I also interpreted it as creating an engagement only when ending movement within range one. Escort definitely does not prevent movement past the squadron any more than any other squadron does, unless I totally missed smomething...
Edited by JedheadTactics anyone?
I don't recall escort affecting movement, escort only affects who a fighter can target, and even then only if they're a viable target too.
Escort- Squadrons you are engaged with cannot attack squadrons that lack Escort unless performing a Counter attack. ( http://www.fantasyflightgames.com/ffg_content/star-wars-armada/news/preview5-fleet-building/xwing-squadron.png )
I think we'll see situations where an Xwing escort isn't oriented correctly against a tie swarm to prevent them from engaging ywings while not being engaged with the X's.
I think we'll see situations where an Xwing escort isn't oriented correctly against a tie swarm to prevent them from engaging ywings while not being engaged with the X's.
A very interesting point: Escorts will need to surround the units they are protecting. Otherwise, they risk their charges being sniped.
I really need to see the full rules: maybe FFG will throw us a bone, and release them as a pdf.
Ever since they announced the extra fighter wing expansions I've wondered about a list that is 70-80% Fighters and only a small amount of points spent on Capital Ships. The ratio of points to offensive dice is much higher in fighters and most caps (especially Imps) lack effective anti-squadron dice. Combined with the CR90's ability to maneuver extremely well I think the CR90s can kite the SDs around while B/Y Wings whittle down the health of the SDs. The volume of fire from the fighters make the SDs defense tokens much less effective than they are against a Cap ships attacks.
The primary drawback of fighters is the ability for enemy fighters to tie them down and the fact that Caps can target ALL fighters in an arc. With a very high volume of fighters though the first point can be overcome, and by carefully maneuvering your fighters to just outside medium range (since anti-squad dice are typically blue) you can overcome the other problem.
What do you guys think?
The other end of the spectrum with no fighters is just begging to be taken advantage of, so I doubt a 10% or less fighter list would end up working well.
The primary drawback of fighters is the ability for enemy fighters to tie them down and the fact that Caps can target ALL fighters in an arc. With a very high volume of fighters though the first point can be overcome, and by carefully maneuvering your fighters to just outside medium range (since anti-squad dice are typically blue) you can overcome the other problem.
My understanding from the Gencon videos is not that the anti fighter attacks are medium range maximum limited, rather they just use blue dice - as ships even without blue dice on their regular armament can use them, so that tactic wouldnt be viable. Anyone else got more clarity on that?
Edit found this which I read as confirming that its just a different pool of dice, nothing to do with range : The combination of dice that you roll for an attack against an enemy ship’s hull zone depends upon the hull zone from which your attack originates and is indicated on your ship card. If you choose, however, to have your ship perform an attack against one or more squadrons, it uses a different pool of attack dice. Each ship has an anti-squadron armament that is indicated to the right of its hull value on the ship card, and it uses this pool of dice against squadrons, regardless of the hull zone from which it fires.
from: http://www.fantasyflightgames.com/edge_news.asp?eidn=5116
The problem with your idea is that a side loses when it has no capital ships left, so as an Imperial player, all I have to do is focus fire the might of all of my forces onto your single corvette, and boom, I win most likely in three turns maximum.
Edited by MaverickNZ
The primary drawback of fighters is the ability for enemy fighters to tie them down and the fact that Caps can target ALL fighters in an arc. With a very high volume of fighters though the first point can be overcome, and by carefully maneuvering your fighters to just outside medium range (since anti-squad dice are typically blue) you can overcome the other problem.
My understanding from the Gencon videos is not that the anti fighter attacks are medium range maximum limited, rather they just use blue dice - as ships even without blue dice on their regular armament can use them, so that tactic wouldnt be viable. Anyone else got more clarity on that?
