List combos and how to counter them! It would be great to have a debate about all things we know about Star Wars Armada.
Please try to not get too heated and controversial in your debates (Ackbar + gunnery teams = OP and uncounterable?!)
The combo
I'll start off with my favourite squadron combo right now: Dengar + "Mauler" Mithil. Mithil is the ultimate anti-squadron fighter, with his effectiveness increasing with the more enemy squadrons on the board. 7 enemy squadrons? 7 damage a turn, plus whatever he throws out with his anti-squadron if a squadron command is used. Gets around escort, counter, defense tokens.
Of course, that only works if he can move. Dengar applies heavy to all ships distance 1 around him (intel), making him the perfect escort for Mithil. There are other upgrade cards that work well with this, but I think it's a neat trick to use Intel.
The counter
A few ways to handle this combo.
- If there's no TIE Advanced, just wipe mithil off the board and be done with it. he's a pretty fragile creature. Even with 1 or 2 tie advanced, it is still possible to position your squadrons to be only in range of Mithil and not the advanceds. Fire at will!
- For some reason if you can't target Mithil, get around Dengar. Most fleets will only run one intel squadron, and his intel's area of influence is only 1. that means it's possible to position a squadron to tie Mithil down. Put some squadrons at the edges of Mithil so Dengar can't affect both with his intel.
- Spread your squadrons out a bit. Mithil is best when thrown into an enemy squadron ball. This counter works especially well when only running some token squadrons (6 A-wing for example).
Anybody else out there have some cool combos to share? (and how to counter them!)
Edited by Seriaph