Rebel Fighters II = Anti Rhymer?

By Ophion, in Star Wars: Armada

If the strategic ability does allow you to move an enemy squad it could provide another form of counter play letting you pull out rhymer/jan/whoever and move them out of effect range or just kill them. Could really throw a kink in the usual squadron synergies.

Seems like it could be really good against the fireballs that rely on rouges and dont really activate the non-rouges.

"Don't really activate the non-Rogues"

Do people do this? I have a Fireball in my list, and I occasionally activate some Firesprays with my Squadron command... But I try not. I always try to activate whomever will get the most out of it. They almost always non-Rogues.

Idk maybe it isnt too common in other areas. I consistently play a couple people that bring a 100 point rhymer ball but only squadron command once a game at most. They just use the fireball as its own self sufficient unit that doesnt rely on their ships.

They were also loading up on raiders and glads without any carriers so this might not be as necessary with flotillas around.

I understand now, tgall set me straight.

I thought you meant only activating rogues with squadron commands. My mistake.

That seems so dicey. My early Fireball builds still used commands, but were might lighter on non-Rogues, and I just got ripped to shreds, lol.

...so to sum up Znipe:

Great against Counter

Great against Escort

Great against anything else you don't want to get too close to

Great against anything you REALLY need to kill

...

Don't be too proud of this new found technological terror FFG has constructed. The ability to destroy a counter/escort squadron is insignificant next to the power of the force....

:-)

That was just so there.....

I would like this quote better if you substituted "the force" for "Ignoring squadrons and just blowing up the ships and getting a win, even though your opponent still has 133 points of full health squadrons on the table".

I think E-Wings will be great, but anti-Rhymer? Don't you want to tie up bombers? If you're sniping them you're not engaging them and they are free to bomb you ships.

I think E-Wings will be great, but anti-Rhymer? Don't you want to tie up bombers? If you're sniping them you're not engaging them and they are free to bomb you ships.

You tie them up with something else, but you sneak past escorts with Snipe.

You hit right into the heart.

I think E-Wings will be great, but anti-Rhymer? Don't you want to tie up bombers? If you're sniping them you're not engaging them and they are free to bomb you ships.

You tie them up with something else, but you sneak past escorts with Snipe.

You hit right into the heart.

I guess so. But you are still paying more for an E-Wing (presumably) for A-Wing dice. I am more interested in whether Snipe gets a ruling in regard to Counter.

If snipe is a Non-counter attack, then you can Counter... It might be odd, but thems the rules.

I want to see two Rebel players with e-wings refuse to engage and just snipe the whole game.

If snipe is a Non-counter attack, then you can Counter... It might be odd, but thems the rules.

I am aware of the rules. But it is also a new affect that could possibly be ruled in a way. Like Sato with replace, we will have to see if any FAQs change anything further

If snipe is a Non-counter attack, then you can Counter... It might be odd, but thems the rules.

I am aware of the rules. But it is also a new affect that could possibly be ruled in a way. Like Sato with replace, we will have to see if any FAQs change anything further

Oh, I know. :D

I just feel this is different, in the fact that Snipe at least appears to "work as shown", whereas "replace" doesn't, as we can't interpret that.

But we won't even have a chance of knowing for at least 6 weeks yet :D

If snipe is a Non-counter attack, then you can Counter... It might be odd, but thems the rules.

I am aware of the rules. But it is also a new affect that could possibly be ruled in a way. Like Sato with replace, we will have to see if any FAQs change anything further

Oh, I know. :D

I just feel this is different, in the fact that Snipe at least appears to "work as shown", whereas "replace" doesn't, as we can't interpret that.

But we won't even have a chance of knowing for at least 6 weeks yet :D

Look at the card, bottom line is keyword. This means there is similar wording to IG88. Snipe will be an attack, but will ignore escort and/or counter.

Tactically I hope its escort.

In which case, I will be very wrong, and consequently, very happy! :D