To your credit, I will say that I think the one way I would run a Neb B in wave 2 is salvation with TRC.
That looks kind of stupidly good, but unfortunately it's a one-off because the synergy is between an upgrade and a title.
I'm replying on your post by MP, so as to recenter the topic on Vader !
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Okay guys, I've just had a crazy thought about Vader as an Admiral.
Like many of you have expertly mentionned, he doesn't bring anything to squadrons, but favours the high power output ships. However, by building mainly around that, he puts the main ships at a risk if we're relying purely on them. Obviosuly, we're still going to want to close in with the ships anyways to do damage because the Rebel scum doesn't care as much about the blue dice as we do (except Mon Cal cruisers).
When we discuss tactics in my gaming group, we've come to the conclusion that going around defense tokens is paramount and that there is a triangle of key principles for effective fleet in Armada : Large attacks, Number of Attacks, Defense token miitigation, and that a list needs to be strong in 2 of these areas to work on the tabletop. This explains why Ackbar builds are strong (Strong Attacks + Defense Token Mitigation with the accuracies), or where properly built squadron list work (number of attacks + Brace mitigation through most of the attacks being 1 damage).
What if Vader could bring a "death by a thousand cuts" early game, comfortably staying at range with a fighter heavy force, while whittling down enemy ships, forcing them to use their tokens, while the big hitters are held back comfortably pumping down some shots down range (and thus not over expanding their own defense tokens), then throwing the ships as a second wave closing in for the kill. Definitely not an Imperial gunline (because Ackbar will outgun them), but using a large number of squadrons before shooting to force him to spend/burn his defense tokens because going in for massive attacks with rerolls.
For example an ISD I + VSD 1 + 9 squadrons of various flavours so you can break through an enemy fighter screen (and score points), while pre damaging the enemy ships. through long range bombers and a pretty copious aomunt of dice.
EDIT : An example of the logic was :
Vader ISD with Heavy Turbolaser turrets + 4 TIE fighters.
Squadron command will throw the 4 TIE fighters on the ship, 2 damage on average, the opponent redirects both to different hull zones (because he knows what's coming), so 2 redirects burned. Vader throws in the front arc, gets 4 hits after the reroll with the contain token, the enemy braces and takes 2. It's 4 damage overall from the ship, with a brace and 2 redirects being exhausted, with 4 total shield damage.
Then throw in Rhymerball from the VSD next to Vader, which will probably completely wreck the remaining shields and force the opponent to expend perhaps multiple tokens to stay alive, or bank on engineering commands (making his nav more predictible).
I don't know, I can just see this working Vader's biggest strength seems to be relentless in pumping consistent firepower on the enemy, and large number of squadrons with Rhymer also help with the consistency. But I could be totally wrong about that ![]()
