Discussion: How do you get the most value out of expensive (named) squadrons?

By Blail Blerg, in Star Wars: Armada

Hi all,

I tend to enjoy using the basic squadrons plus the keystone nameds: Jan, Rhymer, Dengar. They seem to work numerically well for me.

However, I know some of you really like named squadrons, and one of the gencon finalists used them.

How do you make them feel like they hit their worth?

Are you frantically always sure that they will receive sq commands? How do you do that positioning and where to give sq commands?

In current wave2, what are your uses for the underused squadrons?

Ex. Han

Going into wave4 and/or wave5+Corellian, what do you see as the most effective utilizations of underused squadrons?

Are there any squadrons that you want to shout out as super combos that have proved their net worth?

Any recommendations on how to engage vs a Yavaris squadron force with your own generic squadrons? Esp one with Wedge and Dutch? Is there a right way to do it? Or just wrong ways?

Personally, I wasn't fond of Wedge Dutch because I kept rolling blanks on Dutch, nullifying the ability or getting scattered. And rolling 2 hits out of 6 dice on wedge twice was really a bummer. And wedge got focused and died when I used him.

Are Keyan, Luke, Tycho, Vader, Boba worth their extra value? Keep in mind that this increase means less squadrons and ships in general in that list.

Tycho: when in doubt, always take Tycho. If not in doubt, still take him.

Keyan: in wave 3/4, more than ever, but you have to build around him.

Luke: BCC is a godsend for Luke. Or you can just do like me, and roll 3 hit/crits in a row. Seriously, intel really made this guy good. Wave 3/4 will make him SHINE.

Dutch: his ability is super-useful on it's own. Wedge is not needed. Vs. Rogues he's even better. Toryn helps a bit with hit-fishing.

Wedge: kind of useful, but a bit situational. 6 blues, 7 with FC is always neat, esp. with Toryn nearby. Escort makes sure he dies early.

Ohh boy my jimmy rustled, in the postive sense! Many hours spent on Warlord agonising over 1 squadron.

Heros cost you deployments. A good example is Dengar could be a Jumpmaster + Tie Fighter or Bobba could become Jumpmaster + Tie Fighter. When selecting heroes it's a push and pull between a) what you want the list to do, who is the most important piece for the list to function b) what the extra costs takes way from c) what the meta is doing

Two builds I got stuck with: Is Dengar, Vader, Mauler, 2 Firesprays, 1 Bobba Rhymer, better than Jumpmaster, Tie Fighter, Vader, Mauler, 2 Firepsrays, Rhymer. With the former I get a fairly low impact ability but way more defense for with Bobba ship. With the later I get an extra deployment, extra anti squadron overall but at the loss of defense. But Jumpaster + Tie more Hull than but Bobba could potentially absorb the same amount of attacks.

Ultimately his +1 damage wasn't strong enough to hold him and the extra deployment in a high deployment meta was the better call to go with.

I always build my list so i can activate each squadron, each turn, by rouge or command. It's not ideal to have do nothing squadrons.

Edited by Trizzo2

Any recommendations on how to engage vs a Yavaris squadron force with your own generic squadrons? Esp one with Wedge and Dutch? Is there a right way to do it? Or just wrong ways?

I think this is one of the best lessons on squads.

The best way to engage with Yavaris tethered squads? Dont engage them.

Think about it, what is there to gain by engaging? Sometimes the best action is no action at all.

So how do you move around Yavaris then? Do you engage them as they go for your ships once they realize you won't jump them? I guess Yavaris ability is the worst right? So you're probably going to have to take the powerful attack of wedge on an activated squadron regardless.

So how do you move around Yavaris then? Do you engage them as they go for your ships once they realize you won't jump them? I guess Yavaris ability is the worst right? So you're probably going to have to take the powerful attack of wedge on an activated squadron regardless.

Unless you have an amazing alpha strike (Howl, interceptors) then you are not going to reliably kill Wedge outright. So you have a choice, take a single hit from Wedge, or take a double hit from Wedge? Once they leave the safety of Yavaris, they are fair game.

Bloodlust aside, the game is about making trade ups. Very few squadrons have the ability to take on Wedge inside Yavaris' double bubble and trade up their value. So its not worth it.

Exmaple 1) Yavaris Turn X) Yavaris Turn Y) Yavaris

X/X/X squadron H9/H9/H9 H9 H9 Fireball

Demo (medium of Yav) Demo (long of Yav) H9 Carrier

RhymerB Carrier
Fireball

Carrier

Example 1) Split your forces and attack one side or the other with something else.

Exmaple 2) Bait it out. I approached Yarvis with Demo and he positioned his Scruggs waiting for me to double tap. I simply turned around with Engine techs and got out of range. He then chased it (and did major damage) because you're not going to not do Squadron 3 Scurgg. Demo ultimately limped away and this pulled all of his fighters away letting the Fireball move EOT into Rhymer and act first next turn to get it. The threat of Demo is enough to provoke a response.

Edited by Trizzo2