Soontir/Vader

By Overdawg, in Star Wars: Armada

So as a rebellion player I was trying to figure out how to deal with this combo. Lets say the Empire squadron list contains Vader and 2 Advanced Ties and Soontir and 2 Interceptors (totaling 85 points). When any squadron attacks this group (assuming all are engaged with each other) they have to attack the Advanced Ties first and every time they do they take 1 damage each from Soontir until they get through all the Advanced Ties, including Vader. Then they attack the Interceptors which all have Counter Attack. I cant seem to create a Rebel list that will survive this Imperial list.

My only thought was to add a few Awings to tie them up and keep my Xwings at a range to not get engaged with Fel

Any suggestions?

Edited by Overdawg

No fighters, go with 4 escort Nebulons. :)

basically yeah, don't go for the obvious blob or engage in a way that soontir is not within distance 1 of you. Given that he's only a single squadron, his ability isn't as easy to apply globally as the forums make it out to be (hooray for pre-measuring!). If he's not in effect, non-Vader Tie Advances are very inefficient anti-squadron ships and they will drag the overall anti-squadron value of the fleet down.

anti-squadron armaments will take a while, but they completely ignore escort and will slap dice against every squadron in range. The generic interceptors will go down hard to anti-squadron fire. Since they're faster than you, though, you will have to use it less offensively and more as a deterrent. By covering your own squadrons with your ship arcs, you will discourage or at least punish enemy squadrons that engage them.

if you're dedicated to squadrons, you're going to want something like flight controllers to beat through the Advances. While Soontir's one damage adds up, it's not a whole lot of deterrent if you're the one flinging dice (and it only occurs after you've shot)

Gallant haven will also be useful. It won't work against soontir (attacks only) but remember that advances also have their own anti-squadron dice, despite being far less efficient than basically every other ship in the game (apart from B-wings, I guess, but they're crazy powerful bombers).

Edited by ficklegreendice

Gallant Haven is your friend, while it doesn't help against Fel, it helps with everything else. I played a toruney game against Gallant Haven, Flight Controllers, Exp Hangars, with Yavaris on a nearby Nebulon B and good lord it is terrifying. I ran 2 Adv, 2 Int, 1 TIE, Howlrunner and Fel. He had 4 A's and 4 B's. Gallant haven soaked up an insane amount of damage, while double tapping B-Wings chewed through the Adv quickly and Fel died soon after.

Rebel fighters have the advantage of having WAY more health than Imperials.

Edited by felforlife

Good advice...thanks for the feedback

I feel like you can spread that imperial squadron list out too. If the opponent bites and chooses to engage en masse, they would likely lose. But if you approach with spread x-wings, that list will be forced to either spread to lock them down or potentially allow some bomber keyword fighters a free pass at ships. If I saw this combo I think I would purposely spread out to either expose them individually or force them to waste turns if they stay together hunting down small groups.

basically yeah, don't go for the obvious blob or engage in a way that soontir is not within distance 1 of you. Given that he's only a single squadron, his ability isn't as easy to apply globally as the forums make it out to be (hooray for pre-measuring!). If he's not in effect, non-Vader Tie Advances are very inefficient anti-squadron ships and they will drag the overall anti-squadron value of the fleet down.

anti-squadron armaments will take a while, but they completely ignore escort and will slap dice against every squadron in range. The generic interceptors will go down hard to anti-squadron fire. Since they're faster than you, though, you will have to use it less offensively and more as a deterrent. By covering your own squadrons with your ship arcs, you will discourage or at least punish enemy squadrons that engage them.

if you're dedicated to squadrons, you're going to want something like flight controllers to beat through the Advances. While Soontir's one damage adds up, it's not a whole lot of deterrent if you're the one flinging dice (and it only occurs after you've shot)

Gallant haven will also be useful. It won't work against soontir (attacks only) but remember that advances also have their own anti-squadron dice, despite being far less efficient than basically every other ship in the game (apart from B-wings, I guess, but they're crazy powerful bombers).

Heh, my most recent list is the Int/Soontir/Vader/Advanced blob with flight controllers and extended hangars on my star destroyers.

Turns those Advanced into X-wings...and makes Vader even more terrifying. Five dice interceptors too (cackle).

Oh and Tarkin, of course, for those lovely squadron command tokens.

Edited by Deathseed