Edit found this which I read as confirming that its just a different pool of dice, nothing to do with range : The combination of dice that you roll for an attack against an enemy ship’s hull zone depends upon the hull zone from which your attack originates and is indicated on your ship card. If you choose, however, to have your ship perform an attack against one or more squadrons, it uses a different pool of attack dice. Each ship has an anti-squadron armament that is indicated to the right of its hull value on the ship card, and it uses this pool of dice against squadrons, regardless of the hull zone from which it fires.
from: http://www.fantasyflightgames.com/edge_news.asp?eidn=5116
The problem with your idea is that a side loses when it has no capital ships left, so as an Imperial player, all I have to do is focus fire the might of all of my forces onto your single corvette, and boom, I win most likely in three turns maximum.
Ahh, I didn't know about the losing all Caps means defeat. On the other hand we are playing on a 3'x6' board so thats a lot of room for a corvette to run away. Being able to move twice as far as a Victory means it can stay outside range 3 for quite a while, maybe not the full 6 turns, but hopefully by then the mass of flies will have smothered a Vic or two (plus a ton of their fighter escorts). I doubt it would work well in a competetive setting, but watching the movies most of the fleet battles had the rebels with a mjaority of their firepower coming from fighters (New Hope had exclusively fighters, Empire Strikes Back had a few Caps, but mostly fighters were involved in the combat, and Return of the Jedi had several Mon Cal cruisers and other big ships, but had tons of X/A/B wings.) so it would be cool to try and reproduce that.
My guesses include the following.
#1, they limit the amount of fighters that can be taken somehow.
#2, they make fighters play more like glass hammers easily pelted my capital ship fire if played way wrong.
Thinking about it, a Cap with Concentrate Fire revealed on the command dial can add 1 dice to their anti-squad capability, which could be pretty devastating. 3 Blue dice is about 2 hits on every squad in range, per turn. It could be pretty useful.
Like I said originally I doubt a full Fighter List would be competitive, but it would make for a very interesting game.
Does the squadron value equate to the number of squadrons a capital ship can support (as in a limit for the player to field?) or just for the purposes of the squadron command on the dial?
Until the actual rules come out we can't know 100%, but it seems fairly likely that it only concerns the Squadron Command Dial action, and doesn't restrict the number of squads you can bring with you.
On the other hand from a lore stand point TIE/Lns have no hyperdrive so they kinda need a 'home' ship to transport them to the battle. So it could go either way.
Does the squadron value equate to the number of squadrons a capital ship can support (as in a limit for the player to field?) or just for the purposes of the squadron command on the dial?
Until the actual rules come out we can't know 100%, but it seems fairly likely that it only concerns the Squadron Command Dial action, and doesn't restrict the number of squads you can bring with you.
On the other hand from a lore stand point TIE/Lns have no hyperdrive so they kinda need a 'home' ship to transport them to the battle. So it could go either way.
Allow to guess and speculate.
It would appear that the command value for squadrons would likely equate to the amount of squadrons a given capital ship can accommodate. This doesn't necessarily mean directly via a hanger bay or what have you it could simply mean by means of having a command deck able to coordinate all the fighters. A ship more capable of commanding squadrons of fighters therefore would have a higher squadron value.
Also, I am pretty sure that the squadron value indicates when your capital ship reveals the squadron activates command the squadron value printed on the card represents how many squadrons that given capital ship can activate when given the squadron command.
Edited by lancal02Thinking about it, a Cap with Concentrate Fire revealed on the command dial can add 1 dice to their anti-squad capability, which could be pretty devastating. 3 Blue dice is about 2 hits on every squad in range, per turn. It could be pretty useful.
Like I said originally I doubt a full Fighter List would be competitive, but it would make for a very interesting game.
I hadn't even thought about the concentrate fire command, that can be really really bad for squadrons if rolled well. They are left with no defense to such devastation, especially from ships that have a rather high anti fighter value.
Thinking about it, a Cap with Concentrate Fire revealed on the command dial can add 1 dice to their anti-squad capability, which could be pretty devastating. 3 Blue dice is about 2 hits on every squad in range, per turn. It could be pretty useful.
