A question for people who love to fly with squadrons

By Intys Rule, in Star Wars: Armada

I know that I'll be replacing one X-Wing with Jan Ors or her regular equivalent. Intel, I think, is going to be a huge game changer for our bomber wings.

I run either

3 Y Wings

3 B Wings

Luke

or

3 B Wings

Luke

Wedge

Dutch

I usually run Mauler, Howls, 2-4 TIEs, Fel and another Interceptor and/or an Advanced.

I'll split the TIEs and TIE aces into two groups and have a third of the Interceptor/Advanced and aces. I use the first two for fighter mitigation and the Fel group for any enemy Aces or support. I've had good returns from it and it usually nets me anywhere from 75-90 points of my fleet total. If I figure I won't be facing many fighters I can drop the 3rd group, If I figure more I tack on a few more TIEs.

Edited by Crawfskeezen

With Boba coming out ships will need fighter support. A rogue ship that can move, deal a damage then attack every turn will make players crazy for at least some support

It looks like Dash also has the rogue/bomber combo.

With Boba coming out ships will need fighter support. A rogue ship that can move, deal a damage then attack every turn will make players crazy for at least some support

It looks like Dash also has the rogue/bomber combo.

The here they come article. You can see all the rebel pilots keywords. Just not their abilities. Although it looks like dash does some kind of area affect to all squadrons at distance one.

Also intel hwks for more squadron fun. Oh the trollish potential...

Truth be told I Didn't like the rebel squadie on squadie game (throw awings at stuff; cover bs with NEB's. Imps were more complex (advance with soonts, protect rhymer ball, toss in mauler to swing fights). Intel and rogue will add a lot of interesting complexity

Edited by ficklegreendice

The most I've ever used seems to be 6: Keyan, Dutch, A-wing, B-wing, X-wing, Y-wing

Imperial is far less, just 4: Howlrunner, TIE/ln, TIE/Sa, Tie/In. There's reasons :P The exact numbers and ratio changes, but the combination rarely does.

For rebels, I guess I typically run 5 in a few configurations. Basically, it changes a ton from game to game (I like learning how to use them) but I have a few 'squadrons/flights', and sub-squadron elements that don't change much.

Generic alphabet soup for the Alliance (1+ of each, in approximately equal numbers), Imperials I don't play much, but when I do I go heavy on the Fighters and Bombers, only a single Interceptor and Advanced each. Rhymer and maybe Mithel for characters.

4 Tie Advanced

4 TIE's

Howlrunner

I haven't gotten a handle on Rebels yet. Though I am leaning towards:

9 A-Wings

Tycho Celchu

9 a wings is 99 points. You play at 400?