Lets Talk Tactics Ep IV Part 2 (Rebel Aces)

By clontroper5, in Star Wars: Armada

This will be a short article detailing each of the rebel aces. I decided to make it part 2 to the rebel fighters since it is so similar.

please read Ep IV first which discusses Rebel fighter tactics more broadly. you can also find the rest of my articles here.

The Aces are characterized as being harder to kill for a slight loss in firepower, when using them with carriers they make a squadron command more effective because 3 aces are far more powerful then 3 generic fighters. The aces are as follows:

Wedge Antilles: X-wing

Luke Skywalker: X-wing

Tycho Clechu: A-wing

Keyan Farlander: B-wing

"Dutch" Vander: Y-wing

Wedge:

Wedge is the Premier anti-squadron weapon. At a cost of 19 (6 more then a standard x-wing) He Gains 2 brace tokens and his ability to roll 2 extra dice when attacking a squadron that has already been activated. that means he attacks with 6 Dice!!! that is enough that on average he will kill a tie fighter or interceptor every time he shoots and gives him the ability to one shot even tie bombers and advanced.

Luke:

Luke is probably the best bomber available to the rebellion. At a cost of 20 points (7 more then a basic x-wing) He gains the standard 2 brace tokens, upgrades his battery armament to a black die and gains the ability to shoot Through shields. This gives luke the ability to deal a crippling crit near the beginning of the game that can decrease a targets defenses or even remove all of the shield from their strongest facing. He pairs really well with General Dodonna making sure that crit causes the most possible pain.

Tycho:

Tycho is the ace of the Rebellions interceptor fighter, the A-Wing, and as such his ability allows him to be a even greater Interceptor. At a cost of 16 points (a mere 5 more then a standard a-wing) Tycho gains a brace and a scatter token, nearly doubling his survivablity and his ability allows him to ignore engagement rules. That means that tycho can engage a group of fighters and then move to engage a second group that is trying to sneak past. He can also shoot at ships even while he his engaged, which can that little extra damage to put the ship into your victory points.

Keyan:

Luke may be the best bomber but Keyan holds the spot as the Scariest. Ringing in at 20 points (6 more then a basic b-wing) he gains double brace tokens, ups his battery armament to 2 black dice. and gains the ability to reroll any attack dice when shooting at a unshielded facing of a ship. He may be slow but when he finally reaches the target he will make himself known.

Dutch:

Dutch is kinda weird because he is in the rebels only true dedicated bomber but his ability is anti-fighter. He cost 16 points (6 more then generic y-wings) which of course gains him 2 brace tokens, 1 additional anti squad die and the ability to toggle enemy squadrons to activated (basically he treats them like they have moved except they haven't moved) If the squadron was already activated he instead does 1 additional damage. This Screams synergy with wedge giving them the combined firepower to inflict an average of 4.5 damage per turn (almost enough to kill a bomber or advanced every turn)

Using aces:

generally speaking you will be using aces the same as there respective ships as discussed in my previous article except that luke should be used as a dedicated bomber and dutch should generally be used as a dedicated fighter. Yavaris synergizes even better with aces, especially luke ho becomes capable of destroying entire enemy ships by himself by shooting through the shield multiple times using Yavaris.

tha, th-th-th-thats all for now folks!! (lol its funny because it is a Loony Toons reference)

Feel free to mention anything that you feel is important in the comments and point out any errors that I made, (I will eventually edit my articles...eventually)

Vote for my next topic!!!

leave a like under the ship you would rather see discused next

Edited by clontroper5

Nebulon-b Frigate

Edited by clontroper5

Assault Frigate MkII

Edited by clontroper5

Wedge:

Wedge is the Premier anti-squadron weapon. At a cost of 19 (6 more then a standard x-wing) He Gains 2 brace tokens and his ability to roll 2 extra dice when attacking a squadron that has already been activated. that means he attacks with 6 Dice!!! that is enough that on average he will kill a tie fighter or interceptor every time he shoots and gives him the ability to one shot even tie bombers and advanced.

