal.

An X-wing wants to go 4 forward. A TIE/Fighter is at range 2. Can the X-wing squadron go through it on its way to range 4? i.e., are engaged squadrons that can't move measured from their end point so they can't move again if they land within range 1 or can you simply not move within range 1 of any squadron without being engaged? The first makes sense but the second seems a wee bit restrictive, though I could accept it. The second would make area control through squadrons an even bigger deal.

The example that FFG gives says that once you hit that 2 inch bubble around fighter squadrons your locked in combat. Their might be special characters in the future that lets you get around that 2 inch bubble but for now we're kinda stuck

If so then Tycho's proposed ability isn't just that he can move out of combat but that he can move through squadrons, making him immune to area control. Nice.

An X-wing wants to go 4 forward. A TIE/Fighter is at range 2. Can the X-wing squadron go through it on its way to range 4? i.e., are engaged squadrons that can't move measured from their end point so they can't move again if they land within range 1 or can you simply not move within range 1 of any squadron without being engaged? The first makes sense but the second seems a wee bit restrictive, though I could accept it. The second would make area control through squadrons an even bigger deal.

The example that FFG gives says that once you hit that 2 inch bubble around fighter squadrons your locked in combat. Their might be special characters in the future that lets you get around that 2 inch bubble but for now we're kinda stuck

During the team Covenant, YouTube demo, the dev doing the demo said you could move through other fighters. I am reasonably certain the Imperial player moved past, and stopped within range 1 of the X-wings he was engaging

I would be surprised if you had to stop your movement to measure your distance to an opposing fighter squadron, that seems fairly clumsy. I would expect that you as the controlling player can choose to move your squadron wherever you like, and if it ends its movement within range 1 of an enemy squadron (or more), all impacted squadrons are now engaged and can't move.

I would be surprised if you had to stop your movement to measure your distance to an opposing fighter squadron, that seems fairly clumsy. I would expect that you as the controlling player can choose to move your squadron wherever you like, and if it ends its movement within range 1 of an enemy squadron (or more), all impacted squadrons are now engaged and can't move.

I agree and came to the same conclusion as this

Well here is the link to the preview about fighters. I thought it was 2 ich but I guess it's one my bad

http://www.fantasyflightgames.com/edge_news.asp?eidn=5240

I would also like to direct you to this piece in the article. It seems

In Armada , whenever two squadrons are at distance “1” of each other, those squadrons are engaged and must abide by the rules for engagement:

  • Engaged squadrons cannot move.
  • Whenever an engaged squadron attacks, it must attack a squadron instead of attacking a ship.

I thought though I saw that if a card has escort it doesnt allow you to move past it?