Yavaris + Raymus = Awesome

By Ghost Dancer, in Star Wars: Armada

I've been using some of the spoiled cards from Wave 1 and wanted to share this little beauty for those who haven't stumbled across it. I've only used this in 300 point games and bigger, so not sure how well it works in smaller games.

The Cards

Upgrade a Neb B Escort Frigate with Yavaris title and Raymus Antilles - Raymus gives you a free token of your revealed dial, so you can activate 3 squadrons with a Squadron command. Luke works can be a real boon here too.

Basic Strategy

Round 1: Bank a token for later use (I usually have ConFire - see below - but a Nav token can be useful for a sudden speed change). I typically just program in squadron commands for the next few rounds to maximise your fighters and make use of opportunities as they arise.

Keep your fighters near to the Yavaris when you move them - making sure your opponent cannot get the first strike against them. As rebels you have more ships so can control activation order fairly well (even better if you are first player).

Round 2/3: Ideally you want to move at least 3 of your squadrons to engage enemy fighters. Make sue you do this after they have activated to prevent them attacking you (so if you reveal a squadron command don't move any squadrons as this could mean you lose some if the enemy can attack you this round). Alternatively, move into distance 1 of an enemy ship.

Next round: Activate Yavaris first and use your Squadron command dial + token. If you have positioned correctly, you will have 3 squadrons each able to make 2 attacks (thanks to Yavaris - obviously you won't be moving them). This can be devastating as long as you don't fluff all your rolls (which is unlikely).

Vs. squadrons: With reasonable rolls you should take out 4-5 TIES - go for generic TIES first as you can one shot them (Howlrunner is useless with no TIEs to use her ability). If you get a squadron down to 1 Hull, you can target another and use your Neb's anti-squadron guns to finish them off (using your ConFire token from earlier if necessary).

Vs. ships: You can really knock those shields down - the Bomber ability really shines here. As you are making lots of small attacks, those defense tokens don't really help. If you have Luke, you can potentially deal 2 criticals. Follow up with attacks from your Neb and you can often cripple a VSD. If possible, position your fighters in front of the enemy ship so when it moves there is a good chance of overlap; you can then place them in front again, setting you up for another 2 attacks if the Yavais can activate them, then rinse and repeat.

Final Thoughts

The only time this can backfire is if your opponent is the first player and they beat you to the punch with a squadron command. With the right upgrades, a VSD can activate 5 squadrons which take out several X-Wings. If this is a possibility, fly 1 or 2 more Xs with your main 3 so even if you lose some you can hopefully still get full use of the combo.

I usually go for the TIEs first - with them out of the picture, your squadrons are free to rain death on the opponent's cap ships.

Try this out and I promise you won't be disappointed. The first time you do this against someone is priceless as they watch 3 squads of X-Wings deal an obscene amount of damage to their fighters and ships.

I saw this combo as well. It is great. Also remember that you can use your Ships Anti Squadron attack to weaken all the fighters in the best arcs, then you follow up with the X-Wings and maximize the damage.

Don't forget you have to resolve squadron commands before your ship attacks.

I saw this combo as well. It is great. Also remember that you can use your Ships Anti Squadron attack to weaken all the fighters in the best arcs, then you follow up with the X-Wings and maximize the damage.

If you have additional ships, then potentially yes, your other ships could shoot first. However, you need to make a preemptive strike with your squadrons (in case your opponent plans to do likewise) so the Yavaris should activate first - this means it will fire AFTER you've activated the squadrons.

As I said above though, you can use the Neb's anti-squadron attack(s) to finish off any remaining squadrons, or even risk leaving TIEs on 1 Hull when your squadrons attack and then hope you get lucky with the Neb's attacks to finish them off.

Edited by Ghost Dancer

Hmmmm you guys are right. You have to spend this dial after revealing or gain the token. . .

I don't know about Yavaris outside of its utility in zone control. Parking some Xs/Bs/Ys between a ship and an area (in range of Yavaris) is a great way to layer caution tape around the places you don't want your opponent to thread. Without the ship overlapping squadrons rule, though, I don't think you'll get much use out of Yavaris unless you run into protracted squadron v squadron combat (Gallant Haven, anyone?). Then again, only 5 points ^_^

Imo, Raymus is just an all around baller for any Escort frigate. I know he was made for the CR90's command 1, but the Neb's flexibility really benefits from having that extra token to spend.

