Intensify Forward Firepower XVI: Walken with Squadrons

By WWPDSteven, in Star Wars: Armada

Vader, fel, mauler mithel. And a jump master. *mic drop*

Lol maybe over 50. But is what I take at the least.

I eviscerated a heavy rebel squadron force led by Jan *****'s Sex Wings (phrase coined by drunktarkin, perpetuated in perpetuity by yours truly) using IG2000, three squints and dengar. At the end of the match I lost one interceptor, he lost Jan, 3 xwings, nym, a Bwing and an Awing. Probably would have lost the rest but game called on account of whoopin'.

Edit: anti squadron fire was a large part of my plan, I suppose that should be mentioned

Edited by Madaghmire

Some additional notes:

Independence feels like a trap to me. It's great against someone who took a fleet which is slow enough that you can reliably bus B-wings around with a 4 move, then have them move again and attack next turn. As a person who hates flying at any speed less than 3, this feels like a good way to never get to attack me for an entire game, or maybe once on the initial pass. I just can't get onboard with speed 2 squadrons, given that eventually they need to try to use that to attack someone. I feel like you will hit hard counters with this.

In my experience, there's one big advantage to the B-Wings, compared to an enemy fleet that's fast...

... Bloodlust.

You can be as fast as you want to be... But you'll also want to be near me, in order to do Damage to me. Very few fleets are designed to be both Long Range and Speedy, seemingly, Ackbar'd TLRC'd Corvettes as the obvious exception...

But Metas are very different in what is good and what is not... Personally, I don't like the Wing Commander, because I do enjoy the challenge of setting my dials correctly...

... That and my Wing Commander is usually Adar Tallon or Raymus Antilles, depending on what sort of ship he's on...

Man, I had so much fun last week slinging a B-Wing Speed 4, then with a second frigate command, speed 2, cleanly across the table to put a crit on an ISD whose rear shields were down...

Literally my main fleet.

Perhaps this explains the difference of opinion that you see from me, but I make an effort to try the more out there ideas to see which ones are terrible (all Neb B's, to save you guys some trouble) and which ones are significantly more effective than they should be (TLC 'vettes with Ackbar or, just as horrifying but in a totally different way, the Riekaan CR90 Engine Tech swarm).

Hey, I've been trying all sorts of things both awesome and terrible!

https://www.youtube.com/user/indierockclimber :)

My challenge to you is to build a winning list using no more than one of any ship, squadron (aces can count as their own thing), or upgrade, so that you can sit on the fence regarding literally everything by just taking one at a time.

:P

Edit: even I'm not that evil.

Edited by Reinholt

Vader, fel, mauler mithel. And a jump master. *mic drop*

Lol maybe over 50. But is what I take at the least.

Some additional notes:

Independence feels like a trap to me. It's great against someone who took a fleet which is slow enough that you can reliably bus B-wings around with a 4 move, then have them move again and attack next turn. As a person who hates flying at any speed less than 3, this feels like a good way to never get to attack me for an entire game, or maybe once on the initial pass. I just can't get onboard with speed 2 squadrons, given that eventually they need to try to use that to attack someone. I feel like you will hit hard counters with this.

In my experience, there's one big advantage to the B-Wings, compared to an enemy fleet that's fast...

... Bloodlust.

You can be as fast as you want to be... But you'll also want to be near me, in order to do Damage to me. Very few fleets are designed to be both Long Range and Speedy, seemingly, Ackbar'd TLRC'd Corvettes as the obvious exception...

But Metas are very different in what is good and what is not... Personally, I don't like the Wing Commander, because I do enjoy the challenge of setting my dials correctly...

... That and my Wing Commander is usually Adar Tallon or Raymus Antilles, depending on what sort of ship he's on...

Man, I had so much fun last week slinging a B-Wing Speed 4, then with a second frigate command, speed 2, cleanly across the table to put a crit on an ISD whose rear shields were down...

Literally my main fleet.

Perhaps this explains the difference of opinion that you see from me, but I make an effort to try the more out there ideas to see which ones are terrible (all Neb B's, to save you guys some trouble) and which ones are significantly more effective than they should be (TLC 'vettes with Ackbar or, just as horrifying but in a totally different way, the Riekaan CR90 Engine Tech swarm).

