Imperial Space Superiority

By Darth Ruin, in Star Wars: Armada

Synergising Fel, Rhymer and TIE Advances is too good to pass up.

Fel

Rhymer

Bomber

Bomber

ADV

ADV

ADV

ADV

100 points.

Positioned correctly, enemes will have to go through 20 hp of TIE ADV before getting to Fel. Meanwhile the Bomber blob puts out a respectable seven black dice at close-medium range, for equal threat to Starfighters and Capitals.

For those of you who might have missed the beauty of this list (I did on first glance), Fel's special ability is that enemy squadrons Fel is engaged with take 1 damage if they do not attack Fel, and yet there are 4 Advanced with Escort surrounding him. This means that the enemy has to destroy all 20 points of Advanced fighters, taking 1 damage each time they attack, before they can target Fel or the bombers because both of those lack Escort and therefore cannot be targeted until all of the Advanced are dead. Brutal. Absolutely brutal.

Thanks for sharing!

That's the third idea of yours I really like. However, I prefer -1 Advanced +1 Bomber version for 97 pts.

That is really nasty!

That's the third idea of yours I really like. However, I prefer -1 Advanced +1 Bomber version for 97 pts.

Why one Bomber instead pray tell? I'm spending the points cap. TIE Adv does the same thing as the bomber and synergises better in this list.

This sort of thing is a fantastic counter to 3 VSD lists or 3 AFII.

Edited by Darth Ruin

That's the third idea of yours I really like. However, I prefer -1 Advanced +1 Bomber version for 97 pts.

The thing to consider is that the Advanced also has a black battery dice, and due to Rhymer's effects applying to all fighters and not just those with a Bomber keyword, your advanced can also reach out and touch a capital ship with a black dice from close-medium range. This means you'd be trading 3 Blue Anti-squadron Dice, Escort and an additional 5HP of protection for Fel, Rhymer, and your 2 Bombers for the ability to resolve critical hits on one black dice. I posit that if you are not engaged, there is very little loss to keeping the Advanced in place over a Bomber -- you just shoot with the Advanced first to whittle down the shields and use Bombers last when the crit effect will actually trigger. If you are engaged, the Advanced is much more effective than the Bomber you would be replacing. Either way, I'd keep the additional Advanced over the 3rd generic Bomber. :)

Agreed, additional bombers.

You don't need THAT many ablative T/A hitpoints. But extra bombers gives flexibility and more punch when you do decide to squadron command them on the attack run.

T/As may use black dice with a 6/8 chance of damaging a foe, but Bombers have an expected return of 1 damage, to account for crit-hit sides. The 1 in 4 possibility of doing two damage on an attack is pretty huge for them.

Edited by Killionaire

While this works really well, i think the fact that the rebels have 2 ships with 2 AS dice

That's the third idea of yours I really like. However, I prefer -1 Advanced +1 Bomber version for 97 pts.

Why one Bomber instead pray tell? I'm spending the points cap. TIE Adv does the same thing as the bomber and synergises better in this list.

Agreed, additional bombers.

You don't need THAT many ablative T/A hitpoints. But extra bombers gives flexibility and more punch when you do decide to squadron command them on the attack run.

T/As may use black dice with a 6/8 chance of damaging a foe, but Bombers have an expected return of 1 damage, to account for crit-hit sides. The 1 in 4 possibility of doing two damage on an attack is pretty huge for them.

+1.

Are you running those as one large blob or will you be splitting them up? Against fighter/bomber heavy Rebels, you're going to want to protect your own ships with squadrons as well.

To attack that blob you have to strike from the perimeter, engage the advanced at max range 1, so you are engaged with just 2-3 adv and not fel.

You may want to fling an A wing or two to pin the blob in place to get your slower ships on the perimeter.

I would drop a couple of adv. And add ties or squints... My 2 cents.

If it is the rebels that engage you, they can do it in a way that they engage Fel with 1 squadron to prevent him to move and then engage the advanceda with the rest without engaging Fel too.

