CC SQUADRONS!

By Drasnighta, in Star Wars: Armada

I like all of them.

Biggs' ability is a little bit restrictive if themey. Will go well with Ten Numb and some YT1300s. Add in a GR75 with toryn.

Captain Jonus looks like a good partner to whoever has drawn flotilla plinking duty. Good combo with a raider actually!

Really keen to see the tie advanced uniques.

I like all of them.

Biggs' ability is a little bit restrictive if themey. Will go well with Ten Numb and some YT1300s. Add in a GR75 with toryn.

Captain Jonus looks like a good partner to whoever has drawn flotilla plinking duty. Good combo with a raider actually!

Really keen to see the tie advanced uniques.

Yah. Give us another T/A with brace/brace Escort. Please? Cause Vader + that would be silly awesome.

Jonus is awesome. No need for sensor team jank on you demo Front Arc.

Edited by Trizzo2

Jonus suffera from the same minor setback that Sato does. In both cases, ships are getting a buff only if there is a squadron at range 1 of the target ship.

For Imperials, that's kind of suicidal. Either Jonus goes in alone and then dies after buffing one (maybe 2) ship attacks or you throw the whole squad wing in and watch it get flak in the face in a way that Imp squads can't really take.

Mind you, I do see him as an Impressive flotilla hunter.

Edited by Church14

I want to see a Y-wing without heavy. Not sure what to go with it. Maybe Pops who gives another squadron rereoll to antiship ("Stay on Target!") or Norra has escort and grit (she did survive the Death Star II run).

Edited by Salted Diamond

I'm actually considering leaving Dutch out to dry in my next list. Love the Wedge/Dutch combo, but I'm really warming to the idea of the trench buddies (Biggs/Wedge/Luke). It's a rather crazy amount of staying power in a Rieekan list.

*Edit*

Here's the full squad list I had in mind:

Biggs

Luke

Wedge

Jan

Kenyan

Numb

Dagger (unique B-Wing with swarm if you don't know, we just don't know it's exact points yet)

Comes in around 131 or 132 depending on Dagger. One less B-Wing than I usual bring, but every single one is a Rieekan zombie.

Instead of Dagger, bring a YT-1300 with its 7 hull and escort to soak up the Biggs damage transfer.

That takes a huge chunk out of the bomber component. Dagger isn't there to dogfight any more than Numb. It's there because it's 1-2 points to make it a unique in a Rieekan list. Otherwise it would just be a generic B-WIng. You could probably sub out Luke for a YT-1300, though, since you have Jan to throw braces to it. I'm not the biggest fan of Luke, but he has his advantages over a YT-1300.

Jonus suffera from the same minor setback that Sato does. In both cases, ships are getting a buff only if there is a squadron at range 1 of the target ship.

For Imperials, that's kind of suicidal. Either Jonus goes in alone and then dies after buffing one (maybe 2) ship attacks or you throw the whole squad wing in and watch it get flak in the face in a way that Imp squads can't really take.

Mind you, I do see him as an Impressive flotilla hunter.

TIE bombers and Firesprays themselves are just as capable as getting up that close as Rebel bombers. Flak doesn't bother than any more than Rebel bombers. They have just as many hit points as a B-Wing and only 1 less than a Y-Wing. Hell, TIE bombers might actually be better at it than Rebel bombers because they're so much faster. Imperial players just aren't used to it because of Rhymer. He's really more of an alternate to Rhymer than a complimentary choice. I see Imperial bomber balls revolving around one or the other, but not both. Frankly I see Jonus as the superior choice as long as you're willing to get stuck in. He does a lot for you. Leave the Interceptors and the Fighters at home, bring a couple Jumpmasters and some TIE Advanced escorts, and Jonus ball it up.

Edited by Truthiness

ship attacks or you throw the whole squad wing in and watch it get flak in the face in a way that Imp squads can't really take.

Err 3 Hull Tie Generics might suffer from Rebel point defense but nothing else. Any other Squadron can certainlly take it. Tie Bombers included and they fly fast enough to shoot and move out of range given initative or activation.

-edit- not to mention 6 hull defenders...

Edited by Trizzo2

ship attacks or you throw the whole squad wing in and watch it get flak in the face in a way that Imp squads can't really take.