Played a game where my opponent one shotted both Soontir Fel and Howlrunner with Wedge.

4 hits and 2 accuracy.. There is not that much that you can do...

Wedge is absolutely brutal against squadrons.

For next, I'd say AF Mk II too.. The Assault Potato.

Wedge:

Wedge is the Premier anti-squadron weapon. At a cost of 19 (6 more then a standard x-wing) He Gains 2 brace tokens and his ability to roll 2 extra dice when attacking a squadron that has already been activated. that means he attacks with 6 Dice!!! that is enough that on average he will kill a tie fighter or interceptor every time he shoots and gives him the ability to one shot even tie bombers and advanced.

Played a game where my opponent one shotted both Soontir Fel and Howlrunner with Wedge.

4 hits and 2 accuracy.. There is not that much that you can do...

Wedge is absolutely brutal against squadrons.

For next, I'd say AF Mk II too.. The Assault Potato.

And please leave a like under the assault frigate post so it is easy to keep track of for me

Btw, this is probably my worst write up right now (if you couldn't tell I was kinda just doing it to get it out of the way) but it will at least be revised later

It's worth pointing out that Aces benefit even more than a regular list from Gallant Haven, due to the brace tokens.

Regular list damage

4-->3

3-->2

2-->1

1-->0

But Aces (assuming you get to brace, which usually happens):

4-->1

3-->1

2-->0

1-->0

Nebulon-B's or Imperial fighters.

Assault Frigate MKII

Luke:

Luke is probably the best bomber available to the rebellion. At a cost of 20 points (7 more then a basic x-wing) He gains the standard 2 brace tokens, upgrades his battery armament to a black die and gains the ability to shoot Through shields. This gives luke the ability to deal a crippling crit near the beginning of the game that can decrease a targets defenses or even remove all of the shield from their strongest facing. He pairs really well with General Dodonna making sure that crit causes the most possible pain.

Can Luke actually get the bonus from Dodonna? The card says "when a friendly ship is attacking", and Luke is a squadron.

Luke:

Luke is probably the best bomber available to the rebellion. At a cost of 20 points (7 more then a basic x-wing) He gains the standard 2 brace tokens, upgrades his battery armament to a black die and gains the ability to shoot Through shields. This gives luke the ability to deal a crippling crit near the beginning of the game that can decrease a targets defenses or even remove all of the shield from their strongest facing. He pairs really well with General Dodonna making sure that crit causes the most possible pain.

Can Luke actually get the bonus from Dodonna? The card says "when a friendly ship is attacking", and Luke is a squadron.

That is the older phrasing from the previews afaik, Dodonna now works any time an enemy ship is receiving a crit from any source.

Luke:

Luke is probably the best bomber available to the rebellion. At a cost of 20 points (7 more then a basic x-wing) He gains the standard 2 brace tokens, upgrades his battery armament to a black die and gains the ability to shoot Through shields. This gives luke the ability to deal a crippling crit near the beginning of the game that can decrease a targets defenses or even remove all of the shield from their strongest facing. He pairs really well with General Dodonna making sure that crit causes the most possible pain.

Can Luke actually get the bonus from Dodonna? The card says "when a friendly ship is attacking", and Luke is a squadron.

The actual card text is:

"Before an enemy ship is dealt a faceup damage card, look at the top 4 cards of the damage deck, place 1 on top of the deck and discard the others."

It's worth pointing out that Aces benefit even more than a regular list from Gallant Haven, due to the brace tokens.

Regular list damage

4-->3

3-->2

2-->1

1-->0

But Aces (assuming you get to brace, which usually happens):

4-->1

3-->1

2-->0

1-->0

This cannot be mentioned too many times! :D

Caveat: the more dice any given fighter throws at you, the less relevant Haven and those brace tokens become.

The combo is GREAT for resisting damage from 3-4 blue dice, but when you get to multiple 5-6 blue dice with re-rolls, tokens tend to get cancelled on a regular basis...and damage quickly mounts. It still makes a difference, but not so great a difference.

