best counter would be dutch, jan ors and as many scurrg bombers as you can fit, ignore them and bomb their ships, they HAVE to stop you or you will blow up their ships before they can do anything
An interesting thought!
best counter would be dutch, jan ors and as many scurrg bombers as you can fit, ignore them and bomb their ships, they HAVE to stop you or you will blow up their ships before they can do anything
An interesting thought!
just built a quick max squad point rebels (I don't play rebs, but I'm trying)
132 pts
Luke
Dutch
Wedge
Generic Hwk
5 x-wings
33 Blue (possibly 35 or 35 with a guaranteed damage) anti-squad dice
3 black and 5 red bomber dice, 1 black ignoring shields
If I saw this coming after my full-point fireball or an exposed ISD I would be quite alarmed.
For a pure list-building perspective, I run something like this, only replacing Luke for Jan and upgrading the generic HWK to another X-wing with the extra point. But in general, Jan + X-wings + [whatever] will do the job. With Intel, you can focus-fire whoever you want regardless of initial placement because you can move freely. Jan + 4 X-wings + Keyan + 3 B-wings (133) is a dual-threat terror to ships and squadrons. It won't match the raw anti-squadron firepower of the above list, but it's far more deadly against ships that are dumb enough to close. Unless you have Flight Controllers and Boosted Comms on your carriers, then watch out...
The Dengar lists are harder to counter because they gain the benefits of Intel, though there are still options available. The second list only has two TAs, so if you can destroy the non-Vader TA quickly you should be able to isolate Dengar next (dramatically reducing the overall danger posed by the ball), and snowball the effect from there. Firesprays are only slightly more resilient than TAs and no more dangerous to fighters, and once Intel is gone, their greatest advantage (Rogue) means nothing in a furball engagement. The third list has three TAs but no Vader, so your X-wings should generally get faster results burning through Escorts. Again, neutralize Dengar and the ball becomes much less potent (all the bombers are now engaged by your fighters, meaning they can't damage your ships). Keep your own Intel squad alive (lots of X-wings helps), and you can run circles around them once Dengar goes down.What is a good rebel counter to howlrunner, soontir, Vader, 2 tie advanced, 3 interceptors?
Looking for squadron ideas with or without Yavaris.
Also what is the best counter to Vader, advanced, 4 Firesprays, Dengar, and Ryhmer?
Finally, what about 3X advanced, Dengar, Ryhmer, 3/2 Firesprays.
Seems the Rebels are in a pickle against squadrons.
We usually, have a minimum of so many points direct toward squadrons each making lists and pick from the opponent's two fleets.
Seems like Adar could key against Dengar.
So what would be a couple of good imperial Dengar list and a couple of interesting counters for them. Since we are not playing competitively, I would prefer something asymmetrical--maybe one side good at bombing and another focused on stoping said bombing etc. but I may also just prefer a winner of the fighter contest gets to move on and help determine the outcome of the capital ship contest. What would be some fun 110-134 point Dengar list with possible flight controller, costed coms, expanded hanger bays, Corrupter, and Chiraneau be? What about the rebel counters including some of the above and Adar, AFA and NeB B 57 etc pointers with or without Yavaris. We just want to have a rich, fun experience squdron experience. Degnar seems off limits to is right now. Right now it seems the imperials are just chopping up the rebels.
So let me see if I've absorbed some of the knowledge bestowed so graciously upon me:
So worst case scenario squadron is a squdron of 130-134 right now. We play 450 & 475 often.
Degnar 20
Jumpmaster 12
Rhymer 16
TA 12
TA 12
TA 12
Howlrunner 16
Soontir 18
Tie 8
Tie 8
=134 (we often play 450,475, 500, etc list so the one point beyond Max is no an issue)
Worst case scenario for ship considering already so much was spent on squadrons:
Boosted coms on one ship 4
Admiral Chiraneau on another 10
Maybe even expanded hanger bay 5 (Boosted comma or Hanger bay...I have been leaning toward hanger bay.
Both Lists designed to have winner the fighter battle (thunder dome) bring the heat on a bombing run of what is left on the 4th, 5th or 6th turn. Of course Chiraneau changes that possibility and Corrupter 5 might also if added.
Rebel counter
Jan 19
X-wing
X-wing
X-wing
HWK 12
B-wing 14
Dash 24
Dutch 16
= 124
Flight controllers 6 on AF b
Neb B 57 +5 Yavaris + Ador 10
Gallant haven seems good in theory but the darn range is so bad. If only it was a bit longer.
Total = 145 Rebels vs 153
How might this fare?
What might be a better winner advances to the take down capital ships phase or a asymmetrical battle...maybe more interesting. Having one side have no squadrons just isn't an option for us as we envision space battles with a healthy dose of squadrons.
Thanks again for all the hard work and input as it is so very much appreciated. I have an excellent sense of capital ship builds, but squadrons still elude me and I appreciate the various input. Thanks in advance for your time and energy.
Edited by AdmiralNelson