Counter "stacking" with Dengar and Flight Controllers

By Arctura, in Star Wars: Armada Rules Questions

Hello...rules question for you guys:

Dengar (Punishing One) - While another friendly squadron is at distance 1–2, it has COUNTER 1 or increases its COUNTER value by 1.

Flight Controllers - The anti-squadron armament of each squadron that you activate is increased by 1 blue die until the end of its activation

Do these two "stack" so that, for instance, a TIE fighter would have Counter 2?

Thanks!

~Arctura

Nope. The anti-squadron armament is the specified value on the ship card, which is not related to the Counter value. So, Flight Controllers increases the anti-squadron armament only for purposes of attacking squadrons during activation but does not affect the Counter value.

Indeed, they are happening specifically at different times...

Counter only happens when you are attacked .

Flight Controllers only happens when you are activating , which oft means you are attacking.

And even if you lacked the restriction of not Countering a Counter Attack, you still would not get the effect, as the value for counter is set (with that modifier), and is unrelated to Anti-Squadron Armament...

... Also, this really threw me off. I assume because it was a new poster, it waited for moderator approval before showing up - but I was in the middle of refreshing when both it and AllWings answer showed up at the same time...

Howlrunner+ dengar stack though

Counter4 interceptors

Wait howlrunners effect applies to counter fire?!? Omg I've been missing so much damage

Wait howlrunners effect applies to counter fire?!? Omg I've been missing so much damage

Yes, yes she does. She effects all attacks against squadrons and counter is an Attack so gets buffed

Edit: Nevermind, somehow entirely missed the post above in which Clon made exactly the same point.

Edited by Ardaedhel

Wait howlrunners effect applies to counter fire?!? Omg I've been missing so much damage

Yes this makes for some very good shenanigans vs that Yarvis set up... They may take a few of the Tie Int's out but they feel the pain at the same time

I already enjoy making a slaughterfest out of Vader, sontir, mauler, denger, howlrunner, plus ties, and now it's gonna be even better! Yay

Howlrunner+ dengar stack though

Counter4 interceptors

this keeps me awake at night :(

Howlrunner+ dengar stack though

Counter4 interceptors

this keeps me awake at night :(

They're sooo expensive and sooo vulnerable to being neutered fast, though. To get just two such interceptors, you're spending already 58 points on squadron defense because you're buying a 16-point Howlrunner and a 20-point Dengar. Both are moderately useful and moderately resilient in their own right, but both are vulnerable to getting jumped and alpha'd in one round. Losing either one tones the combo way down. Sure, you could take a pair of Advanceds, but then you're looking at 82 points just for anti-squadron, to keep just two of those turbo-interceptors powered on, which is kind of a lot of investment.

Wait howlrunners effect applies to counter fire?!? Omg I've been missing so much damage

Swarm

I like to run Howlrunner, Dengar, 4x TIE Interceptors. with a ISD-I set up as a carrier with Boosted Comms, Hangar Bay, Flight Controllers, and Yularen. 1st command is a squadron to get you the token. Then your set up to activate 6 squads when you Squadron activate. Move Howlrunner in 1st. You do not need to use her to attack, just to give the +1 attack to the Interceptors. 6 attack, counter 4 and Swarm re-rolls is powerful.

Because the Interceptors move speed 5, I use this set up to snipe out the aces of the opponent's squadrons.

I've tried a mix of other ships to add to the squadrons. 1 or more TIE Advanced is good to throw in to keep Howrunner and Dengar safe. I have taken to adding 3 Firesprays because they move and shoot in the squadron phase with their Rogue ability. They can move in to clean up and/or engage squadrons or they can attack a capital ship.

Edited by daddyguy99

I like to run Howlrunner, Dengar, 4x TIE Interceptors. with a ISD-I set up as a carrier with Boosted Comms, Hangar Bay, Flight Controllers, and Yularen. 1st command is a squadron to get you the token. Then your set up to activate 6 squads when you Squadron activate. Move Howlrunner in 1st. You do not need to use her to attack, just to give the +1 attack to the Interceptors. 6 attack, counter 4 and Swarm re-rolls is powerful.

Because the Interceptors move speed 5, I use this set up to snipe out the aces of the opponent's squadrons.

I've tried a mix of other ships to add to the squadrons. 1 or more TIE Advanced is good to throw in to keep Howrunner and Dengar safe. I have taken to adding 3 Firesprays because they move and shoot in the squadron phase with their Rogue ability. They can move in to clean up and/or engage squadrons or they can attack a capital ship.

That sounds like a terrifying squadron-murdering machine, but what's your opportunity cost? What if you're not facing squadrons? You've got ~95ish points invested in killing squadrons, which I'm sure you do very well, but that leaves you with 75% of the ship-killing power your opponent brought. Do you not find this to be an issue with that setup?

There is also this thing called Instigator. Watch it plow into your squadrons and then proceed to blow them apart :)

On a more serious note: this is the rules sub-forum.

There is also this thing called Instigator. Watch it plow into your squadrons and then proceed to blow them apart :)

On a more serious note: this is the rules sub-forum.

Really?

::packs up Cardboard Box::

I guess I have to find another place to stay, huh?

There is also this thing called Instigator. Watch it plow into your squadrons and then proceed to blow them apart :)

On a more serious note: this is the rules sub-forum.

Really?

::packs up Cardboard Box::

I guess I have to find another place to stay, huh?

You can't: this is your home and castle :)

There is also this thing called Instigator. Watch it plow into your squadrons and then proceed to blow them apart :)

On a more serious note: this is the rules sub-forum.

Definitely thought I was in Fleet Builds. Whoops!

I like to run Howlrunner, Dengar, 4x TIE Interceptors. with a ISD-I set up as a carrier with Boosted Comms, Hangar Bay, Flight Controllers, and Yularen. 1st command is a squadron to get you the token. Then your set up to activate 6 squads when you Squadron activate. Move Howlrunner in 1st. You do not need to use her to attack, just to give the +1 attack to the Interceptors. 6 attack, counter 4 and Swarm re-rolls is powerful.

Because the Interceptors move speed 5, I use this set up to snipe out the aces of the opponent's squadrons.

I've tried a mix of other ships to add to the squadrons. 1 or more TIE Advanced is good to throw in to keep Howrunner and Dengar safe. I have taken to adding 3 Firesprays because they move and shoot in the squadron phase with their Rogue ability. They can move in to clean up and/or engage squadrons or they can attack a capital ship.

That sounds like a terrifying squadron-murdering machine, but what's your opportunity cost? What if you're not facing squadrons? You've got ~95ish points invested in killing squadrons, which I'm sure you do very well, but that leaves you with 75% of the ship-killing power your opponent brought. Do you not find this to be an issue with that setup?

I think the current meta is proving that not taking any squadrons is bad. In the last regional I played only 1 player brought a squadron-less list and faired poorly. Even minimal squadron support can tie up the opposing squadrons for a turn or two to keep the enemy squadrons off of your ships. Also, the missions play a big part in how the game plays out. You have to take it on a case by case basis.

6 non bomber ships is still a lot of dice to weather for a ship. With their speed, They will have no problem getting to the shield side I want to attack. Combine that with the 3 Firesprays and that becomes a big threat.