Best "Speed Bump" Fighter Formation

By Boardy, in Star Wars: Armada

So, you made your cool new list. It's done, but you saved fighters for last. Your ship build can take some squadron damage and deal it back out. You've got 40-50 points. Which fighters, on both sides, are best for delaying the enemy squadrons as long as possible?

I lean Imperials, so I think - Well....

TIE Fighters are cheap. More is better for delaying.

TIE Interceptors can damage enemy fighters as they die, and also have great speed so they can catch anything they need to. More expensive.

TIE Advanced have more Hull Points. Escort if you mix your squads up. Decent attack dice. Most expensive, won't get to use anti-ship attack.

TIE Bombers are cheap for lots of hull points but can't TIE (haha. I made a funny) anything down due to Heavy.

What about characters?

Vader is way expensive but has two braces and Escort, you have to chew through him to do anything.

The list goes on. What are you all using to delay the enemy fighters while you let your ships do what they do.

Initial thought - after a bloody long hard day...

Soontir Fel

Howlrunner

1 TA (2 would be good but probably not enough points available)

N TF (where N = remaining points / 8)

If I am going for just keeping enemy squadrons tied up, I generally prefer Interceptors. They are fairly cheap, great speed to get across the board quickly, can put out decent damage, and have counter to do even more damage.

Rebels I cannot comment on as my friends always want to play rebels

For true delaying tactics, just take TIE's. Then feed them to the enemy squadrons one at a time...

For true delaying tactics, just take TIE's. Then feed them to the enemy squadrons one at a time...

I've found that, despite preferring fleets that treat squadrons as an integral feature and not a disposable asset, the classic Imperial "use them and lose them" doctrine works just fine if you can force a decisive warship engagement while the squadrons are engaged.

So today I had a match with using a Double Victory, five TIE Fighters, Mauler Mithel, and an Advanced. Did well enough. Killed about half the enemy squadrons before the game was over, though I had only one TIE Fighter base left. It was enough in that particular battle to keep the enemy squadrons off of me until literally the very end. It didn't have to, as the ship near it died but on the last turn one Y-Wing *could* have attacked one of my VSDs. Though, it was Hyperspace Assault so certainly would be classified as an unusual scenario.

Everyone has brought up good points. DarthBadger, I think what you have there is probably the most effective anti-squadron build that Imperials can muster point-for-point. I guess I was thinking more about what build can delay for the longest amount of time. I mean, you could argue that effectiveness does equal time on the board (Interceptors, etc.), as they'll kill stuff so more enemy forces will be needed to kill them. As Maturin and Joker Two have mentioned, spoon feeding or rather "portion control" might be the best way, though I feel somehow that a clever opponent could counter this, though I can't quantify it off the top of my head.

I'd love to get a more experienced (than me) rebel player's opinions about their own options. Also, your thoughts on my thoughts, etc.

For Rebels I would think that A-wings are the best delaying options out there. Speed 5 gives you control of when you want to engage, and Counter 2 makes their damage output higher than you'd think. And they're the second cheapest Rebel fighter!

For 40-50 points four A-wings out to be able to hold up any number of TIE's for enough turns to make a difference. Or 3 A-wings and Tycho, for the ultimate in Rhymer-disrupting action. Supported by an escorting Neb or AF, you have a good chance of winning the space superiority battle.

For pure delaying tactics

Empire: basic TIEs

Rebels: A-wings

If you'd also like to kill some enemy squadrons, you need to be a little more creative :)

Rock Bottom Delaying for Imperials I'd Say 2 Tie Advanced and Soontir. 42 points with escort and an auto damage infliction mechanic. I'd be much more tempted by Howlrunner and 4 Basic Ties for 48 points . Still cheap but has a shot of killing some X-Wings and covers a larger area.

For Rebels the choice is much simpler and the answer is A-Wings. A-Wings have the speed 5 advantage, clock in at only 11 points per squadron and have a black dice which is perfectly decent battery armament for those times when your opponent hasn't brought any fighters at all.

One more thought for Rebels - if you're willing to spend just a bit more, using Aces + Gallant Haven will give you a force that can survive literally the whole game , while tying up the enemy. It demands that you play a certain way (with GH staying close to the engaged fighters) but for effectiveness, is currently the ultimate in tar pits.

Tycho + Wedge + GH title = 16+19+8= 43

Add in more Aces if you have the points.

Now you only have a few fighter stands, so your opponent could be canny and tie your aces down with a few ties while the rest attack your ships, but so far I haven't met anyone who could resist the urge to charge in and try to kill the aces.

Anything with scatter ties up a large portion of an enemy's fighter screen for the bulk of a game. They're just so wily.

Anything with scatter ties up a large portion of an enemy's fighter screen for the bulk of a game. They're just so wily.

Unless the enemy brings lots of blue dice to the party. Then that scatter tends to get canceled on a regular basis. It's sad really. :'(

For Rebels, 44 points of Awings (4 squads) can't be beat. Speed 5 helps them tie up anything, counter gives them a little more punch, and that black die (75% hit) can really put a hurt on ships if left unchecked.