FFG Squadron strategy article

By Lyraeus, in Star Wars: Armada

nice article, covering the basics about fighters very well. The only thing I don't like about it is that "activate first to use a gap in the opponents screen"; it gives the wrong impression. There's no need for "gaps", fighters may move freely over/through any ship or squadron, you cannot block that movement. Only the end point of the movement is important, you may not overlap there.

Also, you need at least 4 squadrons to get any effect (better 5), be it as screen or for bombing. If you want to take less than that you better don't take any at all, it's a waste of points then.

Definitely agree with you here that 4-5 squadrons are a minimum for squadron superiority !

I think by what they meant by gap wasn't a physical gap, but more of a tactical gap. For example, an unactivated ships that is likely to throw a squadron command, bad positioning allowing you to move and attack without being engaged. That kind of gap in the enemy's battle plan :)

Yeah, I've had a bit of luck with a "TIE Fighter Gambit", slowly feeding 40 pts of squadron to my opponent over the course of the game to keep his blog clumped up and away from my ships.

Works well when paired with 2 VSD / 1 GSD.

I call that the A-Wing gambit