"A Whole Mess Of Messerschmitts!"

By thecactusman17, in Star Wars: Armada Fleet Builds

390/400

ISD-1

  • Admiral Ozzell
  • Flight Controllers
  • Boosted Comms
  • Expanded Hanger Bay

ISD-1

  • Flight Controllers
  • Boosted Comms
  • Expanded Hanger Bay

Squadrons

  • Dengar
  • Howlrunner
  • TIE Advanced
  • TIE Fighter
  • TIE Fighter
  • TIE Fighter
  • TIE Fighter
  • TIE Fighter
  • TIE Fighter
  • TIE Fighter
  • TIE Fighter
  • TIE Fighter

Objectives

  • Precision Strike
  • Contested Outpost
  • Superior Postions

I think you have the air superiority role easily sewn up so I would drop 2 Tie Fighters for rhymer to give all your fighters someone to gather around to attack ships in later turns once the skies are clear of rebel x-wings.

That's bonkers on the fighters. I love it. I don't think you need Rhymer if you are using the ISD's to command the fighters. I may try and get Leading Shots on both ISD's, it's amazing how much extra damage they generate and with no other way to boost damage, or mitigate opponents defense your ISD's are in danger. It will only cost you one Tie.

Edited by Englishpete

No point in dropping the TIE Fighters. At only three hull I'm expecting most of them to die to incoming anti squadron fire. The damageoutput during the experience should be very entertaining to watch though.

I have only played rebels so far but Mauler has brought the pain a lot more than Howlrunner. He was paired with Chiraneau to activate his ability. That ability isn't an attack so it doesn't trip counter.

I don't use A-wings much anymore.

:(

So for those who aren't following the math here, each of those TIEs and Dengar throw 5 attack dice on activation and have Counter 2.

I'm following the math just fine, but a single escort cannot shield Dengar or Howlrunner, it is impossible to place it in such a manner it covers every where you can place to be outside it's influence but in range of either of them 2, and with them 2 being free to be engaged, they will die quick, once they are dead you have basic ties again, and they aren't going to cut it.

I'd suggest losing the named / Advanced and change them to Tie Interceptors, they all get 5 dice, and counter 2, and do not rely on Dengar/Howlrunner to work.

Or if you want to go full on nasty, add Wulff, and then take Vader / Dengar / Mauler / Soontir / Tie_Advanced / Tie_Advanced. and do the same thing but with more style and panache.

I do see what you mean about Advanced not being enough space, but the good news is that it doesn't have to. 9 TIEs has a very large footprint on the board, and 1-2 can be held back to force squadrons into open spaces within range of the Advanced without sacrificing significant combat power.

I am reminded of how Orks work in Warhammer 40k: if you have enough Orks, losing one to combat or using it in a non-combat way doesn't affect the combat efficiency of the others.

Similarly, the goal of this list is to ensure that on an Alpha strike, removing or killing several TIE Fighters returns enough counter damage and leaves enough alive to still wipe out the remainder in the following round.

I do see what you mean about Advanced not being enough space, but the good news is that it doesn't have to. 9 TIEs has a very large footprint on the board, and 1-2 can be held back to force squadrons into open spaces within range of the Advanced without sacrificing significant combat power.

I am reminded of how Orks work in Warhammer 40k: if you have enough Orks, losing one to combat or using it in a non-combat way doesn't affect the combat efficiency of the others.

Similarly, the goal of this list is to ensure that on an Alpha strike, removing or killing several TIE Fighters returns enough counter damage and leaves enough alive to still wipe out the remainder in the following round.

I love the analogy to 40k Orks!!! This thread as inspired me to make a TIE swarm list to play my buddy with.