Defense Tokens vs. Fighters

By chemnitz, in Star Wars: Armada

I was noticing another subtle advantage that fighters have against capital ships. Most defensive tokens are weak or even totally useless against fighters. Here's how it breaks down:

Evade: These tokens are completely worthless against fighters, since they attack at distance 1 (unless your commander is Mon Mothma; if the ol' grande dame is leading your fleet, then evades are actually pretty good against fighters).

Brace: Since a brace token halves the damage rounding up, it is ineffective against attacks of 1 damage. Since fighters will usually do one damage at a time (red dice do 2 damage 1/8 of the time; black dice do 2 damage 1/4 of the time; blue dice never do 2 damage; B-Wings are the only fighters to throw multiple dice per anti-ship attack), there will be relatively few opportunities to use brace against them.

Redirect: This one works against fighters just fine. However, I imagine that fighters will often attack from multiple sides, in order to avoid getting all of your fighters hit by a single anti-squadron attack. This approach would make redirect tokens less useful.

Scatter: Not available on any existing capital ships.

This feeds into the general design of game, namely that squadrons (or at least bombers) are the most efficient pieces at destroying enemy capital ships. Bombers' primary weakness is air-superiority fighters, and so a good fighter screen will be a necessity for a fleet. You cannot depend on your ability to absorb damage from bomber squadrons. On the other hand, accuracy symbols are slightly less useful for fighters (if they can be used at all--is this confirmed?).

Edited by chemnitz

It does seem as if lots of small attacks is a good way to break down the defenses of cap ships, so fighters should play an important role in most games. This is one of many things that sound good about this game - so many levels of strategy and tactics to consider.

I came to the same conclusions. If you attack from several directions against a capital ship with little to no fighter escort, it will suffer. This will be the best way to dispose of Star Destroyers. Escorting fighters to tie up the enemy fighter screen should allow the bombers to slip past and hit the ship.

Rebel fighters need to play the numbers game. They have more hitpoints and can afford to be outnumbered in fights. It may be best to tie up the Tie's with as little as possible (X-wings) while the Y-wings and B-wings do their work. Redirects are not that big a deal as reducing a vessels shielding in general is a victory.

This feeds into the general design of game, namely that squadrons (or at least bombers) are the most efficient pieces at destroying enemy capital ships. Bombers' primary weakness is air-superiority fighters, and so a good fighter screen will be a necessity for a fleet. You cannot depend on your ability to absorb damage from bomber squadrons. On the other hand, accuracy symbols are slightly less useful for fighters (if they can be used at all--is this confirmed?).

This is good, because otherwise bombers are useless. They are designed to be small ships that capital-class payloads while being vulnerable to their peers. From the demo games I've seen, fighters use Hit and Accuracy results, and ignore everything else (including crits) when attacking fighters.

i was under the impression that when you use your anti fighter guns, it was every enemy spuad ranged one of your ship. but i could be wrong

It is every enemy squadron within range of the dice (usually Blue so Medium Range) and within a single arc of your choosing (or two arcs if you want to use both attacks on Squads).

Ah I was wondering if you could do it twice.

Ah I was wondering if you could do it twice.

Yes, but not the same arc (it is the same as shooting ships, except instead of targeting a single ship you target all squadrons visible in that arc.)