Gallant Haven + Squadrons with Intel

By Artifixprime, in Star Wars: Armada

I've had a problem in the past where I've tried to keep squadrons close to Gallant Haven, but usually "lose" them past a turn or two if they are intercepted and engaged.

I've a plan that I'm going to try out this week:

Gallant Haven (with expanded hangers and/or Raymus and maybe a Wing Commander) + Scurg x2, HWK x1 and Wedge

The idea is to move the squadrons in the squadron phase to bring them back within Gallant Haven range and having the HWK with Intel should allow that to happen even if the group had been attacked.

In my head, this set up works better if you leave this ship until one of your later activations to allow your squadrons to soak up any interceptor fire and then you can use the Wing Commander to give you a squadron command if you need it, otherwise you continue to move and Intel allows the squadrons to follow.

Wedge is there primarily as a fire sponge. He should be able to shrug off the worst of it with his brace tokens and then Gallant Haven will reduce the total by another one. An alternative would be to use Jan and a regular x-wing instead.

Ideally, this could allow you to keep your combined squadron+ship force together until you need to use them to strike out at an enemy ship - again using the wing Commander, with the added benefit of being able to have other orders in the stack other than Squadrons.

I have tried this with Scuuuuurg! H-6, 2 Y-wings and Jan Ors. It works very well, and has good damage reduction because of the Jan Ors special ability.

Edited by D503

i tried it with 3 bwings, jan and a yt1300, the falcon never died and the Bwings just ignored whatever engaged them and bombed the ship next to me, it was awesome but the bwings were soo slow, but that fortress was ridiculous

Great idea. Scurrgs seem like the natural counterpart if you're looking to shield a bombing wing. If that's less important to you, a Hero-escort (Han, Jan, Nym, Dash, Luke, etc.) with A's and X's for a dual-purpose anti-squadron/anti-ship pairing (with or with Rieekan) sounds cool in theory, too. :)

Yeah, would like to be able to stay at speed 3 and use a lot of Navigate orders most of the time.

Wing Commander seems to be a small price to pay to be able to issue that Squadron order just when you need it.

I've got to throw in for Support Officer over Wing Commander.

In my experiance Squadron commands are most valuable on turn 1-2 for a token, 3-4 for attack runs and then the little guys are either too dead or out of possition to justify a whole dial. That token you banked turn 1-2 will usually do.

That being the case, Support Officer gives you the option to jump to Squadrons on turn 2/3/4 when the need becomes apparent and offers a great deal of added flexability as well. I prefer support guy to almost all the specialty captains, but I think he beats the Wing Commander by a mile.