Best Rebel squadron ideas?

By Blail Blerg, in Star Wars: Armada

What is your best idea for a superiority list?

Mine currently:

Wedge

Dutch

2-3 A wings.

This isn't even that good. What have you got?

(Adding Yavaris just gives Wedge a double tap, but you'll have to actually want Yavaris... its 60 more points.)

Your fav bomber configuration?

Your favorite all-comers squadron idea?

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Going into wave2 with 400 points and players learning to be much more effective with squadrons, do you think any lists have a potential to be no-squadron lists?

Perhaps by merit of high speed?

Or very light on squadrons with a high amount of double AA dice?

I've had success with :

2x B-wings

2x A-wings

Dash

1x Hawk

Yavaris

Its a flexible assortment and Yavaris helps it to mitigate when I face skew lists. If its a squadron heavy, double tap with dash, if its ship heavy, double tap b-wings. Hawk frees up whatever squadrons are needed elsewhere, either ensuring bombers make it to ships, or freeing an a-wing to chase someone down.

Dash's reroll is a huge boon. He's one shot tie fighters and a-wings a number of times. Double tap dash vs empire really swings the squadron fight when he can take out two 3HP ships in one go.

Yavaris will also usually lend her wide side arc to help the squadron fight and end up tossing 8 blue dice for 1-2 turns. Yavaris's ability really lets me get a lot more out of my squadrons, as long as I plan ahead just a bit. Last week Yavaris and squadrons almost took an ISD from almost full health to dead in one activation. I had placed the b-wings and dash where the ISD would probably end up, and was able to double arc and double tap everything into one arc. Another neb contributed about 4 damage before Yavaris went, netting Yavaris a massive kill.

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I think if a fleet wants to have no squadrons, they'll need to make up for it in speed. I think raiders have the best chance for that due to they're speed and AA armament.

Edited by ransburger

For pure superiority, I'm currently favoring a mix of A's and X's. A's to pin them in place, X's to lay the smack down. With Counter 3-4 Interceptors now possible (thanks Howlrunner and Dengar), any time I can one-shot a TIE, it's a win.

I like Dutch and Wedge in theory, though the execution has proven... difficult, at times, for me. They also cost more than three A-wings (35 vs. 33), and almost as much as three X-wings (35 vs. 39), and I'm not convinced that those two aces are always better than three other squadrons.

Jan Ors' Intel + special ability is nice: Intel to focus on preferred target/keep up with Chirpy squadrons, Jan's special to keep those squadrons alive. You pay a premium for Han, but his flexibility offers the ultimate chance for gaining superiority over nasty Imps. So you think you're going next, huh? :)

I've been using Wedge and Dutch along with Jan and 4 B-Wings to good success. With Yavaris I can typically clean up pretty well in the squadron fight. I have typically been using Adar and Yavaris to shut down three squadrons a turn with Dutch. Wedge can then kill at his leisure.

That said, I'm thinking of pivoting to 2 A-Wings and Tycho in place of Wedge and Dutch. The A-Wings can keep things tied down for longer and also toss out that lovely counter. It also frees up Yavaris for the B-Wings to use against ships.

If your meta is rich with Rogue squadrons, particularly ace squadrons, Dutch's stock improves substantially. Rogues are expensive and want to activate during the squadrons phase. Dutch loves those types of targets.

I've been using Wedge and Dutch along with Jan and 4 B-Wings to good success. With Yavaris I can typically clean up pretty well in the squadron fight. I have typically been using Adar and Yavaris to shut down three squadrons a turn with Dutch. Wedge can then kill at his leisure.

That said, I'm thinking of pivoting to 2 A-Wings and Tycho in place of Wedge and Dutch. The A-Wings can keep things tied down for longer and also toss out that lovely counter. It also frees up Yavaris for the B-Wings to use against ships.

Yeah, but I think your fleet is built around squadrons since you put a lot into upgrades specifically for squadrons.

That's the thing I've noticed about Rebel squadrons btw, you either go big with the full package complete with fleet support (in which case they're better than the Empire), or go for something cheap, effective, and doesn't hog down your fleet commands.

So for me, I either go A-Wings for light cover, YT-2400s for autonomy, or a mix of both if I wanted to issue maybe one squadron command the entire game.

When you play with squadrons, you want to think really hard who is going to activate them, how many times you will activate them, and why you're activating them. I think this just sparked a wonderful article idea..

I've been using Wedge and Dutch along with Jan and 4 B-Wings to good success. With Yavaris I can typically clean up pretty well in the squadron fight. I have typically been using Adar and Yavaris to shut down three squadrons a turn with Dutch. Wedge can then kill at his leisure.

That said, I'm thinking of pivoting to 2 A-Wings and Tycho in place of Wedge and Dutch. The A-Wings can keep things tied down for longer and also toss out that lovely counter. It also frees up Yavaris for the B-Wings to use against ships.

