Tackling the Howlrunner, Dengar, Mauler, etc, combo?

By Jamborinio, in Star Wars: Armada

It seems this combo is super potent and if used well in our matches has routinely smashed up similarly priced Rebel aces and squads.

How do you deal with this combo as the rebels?

I've tried Wedge & Dutch, I've tried Jan, I've tried A Wings, in fact I've tried pretty much everything but have yet to have much success. Getting Dengar / Howlrunner seems to be the key but their scatters makes that really difficult to do in a timely manner and if you take too long or group up, Mauler with Chiraneau will be costly as are any Interceptors with their Counter 4 and then 5 blues on attack. Wedge and Jan just don't last long enough to respond and can often die in the first strike.

All they need to do is throw in Rhymer and a few TIE Bombers and you simply can't ignore this.

So, how do people match this tough Imperial combo with the rebels?

Is splitting up the rebel squadrons into smaller units a viable tactic to avoid and / or tackle the ball? Or do you just ignore the ball and focus your rebel squads elsewhere perhaps encouraging the Imperials to split their squadrons?

Edited by Jambo75

I don't understand how you are getting Dengar in a list with Howlrunner they are in different factions.

sorry wrong game :(

Edited by bgrelle

Use Ship AA and the most cost effective squadrons you can- AWings are the one I would choose. Their Speed 5 means you can more easily get the one thing that really truely makes the difference- shooting first.

Once you can fly in, shoot, and make them shoot back, you can start making cost effective trades. If you can start rolling double blues from your ships too, then suddenly TIEs die fast.

Yep, ship AA with fighter support is essential. Also, Yavaris is an equalizer.

Use Ship AA and the most cost effective squadrons you can- AWings are the one I would choose. Their Speed 5 means you can more easily get the one thing that really truely makes the difference- shooting first.

Once you can fly in, shoot, and make them shoot back, you can start making cost effective trades. If you can start rolling double blues from your ships too, then suddenly TIEs die fast.

AA ships are great for this, interestingly the Imps have the best set of AA ships to deal with these bad boys....

a raider with kallus and impetuous. (I used a 2 so I could still shoot at medium range, and higher chance of an accuracy) so roll blue/black, if no acc, then add a blue. (Ord experts to reroll blacks

if you shoot at them twice, they have to either take damage, or lose the brace. then you can use fighters to clean them up.

As someone who ran Dengar + Howlrunner + Fel + Vader for a few weeks...

Intel squadrons to avoid Fel's Auto-damage is key. When Howlrunner went down my over all damage output decreased significantly. Facing yavaris was a huge problem too because of the double tap followed by double blue AA dice.

Rieekan Wedge.

Its hilarious.

Or otherwise Tycho, Awings or Yt2400s

As someone who ran Dengar + Howlrunner + Fel + Vader for a few weeks...

Intel squadrons to avoid Fel's Auto-damage is key. When Howlrunner went down my over all damage output decreased significantly. Facing yavaris was a huge problem too because of the double tap followed by double blue AA dice.

If Fel is heavy, he still gets his auto damage. Unless you mean intel squdrons so you can attack him first? Even still, you have to fight through the escorts.

As someone who ran Dengar + Howlrunner + Fel + Vader for a few weeks...

Intel squadrons to avoid Fel's Auto-damage is key. When Howlrunner went down my over all damage output decreased significantly. Facing yavaris was a huge problem too because of the double tap followed by double blue AA dice.

If Fel is heavy, he still gets his auto damage. Unless you mean intel squdrons so you can attack him first? Even still, you have to fight through the escorts.

Intel to reposition.

I'm from the future:

E-wings with Snipe and AA.

Edited by Eggzavier

I think he meant Intel, then reposition to be outside of Fel's auto damage zone.

As someone who ran Dengar + Howlrunner + Fel + Vader for a few weeks...

Intel squadrons to avoid Fel's Auto-damage is key. When Howlrunner went down my over all damage output decreased significantly. Facing yavaris was a huge problem too because of the double tap followed by double blue AA dice.

If Fel is heavy, he still gets his auto damage. Unless you mean intel squdrons so you can attack him first? Even still, you have to fight through the escorts.

Intel to reposition.

Correct

Intel lets you reposition so you can take out key threats while avoiding others, ie Fel auto-damage, escorts, etc.

a raider with kallus and impetuous. (I used a 2 so I could still shoot at medium range, and higher chance of an accuracy) so roll blue/black, if no acc, then add a blue. (Ord experts to reroll blacks

if you shoot at them twice, they have to either take damage, or lose the brace. then you can use fighters to clean them up.

Not really a rebel solution :-D

Well timed squad activations. People usually shield their formation with their escorts so that the critical Aces are shielded. Take that opportunity to alpha strike the Escorts. Make a point to only move just to the edge of being in range to shoot. They probably have a squad command but take advantage if they don't. No Jan means Advanceds go down fast. Once escorts are dead, Soontir is a pain but dies fast if 2-3 shots hit him in a turn

As was already said: Bring Intel. If they alpha strike you first, use squad activations and Intel to reposition so Fel doesn't trigger much or so that you can hit him.

Edited by Church14

  • Kill Dengar.

Dont have any squadrons. Threat eradicated.

My problem with rebel AA is that most of my rebel ships are too busy flying away and broadsiding at IDS's. Rebel ships just seem to get destroyed unless they are moving, which puts me out of AA range.

Yt1300s

My problem with rebel AA is that most of my rebel ships are too busy flying away and broadsiding at IDS's. Rebel ships just seem to get destroyed unless they are moving, which puts me out of AA range.

Exactly.

If you're first player and get the squadron activation first, then you can alpha strike the ball and pick off some of the outlying squads. If it's otherwise, then it's absolute pain as the TIEs descend with Howlrunner leading the way followed by all the other crew. Chiraneau and Mauler is also a nightmare as you can't stop him moving and trashing your squads, and Jan kind of feeds into this nightmare by necessitating your squads to be close to her.

Flight Controllers is another upgrade that when added to a VSD carrier can make a huge difference to that first engagement for the Imps.

For some reason, the MC80 Home One doesn't have the Weapons Team upgrade slot so if the Rebels want to have this, they either have to go Assault Frigate or Liberty...

Flight Controllers is another upgrade that when added to a VSD carrier can make a huge difference to that first engagement for the Imps.

For some reason, the MC80 Home One doesn't have the Weapons Team upgrade slot so if the Rebels want to have this, they either have to go Assault Frigate or Liberty...

Gunnery teams and Ackbar is the reason

The best advice I can give is watch your squadron placement when attacking. I was at a tournament Saturday and faced two Rhymer/Fireballs with Dengar support. You have to look for an opening and pounce. Each list had an Advanced but it can only protect so much and from certain directions. Each battle I was able to take out Rhymer before his ability could be used and in the second, I got Dengar in the same turn. Yes, my squadrons also got chewed up but I was flying 84 points compared to 120+ points. So trades were in my favor.

X-Wings, Jan, and Jamming Field.

Echoing a lot of the sentiments here:

The toughest time I've ever had when running this combo was getting totally focused on by a TON of rebel squads with Flight Controllers, backed with Gallant Haven and Jan and Toryn, and supported by ship anti squadron fire. The imperial combo was devastated, but not before being able to kill all of the rebel squads.

The imperial squads currently are very tough because of their scatters and synergies. Flight controllers does increase the odds that you can get the important accuracy.

Do not bring a light screen to this party. The screen will be dead fast. You could sacrifice them a few at a time to slow down accompanying bombers.

Edited by CaribbeanNinja