Err 3 Hull Tie Generics might suffer from Rebel point defense but nothing else. Any other Squadron can certainlly take it. Tie Bombers included and they fly fast enough to shoot and move out of range given initative or activation.

-edit- not to mention 6 hull defenders...

Or hull 8 Decimators

I'm actually considering leaving Dutch out to dry in my next list. Love the Wedge/Dutch combo, but I'm really warming to the idea of the trench buddies (Biggs/Wedge/Luke). It's a rather crazy amount of staying power in a Rieekan list.

*Edit*

Here's the full squad list I had in mind:

Biggs

Luke

Wedge

Jan

Kenyan

Numb

Dagger (unique B-Wing with swarm if you don't know, we just don't know it's exact points yet)

Comes in around 131 or 132 depending on Dagger. One less B-Wing than I usual bring, but every single one is a Rieekan zombie.

The new lower cost unique Rebel squadrons make Rieeken the big winner. The zombie lord is smiling bigger than Valen Rudor

Though Lord Zombie does sound like an expensive commander to use in the campaign itself.

That's a lot of refit points.

Why is Reeiken more expensive? Everything gets scars, doesn't matter if you have Reeiken or not. Losing a ship if you have Dodo or Zombie Lord doesnt effect how much refit costs.

As for squadrons your survivability as a hero should prevent a total wipe out. So lets make up instead of losing 6 awings you might loose 2-3 heroes, about theme cost

Unless im missing something why is Reeiken going to cost you?

Frankly hes great in CC. If beat them in refit cost total because of the ability you're winning.

Edited by Trizzo2

Jonus suffera from the same minor setback that Sato does. In both cases, ships are getting a buff only if there is a squadron at range 1 of the target ship.

For Imperials, that's kind of suicidal. Either Jonus goes in alone and then dies after buffing one (maybe 2) ship attacks or you throw the whole squad wing in and watch it get flak in the face in a way that Imp squads can't really take.

Mind you, I do see him as an Impressive flotilla hunter.

TIE bombers and Firesprays themselves are just as capable as getting up that close as Rebel bombers. Flak doesn't bother than any more than Rebel bombers. They have just as many hit points as a B-Wing and only 1 less than a Y-Wing. Hell, TIE bombers might actually be better at it than Rebel bombers because they're so much faster. Imperial players just aren't used to it because of Rhymer. He's really more of an alternate to Rhymer than a complimentary choice. I see Imperial bomber balls revolving around one or the other, but not both. Frankly I see Jonus as the superior choice as long as you're willing to get stuck in. He does a lot for you. Leave the Interceptors and the Fighters at home, bring a couple Jumpmasters and some TIE Advanced escorts, and Jonus ball it up.

Maybe its my play style. As Rebels, my bomber wing is capable of fighting squads as well as ships. If I see Jonus, My squads are going to sit near my ships. Once they jump Jonus and the screen in, I activate squads usually Xs and Bs) and pound on their squads. Then ship flak goes off. One turn of that is going to hurt or cripple anything. Rebels do a bit better against that with more double Brace squads and Jan.

I will admit to forgetting about Decinators and Defenders in the writing of my comment. They do change the numbers.

Because the Zombie Lord refers to a Rieeken list where you actually leverage his ability. It's a list where you sacrifice ships and squadrons to accomplish your goals.

Seems that if you aren't losing ships/squadrons in a way that make Rieeken useful then you may as well save some points and run Dodonna.

Of course, I have too many shinies. Have already moved on to the practicality of a Trench run screen.

Wedge

Luke

Biggs

Rogue Squad (since Red became rogue or was rogue. Not totally sure)

Dutch

Y wing (hopefully Gold squad)

Keyan

118 if generic Y. 119 if Gold squad and Gold is 11.

No bwings at Yavin but I thought I remem er reading Keyan was the surviving Ywing pilot

Edited by Church14

Of course if you don't use Reeiken in a way to make him useful it obviously isn't good! Thats hardly his fault though, chalk that down to pilot error.

