Fighter article is up
Squadrons engaged by other squadrons cannot attack ships. I'm not crazy. Although I am almost positive one of the demos at GenCon said they couldn't attack ships at all until enemy squadrons are off the board, I must have misunderstood, or the dev running the demo misspoke.
Now if only FFG could fix the range ruler.
Looks like they spoiled everything except the A-Wing Elite, Tycho.
Cool, looks like Fab has some work to do
Dedicated bombers seem not so great, I feel Imps are probably better off focusing their squadrons on fending off other squadrons rather than going after capital ships. Makes sense, I suppose.
Anyone else somewhat disappointed by how much art has been reused in Armada? I mean I get that art is expensive, but reusing Vader's art for the advanced squadron? Also the interceptor squadron is a repainted Imperial aces? I'm finding it a bit annoying. What makes it even worse is that I love that the art for squad leaders is the actual character.
Looks like fighters have decreased in both cost and effectiveness since we last saw them. If changes to the B-wing are anything to go by. Farlander used to be 29 and have four blue dice. Perhaps to make catching B-wings more rewarding as you tie them up? As it is that's going to make x-wings damned potent in the anti-fighter role. I imagine most rebel lists will take at least four.
Soontir Fel and an advanced squadron is going to be so troll.
Vader definitely looks to be an interesting choice. He's basically an anti-squadron bomber.
Curious that they didn't decide to preview Tycho and Major Rhymer. I can't quite make out the Major's card on the preview.
Also seems the Armada page is down at the moment.
Anyone want to guess whether they're going to release more fighter packs in subsequent waves? I'm probably only going to get one of each until we have a clearer grasp of what's going to be in wave 2.
Edited by DarkArkIdk, Major Rhymer looks terrifying. The Rebels seem to have ship hunters as fighters, while most of the Imperial fighters seem geared to just keep the ships firing. Seems to be the basic faction tactics, at least for the initial release.
Edit: Rhymer lets any other fighters at range one of him engage ships at short/medium range with their full anti ship attack
Edited by QuicksandOne very important piece of information in this article: "The tactical flexibility that squadrons offer is limited only by the fact that you can’t spend more than one-third of your fleet points on fighter squadrons." So, for a standard tournament game, you are limited to 100 points of fighters. This isn't too restrictive (by my own calculations, anything above 125ish points would not play very well), but it definitely makes me rethink some of my list ideas.
Edited by chemnitzOne very important piece of information in this article: "The tactical flexibility that squadrons offer is limited only by the fact that you can’t spend more than one-third of your fleet points on fighter squadrons." So, for a standard tournament game, you are limited to 100 points of fighters. This isn't too restrictive (by my own calculations, anything above 125ish points would not play very well), but it definitely makes me rethink some of my list ideas.
12 Tie Fighter Squadrons you say? Okay. Come get some, Rebel scum!
Rhymer and a bomber could be really annoying to deal with. the Black die has 2 faces that do a crit and a hit, and the two of them would be throwing 4 black dice, and 1 blue. That's a lot of potential damage. Even if you just strip tokens, it was a successful attack run. and that's only what, 24 points? You're going to want an escort for them to defend against the likes of Wedge though. so 36 points. Not bad if you ask me. That leaves 64 points for your fighter screen, and it looks like TIE Fighters will be able to tear through fighters like nothing else.
I don't see Maj Rhymer
I don't see Maj Rhymer
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He is the top card in the pic of the whole fighter set.
Looks like Tycho may be able to leave engagement, and possibly attack ships even while engaged. Basically looks like he can't be tied up.
One very important piece of information in this article: "The tactical flexibility that squadrons offer is limited only by the fact that you can’t spend more than one-third of your fleet points on fighter squadrons." So, for a standard tournament game, you are limited to 100 points of fighters. This isn't too restrictive (by my own calculations, anything above 125ish points would not play very well), but it definitely makes me rethink some of my list ideas.
12 Tie Fighter Squadrons you say? Okay. Come get some, Rebel scum!
Ties for the points seem pretty good.
That red dice is pretty awesome on the standard X-wing. They can really reach out a hit a capital ship while being out of range of any return fire.
Tie Bombers seem kind of crappy. Y-wings for a point more seem way superior. 4 Ys for 40 points seems like it would be a force to reckon with. That's 24 hitpoints to chew through.
So for 100 points you can field:
A-Wings: 9 Squadrons
B-Wings: 7 Squadrons
Y-Wings: 10 Squadrons
X-Wings: 7 Squadrons
2 Squadrons of each would cost: 96 points
TIE Fighters: 12 Squadrons
TIE Advanced: 8 Squadrons
TIE Interceptors: 9 Squadrons
TIE Bombers: 11 Squadrons
2 Squadrons of each would cost: 80 points
I've looked at some cards and found the Rebels do have some answers for TIE swarms if certain cards and tactics are properly utilized.
The Nebulon B frigate has the Yarvis card that allows activated fighters to attack twice if they do not move. Combo this with the more advanced Nebulon and you have a frigate that can activate two squads, provide two blue anti-fighter die, and allow the two squads to basically roll double dice.
Using the official SW Dice app I have found that eight blue die, (x-wing gets four, then double that) will roll three damage VERY regularly. Imagine knocking out two TIE swarms before they can activate...
One very important piece of information in this article: "The tactical flexibility that squadrons offer is limited only by the fact that you can’t spend more than one-third of your fleet points on fighter squadrons." So, for a standard tournament game, you are limited to 100 points of fighters. This isn't too restrictive (by my own calculations, anything above 125ish points would not play very well), but it definitely makes me rethink some of my list ideas.
12 Tie Fighter Squadrons you say? Okay. Come get some, Rebel scum!
Ties for the points seem pretty good.
