The Art of the Fighter screen.

By xero989, in Star Wars: Armada

And that's exactly why I didn't buy Rogues&Villains. It basically eliminates every squadron form the game and replaces them by bounty hunters. Like the Empire would constantly use them instead of endless stream of TIEs.....

And this tells me that something was/is broken with the original squadrons that the empire had.

My description was from a point of view of atrategies based on squads only. Opening up things like using Raiders as a frag grenade on squads dramatically increases options.

Honestly though, we have found Raiders wanting as anti-squad ships without squad support.

One raider flying into a pile of unactivated Bwings will die before it geta to fire next turn. Sending 2 Advanced or really anything with some HP to buy you time during that end phase lets that Raider go off on the next turn.

Why are you flying the raider into range of them? It out ranges them, so just get close and let them come to you.

Not sure how that helps. When they come to you, they kill you. Before you can activate afterward to shoot them.

Unless the opponent is foolish enough to move squadrons next to a Raider in the Squadron phase. Silly Rebel!

I do not have my stuff right in front of me, and off the top of my head do not know the distances. But for sake of argument I will say that the fighters have an attack range of 1 inch, and the black dice have a range of 3 inches. So you park about 3.5 to 4 inches back, then when (If) they activate with a squadron command they can not close and attack, but if they close you can attack them. Also it might be what you think is a pile of B-wings, compared to what I think is a pile. Or it could be you are playing one of the people who has super luck with the dice, I do not know how many times when I have said how my three hull fighters suck people come back and say that they one shot X-wing's with them all the time. I have never seen it happen once, I have also never seen a group of B-wings larger than four and they were not able to take down a Raider in one turn, let alone the two Raiders that were flying togeather.

And that's exactly why I didn't buy Rogues&Villains. It basically eliminates every squadron form the game and replaces them by bounty hunters. Like the Empire would constantly use them instead of endless stream of TIEs.....

And this tells me that something was/is broken with the original squadrons that the empire had.

My description was from a point of view of atrategies based on squads only. Opening up things like using Raiders as a frag grenade on squads dramatically increases options.

Honestly though, we have found Raiders wanting as anti-squad ships without squad support.

One raider flying into a pile of unactivated Bwings will die before it geta to fire next turn. Sending 2 Advanced or really anything with some HP to buy you time during that end phase lets that Raider go off on the next turn.

Why are you flying the raider into range of them? It out ranges them, so just get close and let them come to you.

Not sure how that helps. When they come to you, they kill you. Before you can activate afterward to shoot them.

Unless the opponent is foolish enough to move squadrons next to a Raider in the Squadron phase. Silly Rebel!

I do not have my stuff right in front of me, and off the top of my head do not know the distances. But for sake of argument I will say that the fighters have an attack range of 1 inch, and the black dice have a range of 3 inches. So you park about 3.5 to 4 inches back, then when (If) they activate with a squadron command they can not close and attack, but if they close you can attack them. Also it might be what you think is a pile of B-wings, compared to what I think is a pile. Or it could be you are playing one of the people who has super luck with the dice, I do not know how many times when I have said how my three hull fighters suck people come back and say that they one shot X-wing's with them all the time. I have never seen it happen once, I have also never seen a group of B-wings larger than four and they were not able to take down a Raider in one turn, let alone the two Raiders that were flying togeather.

The Fighter Coordination Team slingshot actually gives b-wings an attack radius of nearly 5. More than enough to pile on a Raider from well outside black AA dice range.

Typically, I've seen it take 3 bombers (x-wings/b-wings) to destroy a Raider using Bomber Command Center re-rolls.

And that's exactly why I didn't buy Rogues&Villains. It basically eliminates every squadron form the game and replaces them by bounty hunters. Like the Empire would constantly use them instead of endless stream of TIEs.....

And this tells me that something was/is broken with the original squadrons that the empire had.

My description was from a point of view of atrategies based on squads only. Opening up things like using Raiders as a frag grenade on squads dramatically increases options.

Honestly though, we have found Raiders wanting as anti-squad ships without squad support.

One raider flying into a pile of unactivated Bwings will die before it geta to fire next turn. Sending 2 Advanced or really anything with some HP to buy you time during that end phase lets that Raider go off on the next turn.

Why are you flying the raider into range of them? It out ranges them, so just get close and let them come to you.

Not sure how that helps. When they come to you, they kill you. Before you can activate afterward to shoot them.

Unless the opponent is foolish enough to move squadrons next to a Raider in the Squadron phase. Silly Rebel!

I do not have my stuff right in front of me, and off the top of my head do not know the distances. But for sake of argument I will say that the fighters have an attack range of 1 inch, and the black dice have a range of 3 inches. So you park about 3.5 to 4 inches back, then when (If) they activate with a squadron command they can not close and attack, but if they close you can attack them. Also it might be what you think is a pile of B-wings, compared to what I think is a pile. Or it could be you are playing one of the people who has super luck with the dice, I do not know how many times when I have said how my three hull fighters suck people come back and say that they one shot X-wing's with them all the time. I have never seen it happen once, I have also never seen a group of B-wings larger than four and they were not able to take down a Raider in one turn, let alone the two Raiders that were flying togeather.

The Fighter Coordination Team slingshot actually gives b-wings an attack radius of nearly 5. More than enough to pile on a Raider from well outside black AA dice range.

Typically, I've seen it take 3 bombers (x-wings/b-wings) to destroy a Raider using Bomber Command Center re-rolls.

I assume that's not a full health Raider with its Brace token, because the only way to destroy a Raider with 3 B-Wings is to roll HitCrit on all 3 blacks. X-Wings flat out can not kill that Raider.

But B-wings can knock down shields and force it to use defense tokens sow that even a TRC-90 is a serious threat

I've been a big fan of

Soontir

Mauler

Howlrunner

Dengar

2x TIE Interceptor....91 points

Packs a wallop with nice counter punch synergy. Next time I fly I'll try swapping out the Ints for 2x Adv for a bit more HP and combo with Soontir. With the increased survivability, that may actually do more damage in the long run vice Counter 4 Interceptors.

Cienna Ree will be fun to add to this mix. Ree/Sloane 2020.