Steal their stands so they can't fly them. Clearly the most effective and unethical way to win.
You could also ask your opponent not to use them. I sometimes ask my opponent to fly their commander off the board but they always refuse...
Steal their stands so they can't fly them. Clearly the most effective and unethical way to win.
You could also ask your opponent not to use them. I sometimes ask my opponent to fly their commander off the board but they always refuse...
It's a specialized anti-squadron combo and you're not going to find equivalent Rebel anti-squadron for the same points value because Rebel squadrons are more generalist. What you CAN do, however, is hold your own squadrons back and tempt the ineffectual Imperial squadrons into engaging your ships when you won't obligingly put your squads into the meat grinder. Once you start getting some flak fire going in there in addition to your own squadrons, you should be able to handle at least some portions of the combo engine. Any Imperial survivors are going to be mediocre to poor against your ships, so it won't matter much.
If you want to be that guy and build specifically to counter it, just don't show up with any squadrons at all. Ignore them. Blow up those Imperial ships. Without Rebel squadrons around to beat on, the Imperial aces pile is a really bad value for its points.
Honestly I have found yt1300s work the best they are nice and tanky plus escort and counter 1
If only Han had escort... sigh
If you want an imp counter. Yv666s.... boom. Shoot bossk and give him the acc, or shoot the heavy units...
Ruthless Strategist. 3 hull scatter aces are so vulnerable to this. Two rounds of AA fire and you can have them close to death on that alone. Your squadron screen should be able to finish them off, especially if they had to use scatter to survive the AA. Initiative helps in this situation for sure.
Also, whatever you do, don't let your opponents roll all hits on every single one of their Counter dice. It tends to end the game on turn three.
Several people have already said it, but I'd like to reiterate: the most important thing in winning the squad game (winning, not avoiding completely) is proper and precise positioning. Having a maneuver strategy to split up the imperial synergy. X wings can sort of do it. A wings are awesome at it, they just don't last long. Which bring up the second most important thing: have a lot of hull.
Even a 2 dice attack stands to average 1 damage, which can't be braced away, and can only be scattered twice. Whereas a 6 dice wedge attack could potentially get 6 damage...but still be scattered. Costs twice as much as a Y wing with the same potential result (granted he could still one shot something easily). It's the same reason that most experienced players will attack a ship with the weak arc first–you whittle down the defense tokens and shields (hull) in order to soften them up for the kill. And squads with counter do that exceptionally well.
My current screen of choice is Jan, a HWK, and 4 As (would be 5 As if I had them). All have counter and 3 attack, except the HWK. Toryn Farr would be in there too, but she doesn't jive with my ships.
So maneuvering, hull/Jan, Toryn, and lots of little attacks. Especially Toryn and lots of little attacks.
Whereas also, a 6 Die Wedge Shot can also get 2 Accs and 4 Hits, and end any one of your problems immediately. ![]()
Rare, but can't be discounted. Especially when it may be a 7 Die shot (giving you a junk die) and a Toryn reroll, these days...
Yeah a 6-dice Wedge rolls 0 Accuracy results only 18% of the time. 30% of the time, he gets 2 of them (locking down Brace and Scatter). That's pretty reliable. Dude messes up aces if you're not careful.
Come Corellian Conflict, I think just killing Dengar and then dropping Shara Bey into this ball will be sweet justice. In the games I've tested her thus far, she's pure evil. She brings the same annoying scatter token and her counter is absolutely horrifying. For ***** and giggles a friend and I tested dropping her into a ball of three TIE Interceptors. She took two damage and killed all the TIEs in a single turn. We've been testing her as being the same points as Tycho, but I'm starting to think she might be worth more.
Yeah, she has some serious potential - in the very least, she's going to curb some Alpha-Strike policies in my meta.
Kind of why i dount think howlrunner should add to a counter. It a counter and not a attack.
And remeber acc on sqaudrons can shut down that scatter.
I am not trying to be snarky or anything, but I think I can count on one hand (two easy) the number of times that I have had the option of using any scatter as almost every time I field any unit with it they get an accuracy, so from what I have seen not much of an issue. I also think that ships are the way to go, from what I have seen (maybe just my area) almost all of the rebel ships that see the table have two blue anti-squadron dice so should be able to tear up the wimpy squadrons that we Empire players are forced to use, they die if you just look at them wrong.
Kind of why i dount think howlrunner should add to a counter. It a counter and not a attack.
Counter attacks are attacks. The only differences between them and a vanilla attack is the conditions under which they occur and how you determine the number and type of dice to roll.
I've seen a lot of good points here.
I think one small addition is the fact that the squadron game interacts with the much larger point of how you win the game. So the real question is exactly what you want your squadrons to accomplish. If your opponent is committing that many points into anti-squadron, then even if you've got a full-out squadron ball, you're going to take quite a beating. Sometimes, all you accomplish is trading each other out. How much you come out with is going to be a testament to your skill match-up. So if you've got your own 130+ point ball, then you really should be able to put a big dint even in that strong anti-squadron force. They've got some damage, but so do you. If the opponents ships are a weak threat or no threat to your own, then you look at how you can use your ships to push your squadrons over the top. If you're at medium squadrons, then you may just have to make the most of a bad match-up while winning the game on the ships/objectives. With light squads, you really are looking at tying them up for that key turn or two that it takes to get to their ships and to dodge their squadrons.
If it's all hero kill Dengar first. You can pin the now.
If it's Howl/Dengar kill all the Generic ties first.
Dont have any squadrons. Threat eradicated.
I've done this, it's legit. Risky, but legit. I had 5 fighters total. The rest of the list was all in on ships. A combo of sending in a Raider to take out Howlrunner (Screed, Kallus, and QLT resulted in a OTK. The dream). then simply ignoring the Fighters/Interceptors gave me enough time to take out the ships while I sent my Fighters on sacrificial runs to keep squadrons tied up