I would also say never do a cf command because you almost always could have activated at least 1 bomber instead and gained at least 1 die from that bomber(s), and multiple little attacks is better then one big attack.
Edited by clontroper5Lets Talk Tactics Ep. IV (Rebel Fighters Strategy guide)
you bring up a good point and obviously all of my advice is subject to change based on what your opponent does and various different variables BUT, in my experience i have almost always regretted not taking a squadron command with my carriers when i have brought a squad focus list and dumped 20-30 points into upgrades exclusively to help my squadron.
Even after they are engaged Flight controllers adds a huge bonus, heck even just ensuring you shoot first is often worth the command, and then if you are only engaged by 1 or 2 enemy you can kill them with the first squad or 2 then move and attack another target with the rest of your squads in the area and even if your bombers are set up to attack well, what if they over kill? like you have 4 squads to shoot a ship and 2 kill it, so now if you take a command the other 2 can move and engage a different target as well. There will be times were it might be smart to throw in a engineering command and maybe a nav command just to make sure you don't fly off the edge of space. But you will find that carriers pretty much want to do 6 squad commands in a game.
I would also say never do a cf command because you almost always could have activated at least 1 bomber instead and gained at least 1 die from that bomber(s), and multiple little attacks is better then one big attack.
That's all fair enough, but as a tactics article it would be nice to make those distinctions. I'd say it's important enough to merit its own section in the article - how to manage/fly the squadrons that you have. As you say the exact commands you issue will depend on the game situation, but it's worth pointing out the specific benefits that the squadron command offers (as you have in your last 3 comments here). Then, the reader will be better able to select the proper command, at the proper time. Your point about never issuing a CF command in a squadron-heavy list is well taken, for instance.
Rather than the fairly prescriptive Turn-by-Turn section, I'd rather see a generalized set of principles listed. Things like:
1) watch your positioning so you get to activate and attack on your turn.
2) Focus fire on squadrons until they're eliminated before attacking the next one
3) Plan to eliminate enemy fighters by turn 4 so you have time to inflict damage on capital ships
4) If in your assessment you will not be able to do that then consider whether or not you want this to be a fighter-vs-fighter combat only, or whether your ships can handle the enemy on their own
5) etc etc etc (my fighter experience is limited so feel free to disregard the example points i just made)
Edited by MaturinI haven't got a handle on the fighter thing yet. I like A wings because of their counter 2. I'm really new to the game. I feel like being in charge of large squadrons is a bit overwhelming..... Its a lot of moving parts.
I haven't got a handle on the fighter thing yet. I like A wings because of their counter 2. I'm really new to the game. I feel like being in charge of large squadrons is a bit overwhelming..... Its a lot of moving parts.
I understand your feelings completely I hope my article was at least a little help ![]()
I'm not certain I agree with the advice to spam squadron commands from your carriers, all game long. Once your squadrons are "stuck in" the fight, they can function fairly effectively on their own.
Yes, there is an advantage to using squadron commands to shoot first. But the opportunity cost hasn't been addressed: would another command be better? Remember that ships are the focus of the game, if there is one, and that you lose the game if you lose your ships. Is shooting first more important than getting an extra firepower die, or raising 2-3 shields, removing damage cards, or getting that extra yaw click/speed change to avoid (or cause) a collision, perhaps getting a 2-arc shot onto a nearby VSD?
I made the mistake recently of using CF exclusively in a game, and in retrospect I probably would have been better served issuing a lot of engineering commands to preserve my ships...because (like fighters) you WILL be shooting and causing damage no matter what your command is. However without an engineering command you won't be raising any shields. Big difference there.
Highly situational.
Once the big fighter brawl in underway, there is nothing quite like having Yavaris drop a squadron dial AND a token, then watch as your "mired" X-wings obliterate everything. Or pretty much any AFb or VSD with Flight Controllers. It's stuff like this that can tip the balance in your favor - or not.
Additional point in favor of squadron commands value to engaged fighters; if you kill the squadron you are engaged with the command allows you to move along afterwords. It's not a huge bonus but I've had it come in handy by allowing me to tie up additional enemy squadrons or stay with my carrier.
I have played a few games using only A-Wings for the Rebels after writing this post, and have found you can economize on squadron commands when you pair the A-Wings with an AFII-A. You throw in the A-wings from long range on one turn with a squadron command, shoot the enemy first, and lock them up.
Now, they either shoot back at your A-wings (counter!) or are locked in place for the AFII-A to roll up and line up an arc for its first activation next turn so it can liberally blast the entire enemy formation with two-anti squadron dice. I have found the A-Wing + Counter + Broadside combination basically wipes out the overwhelming majority of enemy fighters in 1-2 turns of combat, leaving you free to bomb ships with the surviving A-Wings for the remainder of the game (or, if there weren't any, it means you wiped out a large enemy block of fighters). The only things that have survived this bombardment so far are a handful of aces, and even then, everything else with them was obliterated.