I played against this last night. My rebel squadrons were simply every named pilot, cause why not? Unfortunately I misjudged and he was able to engage my group of fighters first, maximizing Fel's ability. I was only able to take out 3 of the 4 T/A. Tycho went down first, and fast. Luke next, then Wedge. Finally Dutch went down in round 5. Farlander survived, but that is because a displacement set him free and he then went after the GSD that was nearby in the opposite direction.

you're going to need flight controllers on a victory

the 3 blue dice out of the advanced are horribly overpriced compared to tie fighters and they also don't get swarm. In exchange though, apart from the soonts trick, you get 75% chance of damage on a cap ship per advance.

With controllers, they become faster X-wings :) (and soonts gets sillier)

Edited by ficklegreendice

While this works really well, i think the fact that the rebels have 2 ships with 2 AS dice

But that's shots not at your capital ship.

The best way to counter that mob is to sacrifice some A-Wings.

Send them in, but DON'T make them attack. Just have them there to tie up the horde. The A-Wings will eventually go down, of course, but they won't trigger Fel, and they'll dish out two Counter dice to anyone who attacks them. This move is best when you have a Neb B Escort, or any other ship with two antisquadron dice. All those imperial squadrons need to be be packed in tightly together to benefit from each other, so you could be tossing two dice into all of them at once.

Meanwhile with the REST of your fighter squadrons, start laying into imperial ships with bombers.

Edited by infusco

The best way to counter that mob is to sacrifice some A-Wings.

Send them in, but DON'T make them attack. Just have them there to tie up the horde. The A-Wings will eventually go down, of course...

You are a monster. Think of the families of those pilots! You're as bad as the Imperial scum we are trying to save this galaxy from.

/endscene

We already know the Rebels have no regard for life. Millions upon millions of soldiers and contractors died when they blew up those two Death Stars. I mean, they didn't even wait for them to evacuate ... Monsters, all of them!

The best way to counter that mob is to sacrifice some A-Wings.

Send them in, but DON'T make them attack. Just have them there to tie up the horde. The A-Wings will eventually go down, of course, but they won't trigger Fel, and they'll dish out two Counter dice to anyone who attacks them. This move is best when you have a Neb B Escort, or any other ship with two antisquadron dice. All those imperial squadrons need to be be packed in tightly together to benefit from each other, so you could be tossing two dice into all of them at once.

Meanwhile with the REST of your fighter squadrons, start laying into imperial ships with bombers.

All an Imp would have to do is move Corrupter in with Chiraneau in and the bombers would no longer be engaged. This is especially useful if you had moved a neb into range. All those black dice thrown into the neb's side and it goes down in one round. Following round fly the bombers away with a Chiraneau activation.

I agree. But that's why I think any Rebel worth his A-Wing salt (and using A-Wings for this job) needs Tycho, who can effortlessly engage not one but TWO groups. Other A-Wings stay behind to fight the escort, Tycho chases the guys who bleed out of the furball thanks to Adm. Chirpy.

The best way to counter that mob is to sacrifice some A-Wings.

Send them in, but DON'T make them attack. Just have them there to tie up the horde. The A-Wings will eventually go down, of course, but they won't trigger Fel, and they'll dish out two Counter dice to anyone who attacks them. This move is best when you have a Neb B Escort, or any other ship with two antisquadron dice. All those imperial squadrons need to be be packed in tightly together to benefit from each other, so you could be tossing two dice into all of them at once.

Meanwhile with the REST of your fighter squadrons, start laying into imperial ships with bombers.

All an Imp would have to do is move Corrupter in with Chiraneau in and the bombers would no longer be engaged. This is especially useful if you had moved a neb into range. All those black dice thrown into the neb's side and it goes down in one round. Following round fly the bombers away with a Chiraneau activation.

And then the Rebel player can bring in his Assault Frigate with Gallant Haven to shield the fighters, with a squadron command to task the surrounding B-Wings to attack the VSD, etc etc etc ...

We can just keep piling on ships to counter counters you know. The point of this is that that chunk of fighters the OP described has a fairly easy counter if the opposing player isn't a complete idiot who throws his whole squadron list into the fray ;)

Incidentally, who the hell turns a Neb B on to the side and attacks those at close range? The one Neb B strategy that everyone and their mothers agree on is to stay at longest range possible with the nose pointed towards the fight.