That red dice is pretty awesome on the standard X-wing. They can really reach out a hit a capital ship while being out of range of any return fire.
Tie Bombers seem kind of crappy. Y-wings for a point more seem way superior. 4 Ys for 40 points seems like it would be a force to reckon with. That's 24 hitpoints to chew through.
All Squadrons attack at Range 1, the Dice color doesn't change range for them.
TIE/sa actually looks pretty awesome. 9 points for a fairly durable and incredibly fast (faster than any Rebel ship bar A-wing) and a single Black Dice with bomber gives an average of 1 damage per bomber. Corrupter builds are looking pretty viable to me. (Might actually be one of the first fleets I run).
The speed of bombers is actually critical, given that if they don't have a Squadron command they can either move or shoot, but not both, they really need to be able to outdistance Caps in order to be able to still be in range of them next turn.
That red dice is pretty awesome on the standard X-wing. They can really reach out a hit a capital ship while being out of range of any return fire.
The red dice doesnt affect range on fighters...they all shoot at short range only. The Red dice just controls the accuracy/damage they can do.
As reported on HNN:
Imperial Navy Engages in Fighter Demonstrations
(Also, I'm integrating the material into the Wiki, but after working 'till 4:30 am last night/this morning, I'm a$$dragging a bit today.)
Fantastic work as always Milkael! As far as the fighter preview goes I can see strength and weaknesses in both sides. I do think a 12 fighter squadron swarm has some great advantages however.
That red dice is pretty awesome on the standard X-wing. They can really reach out a hit a capital ship while being out of range of any return fire.
The red dice doesnt affect range on fighters...they all shoot at short range only. The Red dice just controls the accuracy/damage they can do.
Ahh... never mind, that red-dice isn't so great.
Corrupter builds are looking pretty viable to me.
More than that I think. If the above reading of Rhymer doesn't change, him with Vader and an interceptor squadron could destroy a CR-90 or a Neb-B (from the side) in one turn quite easily. 50-some points, so maybe downgrade Vader to an advanced squad instead, but I like his black die.
Major Rhymer lets tie fighters attack at medium range... Interesting.
I just posted this in another thread, but it seems to be better placed here:
Tie Bombers function as a long range weapon "shot" by a Star Destroyer using the squadron command to punish unescorted ships or flankers, and establish zone control. If an enemy ship is trying to flank your VSD, throw the bombers not just into range, but at max range along the enemy's intended path and fire. The next turn the enemy ship will have to break off the flank, or allow the bombers to attack them next round without the need for a squadron command. Both the "Corruptor" title, and Major Rhymer's ability improve how bombers do this, with Corruptor improving range and positioning, and Rhymer increasing zone control and dramatically increasing the chance the bombers can shoot without a squadron command to reposition them.
Y-Wings, and especially B-wings, are slow and will basically be rammed up the middle with X-Wings to tank for them, and punch through the fighter screen. It's very likely that in order to succeed quickly enough, you will need to drive a capital ship along side them to provide squadron commands and anti-squadron fire. The neb-b seems best fitted for this roll with its 3 forward shields and 2 half-damage tokens. Without close-in squadron commands it will be very hard for the B-Wings to get in range and fire.
Thus, A-Wings are used to intercept Tie Bombers and use their higher HP and "counter" to shred the one dice Bombers with a very high effective ratio, while Tie Interceptors work hand in glove with regular Tie Fighters (unlike how X-wing's "escort" prevents an A-Wing's "counter" from working) with "counter" acting as a disincentive to target the higher damage squints first.
Also, unlike how X-Wings escort bombers, the Tie Advanced instead "tanks" for the low HP Tie fighters and interceptors as it doesn't have the firepower to shoot its way through a fighter screen and would reduce the numbers of bombers that could be sent out via a Squadron command. If you sent out say, two bombers and one advanced, the advanced would not be able to kill any ships that intercepted them fast enough, and reduce the firepower brought onto the enemy ship if they were able to fire. With Corruptor, the advanced wouldn't even be able to keep up with the bombers.
Other thoughts I've had with some time to think it over:
Tie bombers are pretty **** good. Not only are they very point efficient on their black dice, by having a large number of close range one dice attacks you really screw with defensive tokens. Evade can't be used (except with Mon Mothma), Brace will only drop one damage if there's a "hit and crit" result, but still allow a face up damage card, and redirects would have to be burned by moving one damage at a time.
Tie Interceptors appear to benefit from both swarm and Howlrunner when making counterattacks. If this is true, getting 3 dice with a reroll for a counterattack, even if they are destroyed is extremely powerful and more than makes up for their slightly weaker anti-squadron firepower per point compared to a regular tie fighter.
All the named squadrons seem to be interesting and worthwhile in a list except Wedge. Wedge only "breaks even" on his anti-squadron firepower when his card text is active and dramatically under performs otherwise. With 6 blues he has only ~102.5% of a regular X-Wing's firepower per point, and without, he's only at ~68% of a regular X-Wing, or slightly better than a Y-Wing. Furthermore, the "big" 6 dice attack is vunerable to both overkill, as well as being mitigated by scatter and brace tokens.
Vader has slightly stronger anti-squadron firepower than Wedge, but much weaker relative firepower compared to Tie fighters and interceptors than the comparison between Wedge and X-Wings. However, Vader is definitely better than a generic advanced if you have the points to upgrade it. His roll would be to soak a large amount of damage to keep the other squadrons you have firing.
Okay, I've entered all of them into the Wiki. Yes, it looks like Tycho is missing. If anyone's websearches turns him up, let me know.
If not, I suppose I'll have to put a bounty on his head.