Anti-squadron point

By Purple Squadron, in Star Wars: Armada

Holy heck!

Are you for real???

So...the Neb-B could effectively roll 2 x blue die at each individual starfighter squadron that's within range 1??? :o

Ahh...within that one arc, what if (for some fortuitous reason) starfighters are intersected by two firing arcs?

:o :O :o Hehe.

Don't bunch up in the face of the more anti-fighter oriented ships.

Actually bunching up could perhaps be a worthwhile way to draw some fire away from your capital ships by presenting such an attractive target.

Holy heck!

Are you for real???

So...the Neb-B could effectively roll 2 x blue die at each individual starfighter squadron that's within range 1??? :o

Ahh...within that one arc, what if (for some fortuitous reason) starfighters are intersected by two firing arcs?

:o :O :o Hehe.

Even better, cap ship anti fighter attacks are at medium gunnery range, not fighter range 1

...words cannot even begin to describe how I feel about that.

:lol:

If I had some B and Ys and my opponent had 3 Vics I'd just run with my Caps (easy to do since Vics are slow) and let my fighters obliterate his pitiful defense screen, then throw my Y's and B's at him and laugh at the carnage. 3 B's alone throw out 6 Dice, half of which are Black. Plus the X-wings or A-Wings that destroyed his TIEs aren't useless against Caps either. One has bomber and the other has a Black Dice.

I don't really think 3 VSDs will be a terribly viable list.

We say that now, but remember that if you're running around the board then I've got three VSDs with nothing better to shoot at then your much more expensive fighters. Since I can hit EVERY fighter in my firing arc per shot, you're still looking at taking up to about four blue dice (if I line things up right) per fighter per turn. All I really need is for my ties to last at least one full turn and I may be mincing up your fighters faster than you think.

Is that how anti-squad works? You can spend one of your two attacks as an anti-squad -- but it hits every enemy squad in arc? So if 3 enemy squads are in your arc you roll once for all three? Or is it a roll for each squad? How would bonuses via upgrades or command tokens be applied, universally?

Can you spend a concentrate fire command or token on anti-squad? How viable would that be?

Edited by R22

If I had some B and Ys and my opponent had 3 Vics I'd just run with my Caps (easy to do since Vics are slow) and let my fighters obliterate his pitiful defense screen, then throw my Y's and B's at him and laugh at the carnage. 3 B's alone throw out 6 Dice, half of which are Black. Plus the X-wings or A-Wings that destroyed his TIEs aren't useless against Caps either. One has bomber and the other has a Black Dice.

I don't really think 3 VSDs will be a terribly viable list.

We say that now, but remember that if you're running around the board then I've got three VSDs with nothing better to shoot at then your much more expensive fighters. Since I can hit EVERY fighter in my firing arc per shot, you're still looking at taking up to about four blue dice (if I line things up right) per fighter per turn. All I really need is for my ties to last at least one full turn and I may be mincing up your fighters faster than you think.

Is that how anti-squad works? You can spend one of your two attacks as an anti-squad -- but it hits every enemy squad in arc? So if 3 enemy squads are in your arc you roll once for all three? Or is it a roll for each squad? How would bonuses via upgrades or command tokens be applied, universally?

Can you spend a concentrate fire command or token on anti-squad? How viable would that be?

One dice roll per squadron you are attacking in the Gencon demos - one can only guess but I suspect commands like concentrate fire only affect a single roll, so would be most effective against capital ships, however, if you were shooting at a hero squadron (like Luke) as crits do not count, the ability to reroll a dice could be a deciding factor in the outcome. The extra attacks against the other squadrons would just be an added bonus ;)

If its a bonus that effects all rolls, then it should affect all dice. However upgrades that say "add a black dice to your short range battery armamanet or similar" probably wouldnt apply as the ships nominated "anti-squadron" dice is different to the ships battery armament.

Edited by MaverickNZ

If I had some B and Ys and my opponent had 3 Vics I'd just run with my Caps (easy to do since Vics are slow) and let my fighters obliterate his pitiful defense screen, then throw my Y's and B's at him and laugh at the carnage. 3 B's alone throw out 6 Dice, half of which are Black. Plus the X-wings or A-Wings that destroyed his TIEs aren't useless against Caps either. One has bomber and the other has a Black Dice.

I don't really think 3 VSDs will be a terribly viable list.

We say that now, but remember that if you're running around the board then I've got three VSDs with nothing better to shoot at then your much more expensive fighters. Since I can hit EVERY fighter in my firing arc per shot, you're still looking at taking up to about four blue dice (if I line things up right) per fighter per turn. All I really need is for my ties to last at least one full turn and I may be mincing up your fighters faster than you think.

Is that how anti-squad works? You can spend one of your two attacks as an anti-squad -- but it hits every enemy squad in arc? So if 3 enemy squads are in your arc you roll once for all three? Or is it a roll for each squad? How would bonuses via upgrades or command tokens be applied, universally?

Can you spend a concentrate fire command or token on anti-squad? How viable would that be?

One dice roll per squadron you are attacking in the Gencon demos - one can only guess but I suspect commands like concentrate fire only affect a single roll, so would be most effective against capital ships, however, if you were shooting at a hero squadron (like Luke) as crits do not count, the ability to reroll a dice could be a deciding factor in the outcome. The extra attacks against the other squadrons would just be an added bonus ;)

If its a bonus that effects all rolls, then it should affect all dice. However upgrades that say "add a black dice to your short range battery armamanet or similar" probably wouldnt apply as the ships nominated "anti-squadron" dice is different to the ships battery armament.

Hrm...if the Concentrate Fire command would apply to each anti-starfighter attack that would be awesome!

"Full firepower, forward fire - I don't want anything to get through!"

"Too late!!!"

R-22 flies through the bridge!

Game over. :lol:

Hrm...if the Concentrate Fire command would apply to each anti-starfighter attack that would be awesome!

"Full firepower, forward fire - I don't want anything to get through!"

"Too late!!!"

R-22 flies through the bridge!

Game over. :lol:

Nyce!