Yeah, but I think your fleet is built around squadrons since you put a lot into upgrades specifically for squadrons.

That's the thing I've noticed about Rebel squadrons btw, you either go big with the full package complete with fleet support (in which case they're better than the Empire), or go for something cheap, effective, and doesn't hog down your fleet commands.

So for me, I either go A-Wings for light cover, YT-2400s for autonomy, or a mix of both if I wanted to issue maybe one squadron command the entire game.

When you play with squadrons, you want to think really hard who is going to activate them, how many times you will activate them, and why you're activating them. I think this just sparked a wonderful article idea..

You nailed it. Imperials can go medium with the express purpose of winning the squadrons fight. Rebels just don't do that well. You either go heavy or you go light with no in between.

And yes, when I play squadron heavy, I tend to know who is going to activate what and when. It makes for somewhat regimented play for the first few turns before becoming situation dependent. I find that I have to play this way with squadrons or it just doesn't work. When it works, though, it's very good.

my fighters mass fighter 2 ship list is

2 groups

Falcon/ 2 YT2400

YT 1300/ 4 B-Wing

YT 1300 and B's will be accivated with MC-80 with the Independence title

when my MC-80 and Assult frigate get back from a paint job from frontline gaming going to pray that it will work

Since its been mentioned, i guess its not real secrete anymore, but the boogeyman combo I've now seen is this:

The Counter4

Howl

Dengar

2 Ints

(+Rhymer for laughs)

(+extra ints for surety, going up to 3 usually seems good)

Core Package at 58 I think. +11 or 16 points, depending. So something like 74 points.

The trick I've found to beating it is even to attack it with AA fire even if you have only 1 blue. The ints will take some damage. Then use your fighters to plink at his ships, while not attacking his fighters. Until you see ints with 1 hull left. Or an easy picking on dengar or howl.. which arent that easy with a scatter token.

This however, is under the premise you have the chance to shoot at them with your AA guns, if your opponent engages you hard, you'll be hard pressed to spare an attack for fighters.

Not broken, but a very strong plan.

I like to keep it simple. As a mainly rebel player, I agree with the sentiment you either go all out max points and Alfa strike the key squads in the imp list or get synergied to death.....

So I will go with a small number of key squads and try minimise the impact of any imp ball of death by:1) threatening his ships with my squads but making a sweeping engagement,forcing his squadrons away from my ships( extended comes is great for this)2)trying to manoeuvre my ships to force him into a chase so he has to use squadron activation commands 3) kill the carrier first.

My upper limit is around 50 points for squadrons and upgrades...

Favs at present ( working with a assault frigate or mc80 with extended comms)

2 Ywings

1 xwing

1 HWK

Work together nicely, robust, 3 bombers that are fast and hard to stop.

Or a basic 4 Awings if im planning to run a faster more scattered game.

Since its been mentioned, i guess its not real secrete anymore, but the boogeyman combo I've now seen is this:

The Counter4

Howl

Dengar

2 Ints

(+Rhymer for laughs)

(+extra ints for surety, going up to 3 usually seems good)

Core Package at 58 I think. +11 or 16 points, depending. So something like 74 points.

The trick I've found to beating it is even to attack it with AA fire even if you have only 1 blue. The ints will take some damage. Then use your fighters to plink at his ships, while not attacking his fighters. Until you see ints with 1 hull left. Or an easy picking on dengar or howl.. which arent that easy with a scatter token.

This however, is under the premise you have the chance to shoot at them with your AA guns, if your opponent engages you hard, you'll be hard pressed to spare an attack for fighters.

Not broken, but a very strong plan.

That's another thing.

Imperials have TONS and tons of variance and synergy with their squadrons and certain aces. Rebels, not so much. Dutch/Wedge immediately comes to mind, but Rebel squadrons are just really bland and bare bones. They have arguably better stock fighters, but they lack the synergistic components that Imperials can offer.

Imps are really spoiled with good squadrons in general, generic tie fighters and ints are good, howlrunner is great, mithel/dengar/chiraneau does amazing value damage, dengar is diety-level good, rhymer enables all kinds of amazing strategy, fel + advanced is great, firesprays are great, bossk, boba and IG-88 are all awesome, the list goes on.

And then you have the Rebels. Kinda boring if you ask me.

imo, i thought rebels had it good in wave1. Awings are still a great alll rounder. I'm getting more value out of them now than I even used to.

Yavaris Bs. WOW.

Oh, I must say Scurrg are REALLY nice. 6hull, 3 move. Grit? Awesome.

And I think using more HWKs and Jan will be the key going forward for rebs.

But yes, starting to appreciate the imperial side of things now.

I like to use 6x A-wings.

More forgiving if placed in a wrong place ;)

Can deliver a quick Alpha strike :P

I then may ad a couple of other fighters, to support them if there is points enough left.

Edited by Kiwi Rat