So how are you Rebels dealing with Howlrunner?

By TrentL, in Star Wars: Armada

So Howlrunner is making all the Ties around her 4 blue and re-roll 1 of them, that's going to chew through xwings super fast ... how are you guys dealing with Imperial xwings ... as I never get to play imperials (Everyone around me plays them so I'm always playing rebels)

I mean I can keep my xwings near the Nebulon B but then the tie fighters will all go after Corvette ...

Plus her defensive tokens are just amazing even with a lucky round on her she can just ignore everything

So Howlrunner is making all the Ties around her 4 blue and re-roll 1 of them, that's going to chew through xwings super fast ... how are you guys dealing with Imperial xwings ... as I never get to play imperials (Everyone around me plays them so I'm always playing rebels)

I mean I can keep my xwings near the Nebulon B but then the tie fighters will all go after Corvette ...

Plus her defensive tokens are just amazing even with a lucky round on her she can just ignore everything

Use squadron commands and focus fire on Howlrunner. Elite pilot with tokens she may be, but she's still flying a squishy 3HP TIE and four X-wings and perhaps a capital shooting at her means those tokens are going to get used fast.

You only need a single accuracy result to stop her using "scatter", her 3HP disappear really fast if you do roll one.

I found her tough to deal with due to defense tokens, so went for the normal ties first. Without a swarm she is not very useful. However, for some reason I had it in my head that a squadron's accuracy results don't count (against most fighters they are useless), but 4 blues from a X-Wing has a good chance of getting at least one.

I found her tough to deal with due to defense tokens, so went for the normal ties first. Without a swarm she is not very useful. However, for some reason I had it in my head that a squadron's accuracy results don't count (against most fighters they are useless), but 4 blues from a X-Wing has a good chance of getting at least one.

You're probably thinking of the critical effects not counting.

Don't let her be the aggressor, and focus her wingmen first. She only works when she and her Tie's can be aggresive and get the most from her ability. So a combination of your X-Wings and the Nebulon should let you burst down her Wingmen really quickly. And as is the case in all situations where Tie's are forced to go 1 on 1 with X-Wings, you'll win even with Howlrunner backing you up. on there side.

I found her tough to deal with due to defense tokens, so went for the normal ties first. Without a swarm she is not very useful. However, for some reason I had it in my head that a squadron's accuracy results don't count (against most fighters they are useless), but 4 blues from a X-Wing has a good chance of getting at least one.

You're probably thinking of the critical effects not counting.

Yeah, my brain decided that also applied to accuracy as well. That must be why I lost the game :P

I will say I think skywalker is easier to take down than howlrunner. I don't think two brace tokens is really all that great...

I found her tough to deal with due to defense tokens, so went for the normal ties first. Without a swarm she is not very useful. However, for some reason I had it in my head that a squadron's accuracy results don't count (against most fighters they are useless), but 4 blues from a X-Wing has a good chance of getting at least one.

You're probably thinking of the critical effects not counting.

At the GenCon demo we were told fighters cannot use accuracy. Obviously this changed (or the lead designer misspoke). Anyone that was following reports at the time could have carried that info over without realizing it wasn't the case.

At the GenCon demo we were told fighters cannot use accuracy. Obviously this changed (or the lead designer misspoke). Anyone that was following reports at the time could have carried that info over without realizing it wasn't the case.

Ahh, that could be it yeah :)

Well I'm glad they can in any case.

We played 5 games last night, 3 of them with howlrunner. We found it effective to basically ignore howlrunner for a bit while and focus on the other ties. Some anti-squadron fire from an escort frigate and about 2 rounds of fire from some x-wings tended to be enough to wipe out her buddies. At that point it was roll dice and use accuracy to keep that scatter token locked down.

We found it ineffective to focus on her initially. She was so durable that she could basically eat 3-4 shuts before exploding, mean while the ties swarmed the x-wings and took them down.

In summary, focus on the rest and save howlrunner for last.

We used the same conclusion. We ignored Howlrunner and ate the weaker ties.