Sacing for a win, trade up and refit drain all sounds good, if you can make it work! By changing Admiral your plan might may no longer be able to work at all, that could be good or bad

Edited by Trizzo2

thing with Riekan is you can circumvent CC's whole "if the unique dies it dies FOREVER" by just spamming non-unique ships specifically

Edited by ficklegreendice

thing with Riekan is you can circumvent CC's whole "if the unique dies it dies FOREVER" by just spamming non-unique ships specifically

I don't follow.. non-unique squads don't benefit from Riekan and things that get zombied are still destroyed at the end, right?

And any of the commanders can have Biggs sluff damage onto generics to save the uniques.

I'm actually considering leaving Dutch out to dry in my next list. Love the Wedge/Dutch combo, but I'm really warming to the idea of the trench buddies (Biggs/Wedge/Luke). It's a rather crazy amount of staying power in a Rieekan list.

*Edit*

Here's the full squad list I had in mind:

Biggs

Luke

Wedge

Jan

Kenyan

Numb

Dagger (unique B-Wing with swarm if you don't know, we just don't know it's exact points yet)

Comes in around 131 or 132 depending on Dagger. One less B-Wing than I usual bring, but every single one is a Rieekan zombie.

Instead of Dagger, bring a YT-1300 with its 7 hull and escort to soak up the Biggs damage transfer.

That takes a huge chunk out of the bomber component. Dagger isn't there to dogfight any more than Numb. It's there because it's 1-2 points to make it a unique in a Rieekan list. Otherwise it would just be a generic B-WIng. You could probably sub out Luke for a YT-1300, though, since you have Jan to throw braces to it. I'm not the biggest fan of Luke, but he has his advantages over a YT-1300.

The YT isn't included to be an alpha strike squad. It's new role is to escort Ten to the fight so he can drop the damage when everyone is engaged and then to hang back with Jan and soak up the hits that are coming for Luke/Wedge/Biggs. Who ever shoots at them has to get 3 damage hits just to give them 1. If they only get 2 damage on them, Jan braces to 1 and then Biggs transfers the 1 damage to the YT. Try again next time...

I wonder if there will be cards for the rogue and villians fighter pack

Not in this set. The Corellian Conflict is just the two initial Wave 1 boxes.

I dare say we'll probably see one in the future... But there's limits on what can be done, too, unless they errata what already exists.

The YT isn't included to be an alpha strike squad. It's new role is to escort Ten to the fight so he can drop the damage when everyone is engaged and then to hang back with Jan and soak up the hits that are coming for Luke/Wedge/Biggs. Who ever shoots at them has to get 3 damage hits just to give them 1. If they only get 2 damage on them, Jan braces to 1 and then Biggs transfers the 1 damage to the YT. Try again next time...

Yeah I got that. No question it's a good combo. I just wouldn't want to sacrifice a B-Wing for it since that would significantly degrade the bombing capabilities of the ball. It's worth considering dropping Luke in favor of the YT for all the reasons you gave. I'm kinda meh on Luke (7 points is alot for what he does), and the combo still works without him.

(look at the YV-666 and YT-1200 to see how good speed 2 anti-squadron is).

Ten Numb is gonna be freaking amazing then. What a bunch of heros.

For me, Ten Numbs 5pts if running yav, adar and toryn is offset against the 3xwings I am no longer bringing.

Of course, I have too many shinies. Have already moved on to the practicality of a Trench run screen.

Wedge

Luke

Biggs

Rogue Squad (since Red became rogue or was rogue. Not totally sure)

Dutch

Y wing (hopefully Gold squad)

Keyan

118 if generic Y. 119 if Gold squad and Gold is 11.

No bwings at Yavin but I thought I remem er reading Keyan was the surviving Ywing pilot

What about Pops/Gold 5? (If he is the CC Y-Wing Ace)

(look at the YV-666 and YT-1200 to see how good speed 2 anti-squadron is).

Ten Numb is gonna be freaking amazing then. What a bunch of heros.

For me, Ten Numbs 5pts if running yav, adar and toryn is offset against the 3xwings I am no longer bringing.

Why are you dropping 3 X-Wings?

I wonder if there will be cards for the rogue and villians fighter pack

I hope not. As of right now, there are 34 different squads, and CC will add another 16. What more could they really add to R&V and keep them balanced and competitive with what is coming out? And not to mention the new squad packs coming out. I'd rather see a 3rd variant on the ships to add even more variety.