Luke:

Luke is probably the best bomber available to the rebellion. At a cost of 20 points (7 more then a basic x-wing) He gains the standard 2 brace tokens, upgrades his battery armament to a black die and gains the ability to shoot Through shields. This gives luke the ability to deal a crippling crit near the beginning of the game that can decrease a targets defenses or even remove all of the shield from their strongest facing. He pairs really well with General Dodonna making sure that crit causes the most possible pain.

Can Luke actually get the bonus from Dodonna? The card says "when a friendly ship is attacking", and Luke is a squadron.

The actual card text is:

"Before an enemy ship is dealt a faceup damage card, look at the top 4 cards of the damage deck, place 1 on top of the deck and discard the others."

Serves me right for following a friends reference to an online resource rather than the actual card!

For the lawyers:


Asteroid Field: A ship that overlaps this obstacle receives 1 faceup damage card. Squadrons are unaffected.


Does 'dealt' and 'receives' mean the same in this context? I.e. does Dodonna's effect kick in for asteroids?

For the lawyers:
Asteroid Field: A ship that overlaps this obstacle receives 1 faceup damage card. Squadrons are unaffected.
Does 'dealt' and 'receives' mean the same in this context? I.e. does Dodonna's effect kick in for asteroids?

It would - it's an enemy ship being dealt a faceup damage card.

It's worth pointing out that Aces benefit even more than a regular list from Gallant Haven, due to the brace tokens.

Regular list damage

4-->3

3-->2

2-->1

1-->0

But Aces (assuming you get to brace, which usually happens):

4-->1

3-->1

2-->0

1-->0

This cannot be mentioned too many times! :D

Caveat: the more dice any given fighter throws at you, the less relevant Haven and those brace tokens become.

The combo is GREAT for resisting damage from 3-4 blue dice, but when you get to multiple 5-6 blue dice with re-rolls, tokens tend to get cancelled on a regular basis...and damage quickly mounts. It still makes a difference, but not so great a difference.

Ah, but what's going to be throwing 5-6 blue dice with re-rolls? TIE Interceptors with Howlrunner (5 dice with a reroll), Wedge (4 or 6 but no rerolls)......and that's it. 4 with a reroll is fairly common, but not nearly quite as nasty.

It's worth pointing out that Aces benefit even more than a regular list from Gallant Haven, due to the brace tokens.

Regular list damage

4-->3

3-->2

2-->1

1-->0

But Aces (assuming you get to brace, which usually happens):

4-->1

3-->1

2-->0

1-->0

This cannot be mentioned too many times! :D

Caveat: the more dice any given fighter throws at you, the less relevant Haven and those brace tokens become.

The combo is GREAT for resisting damage from 3-4 blue dice, but when you get to multiple 5-6 blue dice with re-rolls, tokens tend to get cancelled on a regular basis...and damage quickly mounts. It still makes a difference, but not so great a difference.

Ah, but what's going to be throwing 5-6 blue dice with re-rolls? TIE Interceptors with Howlrunner (5 dice with a reroll), Wedge (4 or 6 but no rerolls)......and that's it. 4 with a reroll is fairly common, but not nearly quite as nasty.

A VSD or AF2 with Flight Controllers and an Expanded Hanger Bay will be throwing out 4 Interceptors or X-Wings each with a 5 blue attack. Throw in Howlie, and the Interceptors go up to a 6 blue attack.

Ahh Flight Controllers!! Forgot about that...

Well, I guess the learning point is kill those fighters before they kill you. Since TIE Ints only have 3 hull points they ought to fold to a couple rounds of AA fire - keep those AF's and Escort Nebs close by!

Edited by Maturin

Ahh Flight Controllers!! Forgot about that...

Well, I guess the learning point is kill those fighters before they kill you. Since TIE Ints only have 3 hull points they ought to fold to a couple rounds of AA fire - keep those AF's and Escort Nebs close by!

That Howlrunner-Flight Controller -TIE Swarm combo is what keeps Tycho off the table for me. Six blue dice with a reroll can be brutal against Four hit points without Scatter.