My silly Death by TIE Fighter list for wave 2.

By Lyraeus, in Star Wars: Armada Fleet Builds

+++ Death by TIE Fighter (390pts) +++

Raider II-Class Corvette (53pts) [Expanded Hangar Bay (5pts)]

Victory I-Class Star Destroyer (122pts) [boosted Comms (4pts), Gunnery Team (7pts), •Grand Moff Tarkin (38pts)]

Victory I-Class Star Destroyer (84pts) [boosted Comms (4pts), Gunnery Team (7pts)]

+ Squadrons (131pts) +

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

•"Howlrunner" (16pts)

•"Mauler" Mithel (15pts)

•Dengar (20pts)

•Major Rhymer (16pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Contested Outpost]

Navigation Objective [superior Positions]

2.0 list: This list sacrifices some squadrons for more ship based firepower and the capacity to control the speed of small and medium ships.

+++ Death by TIEs 2.0 (391pts) +++

Raider I-Class Corvette (50pts) [Phylon Q7 Tractor Beams (6pts)]

Victory II-Class Star Destroyer (136pts) [Gunnery Team (7pts), Phylon Q7 Tractor Beams (6pts), •Grand Moff Tarkin (38pts)]

Victory II-Class Star Destroyer (98pts) [Gunnery Team (7pts), Phylon Q7 Tractor Beams (6pts)]

+ Squadrons (107pts) +

TIE Advanced Squadron (12pts)

TIE Advanced Squadron (12pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

•"Howlrunner" (16pts)

•"Mauler" Mithel (15pts)

•Dengar (20pts)

•Major Rhymer (16pts)

+ Objectives +

Assault Objective [Precision Strike]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

Edited by Lyraeus

How do you think that'd go against your 5 Neb List? There is a lot of Squadrons, but they're all Fragile as all hell to Anti-Squadron Firepower...

How do you think that'd go against your 5 Neb List? There is a lot of Squadrons, but they're all Fragile as all hell to Anti-Squadron Firepower...

I actually worried about this in my second game against the 2 VSD's but my opponent split her squadrons to have her bombers hit one side and her Fighters and Interceptors to hit my squadrons. I felt this was a bad idea since she could have used her Rhymer to hammer Yavaris at medium range with her fighter wing and bomber wing possibly crippling it which would have hurt it later on against the VSD.

Any other thoughts? One reason I dislike posting on these sub-forums is because I rarely get a good discussion going which helps me think more on the list and what I need to work on. . .

No, that was really it for me... I don't see a great way to keep TIEs both in the fight and yet, not melting under even middling anti-squadron fire .

Rhymer can only boost so many at once, and he's a target for what Squadrons want to wait, activate, and then dash in to kill...

Trade 3 TIEs for 2 Advanced, and suddenly I'm more impressed, I think... Having more Escort is useful for keeping Rhymer alive, at least, and the extra Hull doesn't hurt.

No, that was really it for me... I don't see a great way to keep TIEs both in the fight and yet, not melting under even middling anti-squadron fire .

Rhymer can only boost so many at once, and he's a target for what Squadrons want to wait, activate, and then dash in to kill...

Trade 3 TIEs for 2 Advanced, and suddenly I'm more impressed, I think... Having more Escort is useful for keeping Rhymer alive, at least, and the extra Hull doesn't hurt.

In my area, many people don't bring much in the way of AA fire so it is something I can capitalize on for a bit.

My biggest concept is using the groups of fighters as mini forces instead of force multipliers. I want to see if a transfer to the original concept of working with squadrons is something that can work in wave 2

Then it looks like it will work for your Meta for a little bit... But due to my abuse of Squadrons for some time now, it would not work in my Meta :)

Then it looks like it will work for your Meta for a little bit... But due to my abuse of Squadrons for some time now, it would not work in my Meta :)

I can see the use of fighters as mini forces, that's the same thing I've been practicing.

In wave one I using a mass (4 to 6) of squadrons usually of one or at the most two types (a wings, y wings, b wings) as an addition to the firepower of a ship, or if I went fighter light as a speed bump.

In wave two I've worked my fighters into wings with a specific purpose, they are distinct units that are activated together for max impact. Favs at the moment are:

Imp heavy attack wing (five activations)

1) jump master

2) Tie advanced

3) rhymer

4) x2 tie bombers

Imp Space supremacy wing (five activations)

1) howl runner

2) Dengar

3) x3 Tie advanced

Rebel fast bomber wing (five activations)

1) HWK

2) x wing

3) x3 y wings

Rebel heavy bomber wing (five activations)

1) HWK

2) YT 1300

3) x3 B wings

Rebel space supremacy wing (five activations)

1) Jan Orr

2) x4 x wings

Is the expanded hanger bays on the Raider II really that useful? Why not trade up for the Overload Pulse, and try exhausting some defense tokens before your "death by a thousand cuts" attack? You'd be at 393, that's still a strong initiative bid.

I think your raider is going to die fast then you are going to get swamped in activations. Which I guess isn't a big deal if your opponent plays along and lets you use gunnery teams ever time but let us assume that isn't going to happen. Also I would either rework the squadrons or find room for flight controllers. Intel means it isn't enough to engage now. Gotta get the kill, quick.

Is the expanded hanger bays on the Raider II really that useful? Why not trade up for the Overload Pulse, and try exhausting some defense tokens before your "death by a thousand cuts" attack? You'd be at 393, that's still a strong initiative bid.

The Raider has the capacity to jump into situations and if you time it well with the VSD's you can cause a lot of pain

It also allows me to create an outlining squadron command 3 ship with Tarkin to pick up any squadrons I may need to get back into the fight.

I think your raider is going to die fast then you are going to get swamped in activations. Which I guess isn't a big deal if your opponent plays along and lets you use gunnery teams ever time but let us assume that isn't going to happen. Also I would either rework the squadrons or find room for flight controllers. Intel means it isn't enough to engage now. Gotta get the kill, quick.

why a Raider-2?

I honestly can't fathom a use for them apart from Ion Caddie, and have a newfound respect for the 1 after it single-handedly devoured an entire complement of dash, 2yt-2400s, and 2 a-wings

Raider-1 + Ordnance Experts > naked Raider-2 any day, imo, and their squadron capabilities are identical

why a Raider-2?

I honestly can't fathom a use for them apart from Ion Caddie, and have a newfound respect for the 1 after it single-handedly devoured an entire complement of dash, 2yt-2400s, and 2 a-wings

Raider-1 + Ordnance Experts > naked Raider-2 any day, imo, and their squadron capabilities are identical

There is also more medium range shots on the Raider 2 (1 die more but still). This makes it good at staying at weaker sides where I can still cause dice to be evaded.