Discussion: The squadron triangle theory revisited - applicable to wave2

By Blail Blerg, in Star Wars: Armada

Oh, I have a picture of the Squadron Furball!

On one side, we had the 3x VSD-1s with Slaved Turrets and one with Screed

On the other side, was an ISD-II with ECMs and Leading Shots, a Demolisher with ACMs, and a Raider of Unknown Variant. Again, with Screed.

Both forces were rocking a mix of Squadrons at maxed out points. One side had Dengar+Vader, the other went with cheaper Jumpmaster+Advanced, on top of their mix of Bombers and Interceptors... There was some Mithel and Howlrunner too, I believe.

Almost 260pts in this Fighter-Bomber-Furball

Furball.jpg

Furball2.jpg

I wonder has anyone ever tried substituting fighters for a pair of Raiders? I was thinking Title, Ordinance Experts and Quad Laser Turrets x2. Maybe throw in a TIE Advanced to soak up 5 pts damage before the Raiders could be fired on. That's 114/126 pts of anti-squadron ships instead of squadrons. I'd like to try it.

Yeah I've tried this. Problem is that you are bringing a pair of ships that are stuck on a movement template to try and pin down fighters that move on a radius. It is comically simple to dodge the raiders or lure them into big-gun fire.

I haven't tried it, but wouldn't the plan be to fly a raider as an AA escort for a more valuable ship or squad group - trying to control an area instead of chasing down squadrons?

I wonder has anyone ever tried substituting fighters for a pair of Raiders? I was thinking Title, Ordinance Experts and Quad Laser Turrets x2. Maybe throw in a TIE Advanced to soak up 5 pts damage before the Raiders could be fired on. That's 114/126 pts of anti-squadron ships instead of squadrons. I'd like to try it.

Yeah I've tried this. Problem is that you are bringing a pair of ships that are stuck on a movement template to try and pin down fighters that move on a radius. It is comically simple to dodge the raiders or lure them into big-gun fire.

If your opponent is running 130 pts of squadrons and they're juking your Raoders instead of shredding you ships then you've already won right? I mean that's the whole point. On top of that all you need do is get in contact once and Instigator will pin them down.

I wonder has anyone ever tried substituting fighters for a pair of Raiders? I was thinking Title, Ordinance Experts and Quad Laser Turrets x2. Maybe throw in a TIE Advanced to soak up 5 pts damage before the Raiders could be fired on. That's 114/126 pts of anti-squadron ships instead of squadrons. I'd like to try it.

Yeah I've tried this. Problem is that you are bringing a pair of ships that are stuck on a movement template to try and pin down fighters that move on a radius. It is comically simple to dodge the raiders or lure them into big-gun fire.

If your opponent is running 130 pts of squadrons and they're juking your Raoders instead of shredding you ships then you've already won right? I mean that's the whole point. On top of that all you need do is get in contact once and Instigator will pin them down.

All good in theory except a decent Fireball or Rhymerball will shred your raider at medium range, a decent rebel player will simply drop his squads behind obstacles until its optimal to strike and even an average player only needs to get to the other side of whatever ship you are ostensibly "protecting" to be obstructed and virtually safe from the raider.

I'm not talking out my ass here or trying to shoot down the idea to feed my internet ego, just saying I've tried it (a couple of times) and have seen the practical problems with it as a viable strategy in MOST types of situations. There are too many variable conditions that you cannot or do not fully control that have to line up for this strat to work and you have an opponent across from you with many many tools to make sure that these variables do not line up for you.

I have had pretty good success with raiders AND squadrons working together where my own fireball or mini ball acts as BAIT to enemy fighters while a raider cruises behind them waiting to pounce on any fighter response. In THIS case, its a devils choice for the opponent as you choose a meaty spot for your fireball where it can support your grander strategy and do the most damage while he knows full well that if he commits a full set of squadrons to try and burn down your escort there WILL be a raider there for the next 2 rounds pissing death on his squads. With the added benefit that any ships will now have the option of using their arcs on your raider vs your rhymerball.

Also keep in mind that while raiders are good vs squadrons in terms of damage done, they are also garbage vs squadrons when defending! You are rocking 2 evades and a brace for gods sake, at close range you only have the brace! what good is a brace vs 5-8 1 or 2 die attacks?! you have 2 shield and 4 hull, and with NO squadrons to shoot at, everything in the rhymerball is free to shoot your raider, so even average rolling will see your raider go up in smoke at medium range after 1 squadron command.

Edited by Hastatior