named squadrons effectivness

By thanosazlin, in Star Wars: Armada Rules Questions

this might have been discussed before on this forum.

I recently learned that a squadron attacking a named squadron can use accuracy die rolls to disable defense tokens on named squadrons. my group had been playing that you couldn't do this and it was reserved for ships. in doing so we saw NO imbalance in the game. once we started playing by the rules we now are extremely upset with the cost and use of named squadrons.

NOW, rarely if ever does anyone that plays want to use named squadrons, you could use the points elsewhere with more regular squadrons or upgrade cards.

I emailed FFG asking for a deeper look into how we can make named squadrons more desirable. not sure what an end solution would be.

we for one were NOT using accuracy icons rolled by squadrons and again we never encountered any type of imbalance.

Any other thoughts or ideas on making named squadrons carry their weight in points? and maybe FFG will listen :)

They should not be nigh unkillable.

There is a 1 in 4 chance to get an accuracy. Sure, units like Howlrunner and Mithel have low health but they are extremely powerful as is.

The fact you need accuracies to take out those squadrons, means Escort is far more helpful

Escort.

Gallant Haven.

Rikeean.

Escort in particular is invaluable for named squadrons vs. enemy fighter squadrons. Imperial aces look hotter when they take their fat friend (TIE Advanced) out to bars with them.

Otherwise, the scatter and brace tokens are very useful for making aces very difficult to kill with flak from enemy ships. You need to really consistently toss attacks at them for it to meaningfully hurt them.

Named squadrons are good, but not invulnerable. I usually play with 3 aces on rebel fighter heavy squadrons. Wedge, Tycho and Dutch. With Yavaris, that's 2 fighters which can't activate or die really really quickly (Dutch + Wedge), and the one that can tie up your fighters, then run away. Wedge tends to take a beating because of the Escort, but with the dual braces, generally draws all the fire (leaving the rest of my fighters alive, to destroy whoever brought the large quantities of fighters required to kill him. (You'd expect to have to use 10 dice, without the braces to kill him on average, more with the braces. Needing 5 TIEs shooting at him to kill him in a turn, isn't unreasonable.))

I find that Wedge is worth it, against fighter heavy fleets, simply for soaking the fire to kill, and devastating return fire should they fail to kill him. (On Average against already activated TIEs, he will kill one a round, 2 if in company with Yavaris.) When Wave 2 comes around, I'll probably replace him with Jan Ors, as it makes all the X-Wings more survivable (she can hand out up to 2 braces a turn or burn them for 4/turn, and gives a bit more flexibility (Intel and counter should the X-Wings get blown up).

This is not a rules forum topic.