Echelon Formation - video

By shmitty, in Star Wars: Armada

Head over to my blog to see my latest tactics video. This time I take a look at Echelon formations and how they can be used by ships with strong forward arcs like ISDs and Libertys.

Let me know what you think!

LINK

I liked it overall. Very useful for newer players to see things lined up on a table and to hear the rationale behind decisions.

If I were to add anything, I would like to hear more about how formations interact with an opponent. When should one consider an echelon formation? When should one avoid it? What are its weaknesses? Under what circumstances should one consider breaking the formation? What does one do to maintain it if one of the ships is destroyed? etc. For example, I would consider it a strong formation against other enemy ships that like to attack from the front but are not keen on a slugging match (like Nebulon-Bs and CR90s, like you mention in the video). I would consider it a weak formation against enemy ships that want to move perpendicularly to their attackers (the standard Ackbar conga line) as it allows them to concentrate fire on your fleet piecemeal. Similar I would consider it has potentially weaknesses to MC30s and the like that want to get the jump on you and then jump behind their target, outside of all the front arcs of the echelon.

Loved it! So helpful!

I liked it.

If the enemy choose to go round the alternate flank (left of the ISD) then just plot Nav commands, slow the ISD and speed up the Glad whilst shifting the battle to the left and crush them against the table edge or in a head on clash.

If during deployment you spot the enemy intention to do this left hook just angle the ISD and VSD slightly to the left to help out. You will need plenty of Nav commands to do this or the standard right wheel explained in the video and so it can harm carriers who need to squadron command to be effective. Jer Jerrod could be an answer as you don't even need to navigate for a VSD to triple its yaw. Konstantine and/or speed altering tractors/G8s could also help pin the enemy in place.

Edited by Mad Cat

It would be scary to see what that could do with Jerjerrod. That ISD can turn super sharp now, as can the VSD, really pinning something in their front arcs.

And I was definitely thinking of running a Rebel list just like you listed! Liberty, Pelta, Neb/CR90 with Sato or something. Some things to consider for that list as well...

Awesome explanation.

Videos are slow to me. I think I'd prefer a very quick succinct presentation. But thanks.

Have you considered talking about its counters and problems? Maybe like ramming each other, tightness of turn?

What do you do if your opponent runs from you and you can't easily take advantage of that? (say, its not like a collect points objective)

I liked it overall. Very useful for newer players to see things lined up on a table and to hear the rationale behind decisions.

If I were to add anything, I would like to hear more about how formations interact with an opponent. When should one consider an echelon formation? When should one avoid it? What are its weaknesses? Under what circumstances should one consider breaking the formation? What does one do to maintain it if one of the ships is destroyed? etc. For example, I would consider it a strong formation against other enemy ships that like to attack from the front but are not keen on a slugging match (like Nebulon-Bs and CR90s, like you mention in the video). I would consider it a weak formation against enemy ships that want to move perpendicularly to their attackers (the standard Ackbar conga line) as it allows them to concentrate fire on your fleet piecemeal. Similar I would consider it has potentially weaknesses to MC30s and the like that want to get the jump on you and then jump behind their target, outside of all the front arcs of the echelon.

Thanks for the feedback. I will try to go a little more in depth about game flow in the future. I am trying to keep the videos around the 10 minute mark for length so I may not always be able to cover that.

Otherwise, I think those are awesome questions and I would hope people might discuss them here. I'm hoping these videos can be a jumping off point for better discussions on tactics.

I liked it.

If the enemy choose to go round the alternate flank (left of the ISD) then just plot Nav commands, slow the ISD and speed up the Glad whilst shifting the battle to the left and crush them against the table edge or in a head on clash.

If you spot the enemy intention to do this left hook just angle the ISD and VSD slightly to the left to help out. You will need plenty of Nav commands to do this or the standard right wheel explained in the video and so it can harm carriers who need to squadron command to be effective. Jer Jerrod could be an answer as you don't even need to navigate for a VSD to triple its yaw. Konstantine and/or speed altering tractors/G8s could also help pin the enemy in place.

Yeah having Nav commands at the ready is really key for the formation. I tend to run that ISD as Relentless with a Skilled First Officer. Then I can start with Navs and switch to Engineering as needed.

Both Jerry and Konstantine are good choices for this formation as you suggest.

It would be scary to see what that could do with Jerjerrod. That ISD can turn super sharp now, as can the VSD, really pinning something in their front arcs.

And I was definitely thinking of running a Rebel list just like you listed! Liberty, Pelta, Neb/CR90 with Sato or something. Some things to consider for that list as well...

If you try it out please report back and let me know!

Awesome clothing!

A+ content

Keep doing these.

I should point out, I regularly fly MC30s down the table edge whilst also pincering from the other side.

Its nice to see someone set up like that;. The ISD cant turn into the table edge as it will end up going of the table if it does. This means that an MC30 is invulnerable as it races down the edge towards the rear of the formation. And the rear of the formation is nicely set up for a swooping hit on EVERY ship in turn.

On the other side there is a massive board edge to make a speeding run by an MC30 compensating for any formation changes to again get in behind where the enemy is weak.

