Rebel Aces, or how to achieve Space Superiority

By Darth Ruin, in Star Wars: Armada

Hmm. Fighter theorycrafting:

Ignoring fighter-on-fighter (As they're obviously far superior than capitals at dealing with each other), are fighters better in the anti-ship role than their weight in ships? A well timed squadron command can be many times more devastating than concentrate fire or even a ship's entire armament, but is it robust enough that 60 pts of fighters can't be more effectively spent on an additional small-medium warship?

5x X-Wings is about 60 points. Ideal case, you're getting 5 red dice from a tiny bit beyond normal shooting range (and getting in the alpha strike). These are very hard to stop with defense tokens. You can only do this once or twice really.

But for 60 points, you could be packing Yavaris with X17s, which is firing (effectively) 4-ish dice that reduce the effectiveness of redirect. You can do this until the ship is outmaneuvered or destroyed. On the Imp side, TIE Bombers sorta are your CR90 equivilent for now, so that may not be quite the same. But you could get a bare bones GSD for similar costs...

It... seems fairly even to me. A safe bet could well be going either way with strike fighters, and filling a smaller proportion with interceptors/A-Wings, just to defend against potential fighter strike while offering a teeny bit of extra capability.

Question, would the Gallant title act like this on a squadron:

-Shot at, gets 2 hits, brace down to 1, then canceled

Or

-Shot at, gets 2 hits, 1 is canceled, then brace is useless.

Important stuff to know!

Brace halves the damage total. Thus: damage comes in ( 4, e.g.) GH reduces it by one (3, e.g.) than brace kicks in and halves it (2, e.g, as damage is rounded up). GH is only useful, if the damage is odd-numbered, when combined with brace.

Question, would the Gallant title act like this on a squadron:

-Shot at, gets 2 hits, brace down to 1, then canceled

Or

-Shot at, gets 2 hits, 1 is canceled, then brace is useless.

Important stuff to know!

Brace halves the damage total. Thus: damage comes in ( 4, e.g.) GH reduces it by one (3, e.g.) than brace kicks in and halves it (2, e.g, as damage is rounded up). GH is only useful, if the damage is odd-numbered, when combined with brace.

I believe you are incorrect. Defense Tokens are spent during Step 4 of the Attack sequence (page 2 of the Reference Guide). Damage is not totaled, and is not suffered, until Step 5. Since you cannot reduce the damage you take until you know how much damage you are taking, Gallant Haven's ability should not activate until Step 5 (which is after a defender would have spent any Defense Tokens).

gallant-haven.png

I'm going to say that you have to horribly break math to make brace to gallant haven ineffective. If they happen at the same time order of operations kicks the division in first. If they happen seperatly brace is acrivated a step ahead. So there is no way to argue subtract 1, then divide by 2.

In the RRG this is the timing for step 5 in the attack sequence (vs ships and squadrons):

Step 5 - Damage

1. Resolve critical effect

2. Total damage (Brace happens during this step with a 'when' trigger)

3. Apply damage (GH happens here with a before trigger)

Edited by DWRR

Brace tokens are spent during step 4,but not resolved until step 5.

They don't resolve whatever you spend them (which is why you can't Brace to reduce by half, and then evade to cancel or force a reroll.)

I played this last night

AFII B 102
Gallant Haven
Hangars
Flight Controller

Gam Bel Iblis

Squadrons 91
Tycho
Wedge
Luke
Keyan
Dutch

Corvette B

Electronic Counter Measures

Corvette B

Electronic Counter Measures

299pts

Opening Salvo, Fleet Ambush, Intel Sweep

My opponent had less points than me and chose first. We played Opening Salvo.

He had no fighters, so my fights got some serious work done. Game was fun and very close.

I plan on dropping Keyan (B-Wing) ace to upgrade the Vettes to As and add electronic counter measures to the Frigate (If I can, i need to recheck upgrade spots).

I like the list a lot and want to try it vs a more balance imperial list, aka TIEs.

Edited by BergerFett

There is no Commander in that list...

Fixed sorry.

