Good experience with Independence and B-wings

By Maturin, in Star Wars: Armada

Just played a 400 point game against two ISD's and a bunch of squadrons. I had Independence + boosted comms, an AF, a CR90a, 4 B-wings, 2 X-wings, and an A-wing.

I got off exactly one squadron command off with Independence, on turn one. The rest of the game she nav spammed to use engine techs and get behind the ISD's. But that one command allowed the Bwings to get into the fight, be in position to be overlapped by the ISD's, and strip the shields completely off one of the ISD's, before they were destroyed by accurate AA fire and TIEs.

I ended the game winning 8-2, and the early B-wing contribution really set the stage for my taking down an ISD on turn 6. It also kept his fighters off my ships (he had a small Rhymerball).

I am a huge fan, and will be practicing with this combination more. Woe to anyone who doesn't take a decent fighter screen in wave 2, what with all the boosted comms around!

I like it! Something for me to try out!

Would you say the Boosted Comms were not needed if you ended up using no more Squadron Commands? Or was the plan to use more commands that you ended up never giving?

I think with Independence, you're only ever going to use it once. It's restriction of moving only pretty much guarantees that. It makes it a very expensive gambit.

I think Independence will be good for getting your B-wings in to position against slower ships like Vics and MC80s. You can slingshot them to a place where they can pound those big lumbering ships who can't speed away, and then you don't need to spend more squadron commands.

Into position and reposition.

I've been looking forward to this since we found out about the Independence. Nice work.

Would you say the Boosted Comms were not needed if you ended up using no more Squadron Commands? Or was the plan to use more commands that you ended up never giving?

The AF ended up issuing most of the squadron commands due to its having flight controllers, along with the presence of enemy fighters. It didn't have Boosted Comms, and as a result it ended up almost exploding from the close/med range punishment the ISD's heaped on it.

Boosted Comms gives a squadron heavy build flexibility in deployment and tactics, and for that reason alone is worth it, even if you only use it once. Especially for a Rebel build that wants to stay at long range.

I think with Independence, you're only ever going to use it once. It's restriction of moving only pretty much guarantees that. It makes it a very expensive gambit.

Edited by Maturin

Been kicking around an idea of using independence as a means to "fling" squadrons forward for other, faster, ships to then pick up and give orders to.

One example could be to fire some b-wings forward, get them into position and have Yavaris be in position a turn or two later to double-tap them, or even a AF2 with boosted comms moving up the side.

Been kicking around an idea of using independence as a means to "fling" squadrons forward for other, faster, ships to then pick up and give orders to.

One example could be to fire some b-wings forward, get them into position and have Yavaris be in position a turn or two later to double-tap them, or even a AF2 with boosted comms moving up the side.

I mean if you really want to make it happen you can combine Independence with Adar Tallon. Fling a squadron up 4, refresh it, then double tap it with the Yavaris.

Sure it's a bit janky, but with a well-placed B Wing or ace squadron (Wedge, Luke, etc.) it could be a rather unpleasant surprise.

Been kicking around an idea of using independence as a means to "fling" squadrons forward for other, faster, ships to then pick up and give orders to.

One example could be to fire some b-wings forward, get them into position and have Yavaris be in position a turn or two later to double-tap them, or even a AF2 with boosted comms moving up the side.

I mean if you really want to make it happen you can combine Independence with Adar Tallon. Fling a squadron up 4, refresh it, then double tap it with the Yavaris.

Sure it's a bit janky, but with a well-placed B Wing or ace squadron (Wedge, Luke, etc.) it could be a rather unpleasant surprise.

Get Independence, a token from Garm, Adar to reset, and Expanded Hangars. Launch 5 A-Wings to blast shields (75% chance per shot and fast enough to reach it without Indy) then Independence up Keyan and reset him with Adar. After that use Yavaris so Keyan can double-tap the now-unshielded hull zone with all those black dice rerolls.

Best part of it is that combo only costs 284pts (minimum). Budget!