Yavaris with Adar Tallon and rogues

By Jondavies72, in Star Wars: Armada

I've been thinking about how I can effectively tackle an imperial power balls by giving it a early game Dengarectomey.

My thought have turned to the potential around matching up dash or Han with a Adar Tallon

Yavaris.

With Han or dash you would engage by:

Activate in a group of 4 awing fighters to soften up escort (remove defence tokens if vader)

You will probably loose a couple Awings in exchange.

During fighter activation move Han/ dash into position and shoot ( this should finish the escort, even vader)

Next round ( best if first player) Yavaris activation double tap with Han/dash and 2 of your standard fighters (the Dengarectomey has occurred) re activate Han/dash so they moves\shoot in fighter round.

Repeat.

Now thats a lot of damage. Question is will it work and which rogue should I pick Han or dash... Head says dash ( speed, bomber and rerolls) heart says Han, black dice and hull.

Or is there a better way to kill/ stop an imp power ball with less than 70 points of fighters?

Well Han is worse than Dash against anything with Scatter(AKA Dengar) because the black dice have no Accuracy, and Dash can reroll his blues to fish for them. Dash is also only slightly less tough, and also faster. As a Rhymerball counter I would probably pick Dash.

What makes you think the Imperial player is going to drive their ball of fighters right into Yavaris?...

double

Edited by HERO

Really underestimating that threat range..

Really underestimating that threat range..

All you have to do to nullify the Yavaris bonus is force the squadron to move less than a millimeter. Not exactly difficult.

What makes you think the Imperial player is going to drive their ball of fighters right into Yavaris?...

I would be hoping the imp does not drive his ball of nasty at Yavaris. Because Yavaris will be snuggled up with my 2 assault frigates (gunnery teams) and corvette, throwing up to 26 red dice ( not including CF ) at his fleet as it tries to chase me down. Since I would use a standard escort frigate, paired with a corvette to prove front cover for my conga line anyway, my spend on fighters and support ( Yavaris 5, Tallon 10, four A wings 44, dash 24) would be 83 points. If that stops the 130 point power ball hitting my ships....... Happy days...... It worked without rolling a dice.

What I think will happen is that the imp will throw his fighters at my ships (that's why he's paid the money) and I will see if a dash with 3 shots per round supported by 4 A wings can gut an imp fighter ball before it trashes my capital ships.

Hero..... Yes many people underestimate just how far you can throw an A wing. The limit in this case is getting Yavaris in activation range for the double tap activations, it's still a very wide threat area.

I use Yvaris as a second line activator. Have a guppy or a MC80 as the primary carrier, and move Yvaris up behind. When the fighters are already engaged, fly Yvaris towards the fight and then start activating them for a couple of turns.

D503

That would be my plan with the four a wings, Dash would get there on his own. I will potentially invest in engine techs for Yavaris. Help get him in range for a next round activation, I also like engine techs on escort frigates as it helps to keep them alive and can be used late game to secure a kill on crippled ship with a double tap ram.

Really underestimating that threat range..

All you have to do to nullify the Yavaris bonus is force the squadron to move less than a millimeter. Not exactly difficult.

The plan is for the rebel list to have four ships and aim for first player. This should allow the Rebs to activate fighters into the Imps last and then activate Yavaris first in the next round before the imps have a chance to activate away. It's standard Yavaris tactics that I used in wave one and it does works against both ships and fighters. You must also remember that Yavaris is only defensive in nature when using slower fighters, it is very offensive when used with fast fighters like A wings.

That's exactly why I run a raider with my ball these days. By the time you burn down dengar and vader you will be out of fighters and they will be irrelevant, and I don't care if you take down the raider, its meant as a throw away. As long as I get 3 or 4 rounds of shooting with rhymer and firesprays they will make up the raiders points no problem and I still have a demolisher and ISD II for knockout punch. Would be interesting to fight a list like this tho, can you post the list exactly so I can have my friend run it against mine?

thanks!

This is still work in progress and I'm not sure on the engine tec or ECM for second Assault frigate and a 394 bid.

So:

Assault frigate mark2b, ackbar, gunnery team, ECM

assault frigate mark2b, gunnery team,

CR90a

Neb b escort, Yavaris, engine tech, Tallon

Four Awings and Dash

All for 395 points.

thanks