In the RRG this is the timing for step 5 in the attack sequence (vs ships and squadrons):

Step 5 - Damage

1. Resolve critical effect

2. Total damage (Brace happens during this step with a 'when' trigger)

3. Apply damage (GH happens here with a before trigger)

Makes you wonder why they didn't put it in the **** FAQ.

Hmm. Fighter theorycrafting:

Ignoring fighter-on-fighter (As they're obviously far superior than capitals at dealing with each other), are fighters better in the anti-ship role than their weight in ships? A well timed squadron command can be many times more devastating than concentrate fire or even a ship's entire armament, but is it robust enough that 60 pts of fighters can't be more effectively spent on an additional small-medium warship?

5x X-Wings is about 60 points. Ideal case, you're getting 5 red dice from a tiny bit beyond normal shooting range (and getting in the alpha strike). These are very hard to stop with defense tokens. You can only do this once or twice really.

But for 60 points, you could be packing Yavaris with X17s, which is firing (effectively) 4-ish dice that reduce the effectiveness of redirect. You can do this until the ship is outmaneuvered or destroyed. On the Imp side, TIE Bombers sorta are your CR90 equivilent for now, so that may not be quite the same. But you could get a bare bones GSD for similar costs...

It... seems fairly even to me. A safe bet could well be going either way with strike fighters, and filling a smaller proportion with interceptors/A-Wings, just to defend against potential fighter strike while offering a teeny bit of extra capability.

OK so I tried this build last night - it looked fun and was a good way of trying out my new stuff.

I lost both my Corvettes (partly due to some bad flying on my part), but my 'All Stars' made quick work of the enemy TIEs. Then over the following 2 turns they took out a Vic I with only minor damage from the AF2. Once I got Keyan into range, those 2 black dice with re-rolls are lethal.

Now I'm not saying this will work against all builds, but it certainly has legs. I also made a lot of mistakes so will try it again, but maybe drop the Corvettes for Yavaris, and maybe change Mon Mothma for Garm - this way the AF2 doesn't have to Squadron command all the time.

Edited by Ghost Dancer

The list is solid for sure. I wasn't sold on the B-Wing due to its speed but I also didn't face enemy fighters so it wasnt the Greatest test.

Am I missing something? Even with Fel, Tie Advances, and the like it would all come down to how everyone is engaged.

Even if you have escort you still need to be a valid target in order for it to matter

Am I missing something? Even with Fel, Tie Advances, and the like it would all come down to how everyone is engaged.

Even if you have escort you still need to be a valid target in order for it to matter

Also: The Fel/Escort combo IS very nice, but it's not infallible. Escort says Squadrons you are engaged with cannot attack squadrons that lack escort. And since fighters are picked up and placed, not moved in a straight line, it is possible to attack other targets around a shell of T/As. It all depends on how many T/As people buy. Most lists only seem to sport two for defense, and it's not hard to get around two fighters. Not even a little.

Also: The Fel/Escort combo IS very nice, but it's not infallible. Escort says Squadrons you are engaged with cannot attack squadrons that lack escort. And since fighters are picked up and placed, not moved in a straight line, it is possible to attack other targets around a shell of T/As. It all depends on how many T/As people buy. Most lists only seem to sport two for defense, and it's not hard to get around two fighters. Not even a little.

uhm i must be missing something

AFIIB has a squadron value of 3, add 1 from hangars and another 1 from a squadron activation token that's 5

now, you're spending 3 on first wave (keyan + dutch x2) plus 2 on the second (luke and wedge), how are you going to activate tycho?

Edited by kleebatch

uhm i must be missing something

AFIIB has a squadron value of 3, add 1 from hangars and another 1 from a squadron activation token that's 5

now, you're spending 3 on first wave (keyan + dutch x2) plus 2 on the second (luke and wedge), how are you going to activate tycho?

Not sure who's post you are referring to but Dutch's second activation is likely a result of Aldor Tallon's ability (and so occurs in the squadron phase), so Tycho is activated with the Squadron command along with the other 4.

Edited by Ghost Dancer