I'm actually looking forward to using him on Salvation more than Yavaris. The con. fire re-roll will be crucial for crit fishing.

My Raymus will be hanging out on Jaina's Light with a Nav Team.

I do not approve of all this plotting and planning by you rebel terrorists!

On the other hand, I do approve of you plotting and planning where we loyal citizens can see it and report it to the appropriate Imperial authorities.

Edited by Deathseed

I saw this combo as well. It is great. Also remember that you can use your Ships Anti Squadron attack to weaken all the fighters in the best arcs, then you follow up with the X-Wings and maximize the damage.

Normally, i do it the other way around.

Activate squadrons (normally 3)

Shoot at different ties.

Finish them off with Nebulon Escort anti Squadron firepower.

If you deploy your squadrons between 2 nebulon escorts, no Tie will survive. When we get Gallant Haven card, it will be hilarious.

The main problem here is getting the "jump" on the enemy fighters or ships.

If they see your combo coming (they will, they can just read your cards and say "oh Yavaris, I had better not be super dumb"), they can just be sure to not move their fighters at you with a squadron command before your Yavaris sends its squadron order. If they had a squadron command they will just keep it or move to barely outside of your range (and since you are rebels, they may still be in range of you even if you aren't in range of them) and wait. If they keep the command they will just do the previous stated "just outside your range" move in the normal squadron phase.

So he's staying squadron distance 5 + distance 1 away from your fighters. Whether you squadron command or move your fighters normally, you aren't going to make it all the way there. This means the only way you are getting to Yavaris them on the next turn is if either they stupidly move into charge range before you move your squadrons, or you move in first and they voluntarily move to engage you with a move+attack squad command or just movement in the squad phase. Some combination of the mutual pile in could take place too with you both sending your ships half way out so everyone is engaged at the end of the turn but maybe not attacking yet.

If they rush up and you move up to meet them, or if you move up and they take the bait and move up to you, then you get to Yavaris next turn. If they decide they'd rather not get totally wiped by Yavaris, they will just sit there or even move back or to the sides. All the while fighters from either side may be suffering from anti-fighter ship armament if you are loitering in blue range of the capital ship battle. In this initial "who will get the attack first" game the person with the faster fighters has a huge advantage, and if you're imperials and they aren't you may well be outclassed in speed and forced to just walk into their squads and figure you will Yavaris next turn.

Basically, my thoughts are that Yavaris is very good once you get into the fight, but the only way you get to use it is if they actively decide to move up to you or to charge in (possibly without attacking) with full knowledge that you will Yavaris next turn.

In my experience the person whose squadrons actually have to do work (bombers, mostly rebels) has to put themselves out there first to get the enemy into an engagement. The other guy can just sit there. The idea of getting the drop on them AND getting to use Yavaris just doesn't seem like it will happen much.

Edited by dmgcontrol

meh, if laying claim to a squadron's base + distance 1 space turns out to be a significant advantage, then the Yavaris is probably going to end up being an ability that people vastly under-value because they don't technically ever use it. It's kind of like Xizor's ability in X-wing, absurdly powerful but conditional enough to never technically trigger. The true value comes in how it dictates your opponent's behavior (in Xizor's case, he basically becomes immortal because no one shoots him)

If someone figures out how to maximize the gain from the area denied by fear of the Yavaris title, then we'll have a hell of an upgrade regardless of how many times it actually triggers.

It strikes me kinda like B-wings, though, just impossibly slow and rigid, but I have to wonder if it isn't far more useful in practice than first impressions predict

Edited by ficklegreendice
The other guy can just sit there.

This isn't a game where you can do that. You will lose. Even worse as an Imperial player because the Rebels could probably still snipe off a Tie squadron or three and then win on points, because you aren't engaging their ships.

With a list like that I think Fire Lanes would be hilarious. Normally I wouldn't recommend it for a Rebel list, but force the Imperial player to turn their lumbering Victorys straight into you. Just be sure to be moving fast enough that you get past the front arc without dying. Will probably work much better once we have the Assault Frigate to be a potent threat.

Edited by DarkArk

The other guy can just sit there.

This isn't a game where you can do that. You will lose. Even worse as an Imperial player because the Rebels could probably still snipe off a Tie squadron or three and then win on points, because you aren't engaging their ships.