Lyraeus - if you are taking Advanced and Dengar already, what is the argument for Mithel over Soontir Fel, out of curiosity?

I actually think both can work, but I am curious as to your thoughts on the move + engaged damage vs. attack the advanced + engaged damage, as once the Advanced are dead, Fel is significantly more dangerous on a stand-alone basis with his counter as well.

Edit: Neb B's can work, but won't work consistently. My problem with them is that what they want to do (sit at long range and blast) is actively thwarted by both how movement works (you float towards what you are pointed at) and your opponent (the Imperials can do this exact same thing, better). I do think they can work okay, I just don't think that's going to be a competitive list at high levels of play. I have been wrong before and will be wrong again, however.

Edited by Reinholt

Soontir is based on shooting. If you build the list with the thought they they will have Intel, they may just ignore you. Soontir is also reliant on range and since squadrons can't occupy the same space it is HIGHLY possible to have them just out of distance 1 from Soontir (I have done this and still do it to those that take him)

Mind you, it is possible to split engage Soontir and the TIE Advanced where an Intel ship can only get 1 but not the other X-Wing.

Mithel on the other hand just needs to move, can garentee 1 damage on multiple squadrons every time (with IFF's theory of Jan and 3 X-Wings that is 4 points a move and you will likely get 2 moves so 8 points which is almost as much as Jan will theoretically negate).

The TIE Advanced also will die in about 1 turn after the X-Wings get in range. The average is 2 damage an X-Wing so that will take all 3 shots to drop him if they do better and take him down faster, that is still 2 X-Wings shooting at it and then the others have to attack Mithel if he has moved in, or is in range (likely not).

Dengar is also giving the TIE Advanced and Mithel counter (and Mithel gets a reroll most likely) so you can see some damage dealt to the X-Wings that do attack.

Soontir is also what 18 points vs Mithel's 16 right? So that is 2 points I can use for my bid

Edited by Lyraeus

That is why Vader. Not just base advance. Vader will survive a little longer and is a beast at shooting. Fel is good at immediate damage when/if they shoot at Vader. It's the whole theory of too many targets and set up possibilities. No one can be right. But Lyraeus can (usually is from what I hear??) be wrong. :-D jk.

That is why Vader. Not just base advance. Vader will survive a little longer and is a beast at shooting. Fel is good at immediate damage when/if they shoot at Vader. It's the whole theory of too many targets and set up possibilities. No one can be right. But Lyraeus can (usually is from what I hear??) be wrong. :-D jk.

I use Vader the commander usually. The TIE Advanced are really just sacrificial lambs. They take 2 to 4 attacks to kill and that is exactly what I need when the most squadrons I can expect to attack me is about 8 (though that is on the EXTREME end). Having two of them is perfect as well.

I can be wrong. Usually it is in the rules department where I overlook something (happens often enough) but I get corrected by the lovely team on the forums. As for strategy, I am not sure I have been disproved in that area yet. . .

Vader / Fel / Mithel / Rhymer + Firesprays?

That would only require 4 squadron to boss around.

First- I got my carrying tray from Dragon's Lair and while I haven't used it yet, it will do well for the next Armada tournament (and it will likely do double duty at the next X Wing event as well). I'd recommend his product.

Second- I don't comprehend why anyone would so willingly sacrifice a ship (and its minimum 39 points) without putting up a fight. At least not for tournament purposes. I'd rather have a bad round while putting up a fight than just bringing things to die (you know, past the TIE's/A Wings).

I don't have a lot of seat time in wave 2, but I think my plans of a 60-ish point squad in any build will remain. Intel will make things tougher, but you probably shouldn't go out and engage opposing fighters if you don't think you can win. Keep them close and let them engage on your terms.

That turn of stalling may buy your fighters some time to survive. Or if they are hellbent on hitting your ships, even if you are rolling blue non bomber dice, you may as well go peck at their ships. Dice is dice.

Vader / Fel / Mithel / Rhymer + Firesprays?

That would only require 4 squadron to boss around.