Hello boys ! Just a bit of a discussion thread regarding squadrons ![]()
First of all, a disclaimer : I'd rather if we don't discussion the specifics of which squadrons to choose, but rather discuss the number of them. We all know the powerful builds out there and I don't think we really need a thread to talk about that ![]()
In the past weeks, I've clocked a fair number of games with Wave 1 and Wave 2 ships, both Rebels and Imperials, with different squadron builds in the fleet. Of these games, two were particularily interesting :
1) Yesterday, I initiated a new player to Armada with 300 points and chose a very "safe" list to learn the Imperials : Tarkin, 2 Victories and 7 squadrons (one Vic had Expanded Hangars).
2) Today, a 400 points game where I played Rebels with an AFMK2 A. The AFMK2 A is a weird ship because it's not specialized in ship to ship combat, and looks like a stronger version of the Neb Escort : it's able to activate the same number of squadrons, and it has the same anti-fighter barrage. I did not have any squadron for it to command, except the odd squadron here and there due to Garm's command tokens.
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Now, a few observations from these games :
1) Squadrons (except maybe the Firesprays in a Fireball configuration) don't have the firepower to carry the general game : except against other squadrons, they take less advantage of each dice due to not using accuracies, except in the case of black dice with Bomber. Moreover, they are so short ranged that in order for a squadron to have the same reach as a ship it needs to be speed 4 (so that it's within range 1).
2) The 300 Imperial Fleet that maxed out the number of squadrons it could activate was very enjoyable in terms of flexibility : sure I did have Tarkin with Liaisons, but activating squadrons felt like a very good tool to have for each ship, they can still score points by killing the enemy squadrons and can contribute here and there to the total damage.
3) If your ships has the ability to activate squadrons, but has no squadrons to activate, it loses one order amongst its selection. Is that bad ? I don't know, but there are sometimes where my AFMK2 A could have used a squadron Command to take advantage of a break, but did not have any squadron to command.
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All these observations have led me to one question that I'd love to discuss with you guys : Do you think a fleet should maximise the number of squadrons it can activate (even including Rogues) through squadron commands, in order to gain extra flexibility when choosing orders ? And that means, even if your ship isn't a dedicated carrier.
I can't quite answer this question on my own (and I don't think anybody will !), but let's share arguments and examples from battles so we can each make up our mind ![]()
A few arguments for :
1) The number of squadrons you can activate is built into the points cost of your ship, so by not taking squadrons you're actually wasting potential points.
2) Squadrons, much like ships, are at a risk of dying. So, it means that even if squadrons die, you still have the ability to activate some more with your ship that has upgrades actually benefitting squadrons.
3) Squadrons can score points by killing other squadrons, and even if it isn't much, 24 points of TIEs killed is 95% of the MOV to get a 6-4 and 10% of the MOV to get a 9-1 which isn't insignificant as a TIE breaker (see what I did there ?
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4) In ships that require to be at shorter ranges to deal their most damage, squadron commands allow them to hit down range.
5) In fleets with no squadrons, they're at a definitive advantage.
6) Due to the way defense tokens work (especially Brace), more attacks has a slight advantage over fewer attacks that are more powerful.
A few arguments against :
1) Squadrons take up valuable fleet points that you could spend on an extra ship or on valuable upgrades.
2) Squadrons can die easily to other squadrons and provide victory points for your opponent.
3) Due to them needing a squadron command in many cases, they are dead weight in terms of points in some turns.
4) Points for points, they are less efficient against ships than ships or ship centric upgrades.
5) In fleets with a small elite fighter force, they're a liability.
Yet, I'm still starting to feel that maximizing the squadron value in fleet design is the way to go, even if it includes a lower number of ships.
If we look at the World Championship winner, he did maximize his fleet's worth of squadrons activations (well, almost, he had 8 A-Wings our of 9 total activations) and that brought him quite a bit of firepower which allowed him the win in the final round (against a no squadron list).
Let's look at a few examples that we've all encountered in games :
1) Victory Destroyers against fast nimble ships that dodge the firing arcs where even Nav Commands can't get into range, squadron commands could mitigate the lack of ability to place the shots even on a gunman ship.
2) Nebulon-Bs being jumped on by a Gladiator without B-Wings nearby to punish the enemy if they jump in.
3) You don't know what the hell the "Squadron 2" on the AFMK2 is used for.
4) Imperial Star Destroyers hitting on a fresh hull zone with a full compliment of defense token and only scratching the opponent's shields due to Brace/Redirect shenanigans, even with XI7.
5) CR90s flanking their target and only being able to get side arc shots.
6) Gladiators flanking Neb Bs with a B-Wing escort who wish they took 2 TIE to tie the B-Wings up
7) Raider needing help in anti-squadron, because let's face it, even 2 black dice can't deal more than 2 damage.
With all that, I tend to believe that maximizing possible squadron activations is the way to go, but I'm curious to see what you guys think !