With a list like that I think Fire Lanes would be hilarious. Normally I wouldn't recommend it for a Rebel list, but force the Imperial player to turn their lumbering Victorys straight into you. Just be sure to be moving fast enough that you get past the front arc without dying. Will probably work much better once we have the Assault Frigate to be a potent threat.

Tried that today twice and lost a ship every time. . . maybe it was because we played on a 4x6 table but I am not sure. . .

I do not approve of all this plotting and planning by you rebel terrorists!

On the other hand, I do approve of you plotting and planning where we loyal citizens can see it and report it to the appropriate Imperial authorities.

Two things, first a Terrorist is one who hits the civilians in hopes to use fear to move their agenda forward. The Rebels do not attack the general populace at all and go out of their way to not hurt them. Now let's look at the Tarkin Doctrine shall we? (Kill civilians to keep the public in check and use terror to move its agenda forward, Yep!) So who's the Terrorist? We are freedom fighters!

Second, the Emperor can kiss a Gundark's rear after it had 5 gallons of chili. :P

Fulcrum Lives!

Edited by Beatty

dmgcontrol, I understand what you are saying but it is possible if you are first player unless your opponent moves his fighters so far back that you can't reach them in two turns (in which case you attack a ship instead so its a win-win really). Also, once the fighter expansion comes out, A-Wings are really going to benefit from this as they have speed 5.

Its not always going to work, no tactic ever does, but because you can use it against squadrons and ships you get some flexibility and it causes your opponent to hold back which can screw up their plans. When you factor in some of the objectives, your opponent might have to choose between risking a lot of their fighters or giving away points via the objective (e.g. if they hold their fighters back for Most Wanted, your 6 squadron attacks against their objective ship will be deadly).

I've used this in 4 games so far and its won me 3 of those games!

Edited by Ghost Dancer

I do not approve of all this plotting and planning by you rebel terrorists!

On the other hand, I do approve of you plotting and planning where we loyal citizens can see it and report it to the appropriate Imperial authorities.

Two things, first a Terrorist is one who hits the civilians in hopes to use fear to move their agenda forward. The Rebels do not attack the general populace at all and go out of their way to not hurt them. Now let's look at the Tarkin Doctrine shall we? (Kill civilians to keep the public in check and use terror to move its agenda forward, Yep!) So who's the Terrorist? We are freedom fighters!

Second, the Emperor can kiss a Gundark's rear after it had 5 gallons of chili. :P

Fulcrum Lives!

Is that so? Well what about all of the civilian contractors on the Death Star, or even more so the second Death Star?

They were just trying to earn an honest living. Did they deserve to be blown up by your farm boy "hero"?

What about the civilians on the Executor? There were families, visiting dignitaries, even caterers on that ship! Did they deserve to die when your suicide bomber rammed the ship?

I do not approve of all this plotting and planning by you rebel terrorists!

On the other hand, I do approve of you plotting and planning where we loyal citizens can see it and report it to the appropriate Imperial authorities.

Two things, first a Terrorist is one who hits the civilians in hopes to use fear to move their agenda forward. The Rebels do not attack the general populace at all and go out of their way to not hurt them. Now let's look at the Tarkin Doctrine shall we? (Kill civilians to keep the public in check and use terror to move its agenda forward, Yep!) So who's the Terrorist? We are freedom fighters!

Second, the Emperor can kiss a Gundark's rear after it had 5 gallons of chili. :P

Fulcrum Lives!

Is that so? Well what about all of the civilian contractors on the Death Star, or even more so the second Death Star?

They were just trying to earn an honest living. Did they deserve to be blown up by your farm boy "hero"?

What about the civilians on the Executor? There were families, visiting dignitaries, even caterers on that ship! Did they deserve to die when your suicide bomber rammed the ship?

there were families, visiting dignitaries, even caterers (well okay, the caterers definetly to feed a crew of god knows how many) taking part in a gambit so secret that it orbited some back-water forest moon?

Hell, the information was so closely guarded that the bonthans (many of which who died) couldn't tell the rebellion that a certain super-weapon was armed and operational?

Edited by ficklegreendice

there were families, visiting dignitaries, even caterers (well okay, the caterers definetly to feed a crew of god knows how many) taking part in a gambit so secret that it orbited some back-water forest moon?

Hell, the information was so closely guarded that the bonthans (many of which who died) couldn't tell the rebellion that a certain super-weapon was armed and operational?

Edited by Beatty