The next wing I am going to try is Boba Fett, Rhymer, 2 Firesprays, Mualer, Darth Vader and Dengar
The Art of (Squadron) War. What do you use and do?
I'm a newer player and I was wondering how necessary it is to have all your squadrons capable of being commanded (other than rouge of course).
Are squadrons still good if they aren't commanded by ships at all?
I'm a newer player and I was wondering how necessary it is to have all your squadrons capable of being commanded (other than rouge of course).
Are squadrons still good if they aren't commanded by ships at all?
Unless they have rogue, squadrons can either move OR shoot in the squadron phase. Some squads (basic ties) really need to be ordered if you want them to do any damage before they are killed. Other ships that you can get effects out of, (Intel, mauler), can be moved without orders and still trigger their effects
I stopped playing for nearly a year; just restarted one month or so ago.
When I took my "Armada-pause" they had just changed to Squadrons cap to 100 rather than 1/3 of the fleet cost; did they revert to the old rule (i.e. max 133 points on squadrons in a 400-point list) or can one still invest 100 points max in squadrons.
Thanks in advance.
Its always been 1/3 of the Fleet Cost...
Its just that, in the interim, we were playing with 300 pt fleets, and 1/3rd of 300 is 100
And indeed, its confirmed in the Tournament handbook to round up on that point, to 134 points for 400.
Getting the Rebel Transports this weekend and looking forward to getting some games in. I do find it interesting that even though many say the new Flotilla seems to have changed the game's dynamic very few posts or battle report videos are appearing as of yet. In fact on YouTube Steven MacLauchlan seems to be the only channel that seems to really utilize the Flotillas well and believes they are changing the game as a whole.
I hope to see more videos from others exploring this new tool and also seeing more squadrons on the table. They really are an integral part of the Star Wars mythos.
My personal choice is Jan with X-Wings and a couple Y-Wings but I have been gone for a long time and need to get my game on again. Captain Syndulla is going to change my game come this winter though. She is going to be like a mini ship with a 2 squadron at the end of your turn. That will change the Rebel Squadron game as much as Rhymer did for the Imperials.
I hope to see more videos from others exploring this new tool and also seeing more squadrons on the table. They really are an integral part of the Star Wars mythos.
Definitely agree with this ! Today I had a game on Vassal facing a very squadron heavy Rebel force (full 134 or very close to) compared to 60 points of my own squadrons. In this specific context, I had too many ships compared to what was needed, and having one less ship with more squadrons would actually have been very awesome ! Definitely going to play with larger squadron values, as they are both cool and fitting the theme, but also having extra squadrons, and focusing on mitigating your lower ship advantage with maneuvering is quite effective.
I did a video last night. Flotillas only had Comms Net but that allowed me to advance a turn in token generation, allowed me to shift shields when needed, and provided a huge pain while my opponents slicer tools were annoying ![]()
I did a video last night. Flotillas only had Comms Net but that allowed me to advance a turn in token generation, allowed me to shift shields when needed, and provided a huge pain while my opponents slicer tools were annoying
Where is it, Lyr? I just checked your channel and your latest video is still 6 months old.
My Imperial anti-fighter loadout tends to be:
Dengar
Howlrunner
1x Advanced
3x Interceptor
Run through an ISD with Flight Controllers and Expanded Hangar Bay. Using a dial + token allows you to activate all of them, Interceptors are rolling 6 blues + 4 counter with everything running right.
Mostly I roll dice and hope for the best.
Just an update, I did try upping up my squadron total in a game today, and it was an absolute blast ! Ended up in a big victory for me against an opponent that always kicked my butt relentlessly and consistently so it's good to see a change of pace ![]()
Even cooler was the fact that I only had Wave 1 ships, squadrons and upgrades
Wave 1 is not dead. Wave 1 is love, Wave 1 is life.
But, shameless promotion aside, this specific game really showed how interesting to forget the ship/squadron combo, but rather use the squadrons as indepent forces that you can activate or not with the ships. Another thing that this game told me was how important it is to have both forms of squadrons (bombers and fighters) in a single list, but not necessarily at the same points level. Rebels have an easier time than Imperials achieving that because all their squadrons are decent against ships, but as Imperials, even having only 2 TIE Bomber squadrons was pretty interesting.
Can't wait to field a boatload of squadrons again !
EMPIRE
I tend to run 5-6 TIE Interceptor squadrons when I intend to defend my fleet against enemy squadrons. Usually that is just enough invested to hold down enemy fighters and hit above their cost. In a squadron heavy variation I will usually run a balance of 5 TIE Squadrons & Howlrunner along with 3 Firesprays for anti-ship work. The Gozanti has provided me with a more efficient means to control my TIE swarms however, so I may end up using many more then usual.
REBEL
I do not have as much experience with my Rebels but as of late I am running 6 B-wing squadrons, 2 YT-1300s and Jan Ors combined with Bomber Command Center, Flight Controllers and Fighter Coordination Teams. I use this combination in offense and defense with great results.