Hello all and sorry if this was asked before. I just bought new squadrons, Heroes and Villains, so now I have those and the normal X-Wings e Tie Fighters from the core. As the title says, what is the main role for squadrons? How do you fly with squadrons? Do you send them to engage imediatly the enemy squadrons or ships or do you wait the ships to engage first? I felt lost and unsure when I should send them to the combat or not xD
What is the main role for the squadrons?
No need to apologize! This is an incredibly complex question to answer, and you will get a wide range of play styles that people use. I would suggest you get the other squadron packs, since they add a ton of new options to the game.
I typically fly bombers very aggressively, trying to get in attack position on round 2, and strike by round 3. I normally run a few Escorts to protect my bombers, and with Intel I can punish my opponents ships. I will ignore enemy squads to maximize my killing power, since I will run Bomber Command Center to get rerolls for my bombers. Flotillas are great carriers for squadrons, and can take a variety of upgrades to make them even better at it. If you don't have any, you should plan on picking up 1 or 2 in the future.
No need to apologize! This is an incredibly complex question to answer, and you will get a wide range of play styles that people use. I would suggest you get the other squadron packs, since they add a ton of new options to the game.
I typically fly bombers very aggressively, trying to get in attack position on round 2, and strike by round 3. I normally run a few Escorts to protect my bombers, and with Intel I can punish my opponents ships. I will ignore enemy squads to maximize my killing power, since I will run Bomber Command Center to get rerolls for my bombers. Flotillas are great carriers for squadrons, and can take a variety of upgrades to make them even better at it. If you don't have any, you should plan on picking up 1 or 2 in the future.
Thanks for the nice answear! Btw, does Intel affects multiple squadrons that is close to him? Same for Escort? I saw that IG-88 ignores Counter and Escort and he can be annoying to fight against. I did a play test once and I got confused because all the squadrons was close to each other and it was impossible to say who was affecting who, I couldn't tell if a squadron was free or not to move or attack because of being engaged to one or multiple squadrons xD
Edited by SeabookYup, Intel affects anyone within distance 1 of the Intel squadron. So even if any portion of the base is within that distance 1 band, they are given Heavy by Intel. Same goes for escort. If you're engaged with (at distance 1 of) two squadrons and one of them has escort and you want to shoot at a squadron, you have to shoot at the escort.
And yes, a lot of squadron fights end up as one big ball and it can be difficult to tell who is engaged with who, who is Intel-ed, etc... That's why you see a lot of people buying/making distance 1 rulers, so you can check squadron measurements without having to use the full length measuring tool.
from what you have (core set + R&V)
X-wing= very good anti squadron with decent anti ship, very good combined with jan ors (because her ability+ escort match well) and bomber command center
Luke Skywalker= more bomber oriented x-wing with increased resilience, very good combined with Bomber command center and Dodonna
Tie fighter= very good and cheap anti squadron best combined with Howlrunner.
Howlrunner= the more Ties/interceptor you got with her the better she became.
HWK-290= Tou take them mainly for intel and make sure your bombers can reach their target.
Jan ors= more resilient version of HWK-290 her ability is very good with X-wing and YT-1300
YT-1300= best for escort, very hard to kill combined with jan ors
Han solo= basically an assassin made to pick up enemy squadrons before they can do anything, also compelty autonmous (don't need squadron command)
YT-2400= versatile ship, Rogue keyword is ideal for fleet with low squadron value
Dash Rendar= stronger version of the YT-2400
Scurrg H-6= elite bomber and hard to engage, good squadron for yavaris
Nym= better version of H-6, his ability is better with Bomber command center , very good squadron for yavaris
Aggressor= anti squadron ship for fleet with low squadron value (Rogue), do ok against ship.
IG-88= An assassin squadron, ideal counter to escort.
Fire spray-31= very versatile ship (slightly better as a Bomber) for fleet with low squadron value (Rogue) , very good with major rhymer.
Boba fett= stronger version of the Fire spray
Jumpmaster= cheap way to get intel and make sure your bombers can reach their target.
Dengar= stronger and more resilient jumpmaster, good ability in a rhymer ball especially when combined with a tie advanced.
YV-666= slow and easy to avoid but hit very hard against squadron and hard to destroy, also doesn't need carrier (rogue)
Bossk= stronger and most importantly faster version of the YV-666, ideal squadron killing machine.
Edited by thorrkReally good question! For a detailed analysis of different ways to use squadrons, I would recommend reading Biggs' Steel Squadron blog, and specifically his posts on squadron integration for waves 1 and 2. It gives a great overview of different styles of play with squadrons, as well as giving some rough ideas of how much of your fleet should be dedicated to them.
I would also recommend reading his post on Combat Air Patrols: I think they're a good way to start using a wider variety of squadrons, as they offer a relatively flexible build that can attack both enemy squads and ships, plus they incorporate some of the key aces that allow you to get used to their mechanics.
Hope that helps!
If you want to have a good idea how to work your squadron, you could watch some games of WWPD Steven on Youtube. It could give you some way to work them out. Reading is fine, but having the option to see it goes, is nice too.
Usually, you can run three type of squadron set : 1, Interception force : Squadron that are good against other squadron and can shield your ship against your opponent squadron and bomber.
2, Bomber force : Squadron that are good against ship escort by few interceptor with the role of inflicting the maximum dammage to your opponent ship.
3, Balanced force : A mix of both (interceptor and bomber).
Try to don't forget that if you throw all your squadron in front of your ennemy force without the coverage of your own fleet, you will have to defend them against the AAA of the ship and the squadron of your opponent, so the timing and the placement could be even more important than the composition of your squadron set.
Each squadron have it's own skill, try to find the best combination of them. As said before, you can read comments on this forum or else where to have a good idea how to have the maximum output from them. Experience will be your best assets. Trust yourself. ![]()
The squadron has two main roles in Armada. 1st provide additional anti ship firepower second screen your captial ships and bombers from enemy squadrons. How you go about those roles is up to you and how exactly your fleet is built.
Edited by chr335I see, thanks for all the replyes! I will try them all out to learn more and see how it works :3