Like I said originally I doubt a full Fighter List would be competitive, but it would make for a very interesting game.
I hadn't even thought about the concentrate fire command, that can be really really bad for squadrons if rolled well. They are left with no defense to such devastation, especially from ships that have a rather high anti fighter value.
I agree, I feel like a fighter "swarm" would get shredded by a couple of caps with a good fighter screen,
But i also agree that it would be fun and relatively cinimatic
Thinking about it, a Cap with Concentrate Fire revealed on the command dial can add 1 dice to their anti-squad capability, which could be pretty devastating. 3 Blue dice is about 2 hits on every squad in range, per turn. It could be pretty useful.
Like I said originally I doubt a full Fighter List would be competitive, but it would make for a very interesting game.
I hadn't even thought about the concentrate fire command, that can be really really bad for squadrons if rolled well. They are left with no defense to such devastation, especially from ships that have a rather high anti fighter value.
I agree, I feel like a fighter "swarm" would get shredded by a couple of caps with a good fighter screen,
But i also agree that it would be fun and relatively cinimatic
Do we know if Anti-squadron fire can hit engaged fighters? (and if it does, is there a risk to your own fighters?)
Thinking about it, a Cap with Concentrate Fire revealed on the command dial can add 1 dice to their anti-squad capability, which could be pretty devastating. 3 Blue dice is about 2 hits on every squad in range, per turn. It could be pretty useful.
Like I said originally I doubt a full Fighter List would be competitive, but it would make for a very interesting game.
I hadn't even thought about the concentrate fire command, that can be really really bad for squadrons if rolled well. They are left with no defense to such devastation, especially from ships that have a rather high anti fighter value.
I agree, I feel like a fighter "swarm" would get shredded by a couple of caps with a good fighter screen,
But i also agree that it would be fun and relatively cinimatic
Do we know if Anti-squadron fire can hit engaged fighters? (and if it does, is there a risk to your own fighters?)
I'm pretty sure that you can fire at engaged fighters without risk to your own, little things like that just add up to overly complex and time consuming games, but I have not seen any official "rule" on it so I could be wrong (but I seriously doubt it)
I'm pretty sure that you can fire at engaged fighters without risk to your own, little things like that just add up to overly complex and time consuming games, but I have not seen any official "rule" on it so I could be wrong (but I seriously doubt it)
This is well said.
The game represents movie combat -- it doesn't exactly simulate it. So the ships and fighters in a space combat in the movies don't move and stop the way they do in a game. And fire isn't all at once either. I/e: Anti-Squadron fire in the movie would be peppering the enemy's squadrons as they close.
I'm pretty sure that you can fire at engaged fighters without risk to your own, little things like that just add up to overly complex and time consuming games, but I have not seen any official "rule" on it so I could be wrong (but I seriously doubt it)
This is well said.
The game represents movie combat -- it doesn't exactly simulate it. So the ships and fighters in a space combat in the movies don't move and stop the way they do in a game. And fire isn't all at once either. I/e: Anti-Squadron fire in the movie would be peppering the enemy's squadrons as they close.
Well the reason I brought it up was some games have an if a unit is engaged they can't be targeted until their engagement is resolved so you just skip over those squadrons then. As far as the risking your own squadrons, I had a feeling that would overcomplicate things but you never know sometimes
Looking at what comes in the box; a 150m CR90, and a 300m Nebulon have no business taking on a 900m Vic, unless we take fighters into consideration.
The rebels need their fighters to pound the destroyers. Their cap ships therefor will want to support their fighters, taking out the imperial screen, blasting the destroyers whenever possible while staying out of those monsters withering Fire. They are going to need their speed and maneuverability to strike and fade as much as possible.
The Imperials need their fighters to tie up rebel fighters so they can target the weaker rebel caps. Their goal will be to throw their disposable fighters in everybodies way so they can lumber towards the rebels and turn them to dust.
Nicely asymmetrical.
Is that a fair summary?
