How do you use the AF2?

By Tirion, in Star Wars: Armada

With the introduction of tanky builds such as the Interdoctor how are you building the AF2 these days? I can't seem to get a build together that does any real damage.

Iv been using them as carriers frequently. As for as ship killers I usually put on HTT and vet gunners. Ran alongside some TRC vets they have done OK.

Iv been using them as carriers frequently. As for as ship killers I usually put on HTT and vet gunners. Ran alongside some TRC vets they have done OK.

the issue I commonly run into building them as carries is before I know it I've pent 100 points and at the end of the day Yavaris probably could have done it better.

As a gunship.... yeah thats what I keep runnign into at best they have been OK

I tend to run them without many bells and whistles. I feel you they are easy to bloat. I think they do well as flying chins to deflect from more fragile elements of the fleet. People in my playgroup seem to go after them, but admitedly this may be a long wave one kneejerk.

I tend to run mine like Teacup suggested, fairly lean and often as a rather effective chin at which to aim. ECM's are nice and I take them if possible, but generally it's just flight controller or gunnery team (depending on what else I have) and hope that it draws fire that would otherwise being going into Yavaris, or a pair of SW90's. The AF II is still fairly quick, so keeping its speed up is nice, and with a 3 point vet captain for a single free token, it can keep speed up or bolster your shields enough to be able to gun and run. It's what I did in regionals and that worked pretty well, and it's what I still do when I can afford to spare some points.

As a gunship it has some good uses but I just find it ends up being a 'cute' compact H1-MC. My experience has been, again, much like Teacup: people go after them, realize I've broken off the attack to run, and they haven't done enough damage to kill them and lost their chance to kill something else.

Had the realization this past week that they're the best option to run Flight Controllers in a Rebel fleet, but that's definitely set up as a carrier. I didn't mind running it next to a Home One for some fairly consistent damage output this past week, which could also be a pretty decent way to trigger QTC for extra dice. I might also try a Gallant Haven with Toryn, since you're keeping squads close anyway.

These are just my ideas, also currently looking at running them again.

Yeah I've done the toryn gallant thing and it's just a points sink.

I'm looking to use 2 of them in my squadron heavy build combined with 2 transports. I'll give them boosted comms so they can stay at range and flight controllers. Transports will have BCC on one and Toryn Farr on the other.

Squadrons will be 4X 3Y 2Scurgg and Jan.

With flight controllers even the Ywings and Scurgg hit with 3 blue and reroll with Toryn.

Playing tomorrow night so will let you know how it goes.

I usually run mine as flagship, to take some heat off of the line ships. It is a good c&c ship, that seems less threatening than something larger. With boosted coms and TRCs it does really well on the edge of the battle space.

AFII-A

Paragon

Veteran Gunners

Guns blazing!

I've usually used mine as a carrier (Type B)

But...every now and then I roll out the Type A (maybe with Paragon), give it ECM and not much else.

Then spam Nav orders and go have fun.

As it's not usually the main ship in my fleet when built/used like this it lasts a surprisingly long time and contributes over the course of the whole game.

Might add Spinal Armaments to it next time too.

Spinal Armament and Paragon is a fun option. You won't always get the ideal shot, but you now roll at least 3 red dice everywhere. And sometimes you DO get that double arc - so if you concentrate fire you can roll 2 black at long range.

If you're feeling up for a bit of fun (Ooooh!), you can put either a weapons/defense liaison on the AF2 with Garm and turn it into an effective Command 1 ship.

I tried this once with my AF2 and an MC80, worked quite well actually :)

I haven't been able to fit it in unless I consciously decide I want to bring the afmk-2 and im going to build around it. I honestly think that the tremendous versatility that made it so good in wave one translates to a jack of all trades/master of none issue where we are now in wave 4.

I haven't been able to fit it in unless I consciously decide I want to bring the afmk-2 and im going to build around it. I honestly think that the tremendous versatility that made it so good in wave one translates to a jack of all trades/master of none issue where we are now in wave 4.

Completely agree it becomes so expensive to be good at anything. Not enough consistent damage to be a reliable gunship especially against an interdictor, and it just becomes such an expensive average carrier.

I've been enjoying running an A with Paragon and Spinal. It flanks to guard Yavaris, and while opponents are gunning for the main fleet it is double arcing sides to whittle down the imperials. The thing about tanks is that the whole fleet can't be tanks: ignore them, then gang up on them when the odds are in your favor.

Yeah I've done the toryn gallant thing and it's just a points sink.

Oh? How so? You just don't get quite enough of the benefit, or what? Or its like a half carrier and not really a full one, so it only does a mediocre job?

My biggest problem with the AFmk2 was always the fickle red dice. With the red dice manipulation options available now, it has at least somewhat overcome this problem, meaning I have actually started to use it again. Took 2nd place in a tournament last week with a list including an AFmk2, and exactly the flexibility of the ship made it possible to use it many different situations to rapidly respond to new threats.

Yeah I've done the toryn gallant thing and it's just a points sink.

Oh? How so? You just don't get quite enough of the benefit, or what? Or its like a half carrier and not really a full one, so it only does a mediocre job?

Your looking at 15 points right there and if your playing it as gallant you probably are going to wasn't ecms otherwise that thing just goes pop these days. So now your at 22 and it's not even great at what it's doing and you just spent 94 points..... This is my issue.

Now I was just talking with Wonderbread and I think these will be prime arquitens hunters.

As he put it.

"It's the circle of life"

For target practice.

My question is, if the AFMkii is getting Victoried, then what the hell do rebels take in its place? The AF is a solid, dependable, adaptable workhorse. It's damage, squadron command, and durability are all unparalleled for its price point. It's hard to imagine the Rebel fleet as a faction without it.

I would argue it's damage is way to inconsistent to be a reliable source. Against really fleets as mentioned in the op. On average your getting the damage per attack, now if you can reliably double arc your looking at 4-5. Not great I can get that with a Trc90. Biggest issue is the interdoctor can repair that back pretty quick. I'm not seeing it's bad I just think it's lost in wave four

Sure. And the Interdictor can do horrific damage to that same Trc90 and still heal back the majority of its damage in a single activation. The Inty is a BRUTUS. But just because a Raider can't kill an Imperial doesn't mean the Raider sucks. The AF has activation efficiency going for it: solid maneuverability, decent defenses, good damage output at range and excellent Squadron activation all in one go. With the wave 4 upgrades, things like flight commanders and flight coordination teams allow the AF to soften up a side for its fighter escort and not vice versa. If Ackbar is your commander, well forget it: there is no more point efficient broadsider. I do agree that because it does many things well it can be a point sink if you let it. That continues to be the biggest trap in armada. Only one ship so far excels with only one upgrade regardless of commander, and that is the CR90.

Af cannot take fighter coordination teams.

The AF lost its favor when Ackbar went out of the scene. The Return of Ackbar may be near, but flotillas aren't helping him along. They are almost immune to Acklbar long range attacks, at least ones without red accuracy selection upgrades.