Tactics: How Do You Play Your Fighter Game?

By Ardaedhel, in Star Wars: Armada

A few quick thoughts:

  • The only Rebel fighters I use are A-Wings (Tycho inclusive), B-Wings (in a single specific list with Yavaris), and Luke.
  • Ignoring B-Wings, flying A's basically means the way you use them depends on what your opponent brings:
    • If I am facing a Rhymer Ball I go for a mix of space superiority and denial. My opponent will be relying on his squadrons to give him superiority in the ship battle, and A-Wings have counter and are faster, so really it's a question of maximizing the lifespan of my A-Wings and/or killing him (so either engage in parts to tie up key parts of the ball, or if I have even numbers or an edge, plow them all into the ball in an alpha strike).
    • If they are down on squadrons compared to me, I usually annihilate the squadrons first. I know ships are tempting, but if you roll up the squadrons, you then have the option to run for the rest of the game, which will force the other guy to play more aggressively than he wants...
    • When I run Luke, I try to slip him past the other screen. I don't always like this tactic, but when you can deliver some key crits to enemy ships early, it's worth the risk.
  • B-Wings are a totally different kettle of fish, but the tactics for using them in an entire list are so different that I think they don't quite work in a discussion about other squadrons. The outrageous slowness of the B basically means you want fixed location objectives where they can camp, or to have your whole fleet moving very slowly and forcing the other guy to come get you.

My 300 point Rebel fleet is based around Salvation and Yavaris based around shepherding my twin B-wings towards the enemy, and protecting them from enemy fighters with an X-wing escort and two A's ready to intercept or defend versus TIE's. So my Squadron tactics are fairly simple. Keep the B's close to Yavaris and alive at the expense of the X & A's, and in conjunction with my NebB's AA guns.

With Intel in the mix, the squadron game has completely changed. If my 8 bomber Rhymer ball goes off twice during the whole game, it's probably made its points back. Ditto with one round from a squad 4 activation of H6's (With Jan flying in from the banked token!)

IMO we're going to see a resurgence of x-wings and tie IN/LN's once those scum packs get released and Jan and Dengar are flying around annoying people. Remember what deadly goodness demolisher can do with a move/shoot? Well, every fighter squad can do that, but more efficiently.

Much like the core-set days, the value of being able to pop fighters in one activation (and the simultaneous benefit of that extra HP to NOT get popped in one activation) will bring the most glorious x-wing back into the limelight.

Just thinking out loud here, but I wonder if Gallant Haven will become more of a thing with Intel, as well. It's a great escort ship (on a Mark II A, that's two anti-squadron dice, on top of its attack damage soak) that doubles as a great anti-ship. Prior to intel, it basically had to move at speed 1-2 to avoid plowing into squadrons or outrunning them, and once the squadrons got tied up, it either became a sitting duck (hello glads...), or had to abandon the fighters (so much for that 8 point title).

Now, with Intel, it can keep its squadrons alive as they advance, and the squadrons can keep up as it advances (just think of a Gallant Haven picking up escort duties on four B-wings that were just sling-shotted by Independence, with Jan waiting in the wings...).

My A-Wings and other squadrons I put into that style of role go out and free up space for my B-Wings. My B-Wings are used to punch through shields and into the hull, softening up my opponents ships for my ships to then attack. Think of the opponents ships like clams and my B-Wings like the otters rock.

I will go ahead and use my B-Wings to intercept and jeep fighters off my Ships.

There is only one way to play "with" squadrons: Stack squadron commands until your squadrons are in position.

Players who aren't issuing constant squadron commands are playing despite squadrons, not with them.

That's limiting. I've shown in another thread it's quite possible to get 4 rounds of A-wing attacks without a single squadron command. If you run the same list and spam squadron commands you get exactly 1 extra attack over the course of the game (assuming no 1st turn contact) from each squadron. Is that worth all those squadron commands? Particularly when the opponent is focus firing on the ship issuing those commands?

Properly timed squadron commands can be killer. Other squadron commands can be near useless (your opponent is 1st player and engages your squadrons first meaning they get no substantial effect from the command)

Only 2 situations where there's not a benefit of having a squadron command, In my opinion: (Excluding that maneuver you needed this turn/engineering you needed to stay alive, etc)

Squadrons are out of range (or you have none left)

The situation described above, where the first player jumps you first and gets all your squadrons engaged.

Otherwise, in the squadron vs squadron battles: You shoot first.

Vs A-Wings this is lessened as they basically still get 2 of their 3 dice to shoot. Similarly with TIE Interceptors.

Against all other fighters (and against counter fighters) that's a huge advantage. If I engage with 2 Ties and take out an X-Wing before it can shoot, I may well have saved one of those TIEs. If all of my fighters do that, it's very likely I can win the fighter battle, which likely is worth as many points as a small ship. (4 A wings match the cost of a CR90)

One of my latest games, this happened. (I had Yavaris which helped, but I was a bit out of range for much of it.) The smattering of non-Yavaris commands however, meant that I took out I think 2 (/10) fighters before they could fire that particular round. Dutch is also a great Ace to run with squadron commands. Even if he can't bomb, if he hurts the squad, they simply don't go that round. It's the only lockdown for Tycho aside from blowing him up. If Boosk becomes popular, that will be Dutch's target. (Aside from the obvious blow the sucker up first!)

If the squadron command frees up one of your fighters or bombers, and you can still activate that squadron, then it's as good as a concentrate fire command in terms of anti-ship, most likely better, due to the reduced defense token effectiveness.

For me it depends on the kind of list I want to build. Now it's a focus on heavy ships, using a handful of squadrons like caltrops to throw in front of bomber formations to delay them while my Star Destroyers steamroll the enemy capital ships and deny squadron commands.

As Empire, if I decide to take fighters, I find a way to fit a 44 block of pure TIE Interceptors and then build around that. I construct squadron lists to rush in and kill enemy squadrons first before chewing apart capital shields. In this regard I am spamming fighter commands, because I want them to strike as soon as possible, especially against some of the scary Rebel aces. Interceptors though are the go-to, because you never regret taking Interceptors over any other fighter.

As Rebels, my go-to fighter is the B-Wing. People blast the B-Wing for it's slowness, but I'm hardly out-running my B-Wings anyway. There's just so many more advantages to give to B-wing squadrons when they hang close to my capital ships that I have no incentive for really pushing them far. It's only going to get worse with the MC80. I use B-wings to utterly hammer any enemy ship that dares get into short range of one of my capital ships. Supplemental fighters, like Xs and As, are there solely to protect the B-Wings. The only point of debate there is whether I want counter and high speed or Escort and four blue attack dice. I usually pick Xs.