Looking at what comes in the box; a 150m CR90, and a 300m Nebulon have no business taking on a 900m Vic, unless we take fighters into consideration.
The rebels need their fighters to pound the destroyers. Their cap ships therefor will want to support their fighters, taking out the imperial screen, blasting the destroyers whenever possible while staying out of those monsters withering Fire. They are going to need their speed and maneuverability to strike and fade as much as possible.
The Imperials need their fighters to tie up rebel fighters so they can target the weaker rebel caps. Their goal will be to throw their disposable fighters in everybodies way so they can lumber towards the rebels and turn them to dust.
Nicely asymmetrical.
Is that a fair summary?
I think thats a fair summary.
so what will you guys prefer, aggressive fighters? (i.e bombers meant to destroy opponent) or defensive fighters? (i.e. fighters meant to screen or protect capital ships)
I personally would prefer ( at least at this my concept thinking stage) defensive fighters since i LOVE star destroyers and want to make them the mainstay of my fleets
plus it is lore accurate tactics for the imperials that the primary reason for fighters was to protect destroyers
I personally would prefer ( at least at this my concept thinking stage) defensive fighters since i LOVE star destroyers and want to make them the mainstay of my fleets
plus it is lore accurate tactics for the imperials that the primary reason for fighters was to protect destroyers
Pretty much this. I'd just take a swarm of TIE/Lns (or maybe TIE/In) and space them around my caps in a protective screen. Maybe turn 3 throw a Squadron Command out there to jump em out and proactively engage the enemy. When playing rebels, reverse that. Have a line of X-Wings to 'Escort' my B-Wings, while my caps try and support the fighters.
From the rebel perspective fighters really do a ton, that halve damage token VSDs get is maybe a single damage reduction against fighters, plus SDs anti-squadron capabilities aren't great.
Imp objective - Use fighters as a screen while SDs wipe out the enemy caps.
Rebel objective - Use Caps as support while fighters whittle down the big bad SDs.
I personally would prefer ( at least at this my concept thinking stage) defensive fighters since i LOVE star destroyers and want to make them the mainstay of my fleets
plus it is lore accurate tactics for the imperials that the primary reason for fighters was to protect destroyers
Pretty much this. I'd just take a swarm of TIE/Lns (or maybe TIE/In) and space them around my caps in a protective screen. Maybe turn 3 throw a Squadron Command out there to jump em out and proactively engage the enemy. When playing rebels, reverse that. Have a line of X-Wings to 'Escort' my B-Wings, while my caps try and support the fighters.
From the rebel perspective fighters really do a ton, that halve damage token VSDs get is maybe a single damage reduction against fighters, plus SDs anti-squadron capabilities aren't great.
Imp objective - Use fighters as a screen while SDs wipe out the enemy caps.
Rebel objective - Use Caps as support while fighters whittle down the big bad SDs.
Pretty much this, but I also want some TIE Bombers floating around so if the Rebel player get tunnel visions on my caps I can have a force to reach out and torp a few of his ships or to act as a deterent to flanking my SD's because I am pretty sure everyone with a corvette is gonna try and turn the SD's flanks. Also having some TIE Bombers adds a few more tatics to the play book.
I wouldn't mind seeing some small base ship, like the fighters, representing 2-3 medium ships like Lambda-class Shuttles and Stormtrooper Transports from the X-wing PC game. I want missions where a VIP's shuttle is in the middle of the map or at the very end where you have to race over to capture/rescue it. Boarding parties rushing at convoys that can usurp CR90s and spirit away cargo.
I wouldn't mind seeing some small base ship, like the fighters, representing 2-3 medium ships like Lambda-class Shuttles and Stormtrooper Transports from the X-wing PC game. I want missions where a VIP's shuttle is in the middle of the map or at the very end where you have to race over to capture/rescue it. Boarding parties rushing at convoys that can usurp CR90s and spirit away cargo.
that would be pretty awesome to see. I hope they do come up with somthing like this