Of course a cloud of squadrons makes this trickier, but I really do like seeing that formation. In fact I like seeing any formation. Formations are predictable, that makes them weak. Can we have a video about flying formationless?

Can we have a video about flying formationless?

You might be the expert with Ackbar Star Destroyers. Would you like to do one? ;)

Maybe formation is too narrow of a word, or is too easily narrow construed. I wouldn't say my Madine's Dancers list, which takes some cues for its concepts from your Ackbar Star Destroyers, has exactly a formation. I generally have a pretty good idea on every turn how I want the list to work and where I want my ships to be relative to each other. So if there's a formation, it is in a fairly loose sense of the word. The same could be said for my Mothma lists, or any MC30 list, and probably for Steve's Cracken list.

Maybe a way to get at this concept in video is to start from an ideal attack formation where a number of ships are concentrating fire on a single target. Then walk that concept back a couple of rounds and talk about how one goes about setting up that ideal.

I should point out, I regularly fly MC30s down the table edge whilst also pincering from the other side.

Its nice to see someone set up like that;. The ISD cant turn into the table edge as it will end up going of the table if it does. This means that an MC30 is invulnerable as it races down the edge towards the rear of the formation. And the rear of the formation is nicely set up for a swooping hit on EVERY ship in turn.

On the other side there is a massive board edge to make a speeding run by an MC30 compensating for any formation changes to again get in behind where the enemy is weak.

Of course a cloud of squadrons makes this trickier, but I really do like seeing that formation. In fact I like seeing any formation. Formations are predictable, that makes them weak. Can we have a video about flying formationless?

A single MC30 dashing round the short flank is indeed a threat. It has enough firepower so you can't ignore it but is only around 20% of a fleet's points so you probably don't want to break formation to deal with it and suffer elsewhere.

If the ISD can get a decent hit on it the MC30 may be unwilling to press the attack as it gets into the flank zones particularly if the ISD has XI7 lasers. An MC30 with a down port shield and one hull damage may be unwilling to close to APT range of the flank of an ISD and so ends up being neutralised. 2 Firesprays sent into the Imperial backfield can also start hunting for that down shield and the MC30 is unlikely to have brought squadrons with him as it isn't the best carrier in the fleet.

I'm definitely gonna try this with the Interdictor as the middle ship with G8'S and Grav-wells to stop them getting around my flank early

I would add to this lesson plan the maneuverable flexibility of that rear gladiator/raider. That "pivot ship" whatever it happens to be, needs to be deployed, tooled up and commanded in such a way as to expect a break of formation.

Example; It needs to bank and plot nav commands to deal with the inevitable shrimp scampi that saunters down that left flank and decides to chew on grey imperial armor from the rear.

No plan survives contact with the enemy.

EDIT: spelling and clarity.

Edited by Rocmistro

Can we have a video about flying formationless?

You might be the expert with Ackbar Star Destroyers. Would you like to do one? ;)

I did write an article on it...

So here's my list I'm gonna try running with the tactics laid out in the video.

Ya, I think Solar Corona would be evil with this formation. G7's will make sure nobody races around my ISD before its in position.

Echelon Konstantine

Faction: Galactic Empire

Points: 400/400

Commander: Admiral Konstantine

Assault Objective: Close-Range Intel Scan

Defense Objective: Planetary Ion Cannon

Navigation Objective: Solar Corona

Imperial II-Class Star Destroyer (120 points)

- Relentless ( 3 points)

- Skilled First Officer ( 1 points)

- Phylon Q7 Tractor Beams ( 6 points)

- Electronic Countermeasures ( 7 points)

= 137 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)

- Admiral Konstantine ( 23 points)

- Interdictor ( 3 points)

- Phylon Q7 Tractor Beams ( 6 points)

- G-8 Experiemental Projector ( 8 points)

- G7-X Grav Well Projector ( 2 points)

= 132 total ship cost

Gladiator II-Class Star Destroyer (62 points)

- Assault Proton Torpedoes ( 5 points)

= 67 total ship cost

1 Captain Jonus ( 16 points)

4 TIE Fighter Squadrons ( 32 points)

1 TIE Defender Squadron ( 16 points)

Edited by LordTesla

Looks like an interesting list!

The ISD may not be very heavy-hitting without any Turbolaser or Ion Cannon upgrades. And there is no source of re-rolls when it attacks.

Looks like an interesting list!

The ISD may not be very heavy-hitting without any Turbolaser or Ion Cannon upgrades. And there is no source of re-rolls when it attacks.

I'm not 100% sure it needs a turbolaser upgrade other than Quad Turbos because my go to XI7 feel useless because I want to be firing at the same ship from different sides whereas I find XI7 great if you concentrate you fire from one side. But yes, it could use re-rolls. Honestly I think an ISD 1 would be fine I'm just worried about being caught in medium range. Then again I have Konstantine and tractors....

@Shmitty... I think it's a good video. You can't wear Red 5 and use Imperial ships though! LOL

Haha... perhaps, you can reskin for RuneWars if you get into that!

Anyways, if you deploy on the end, you may not be able to force "tempo" and may not be able to win big. Perhaps, the Advanced Version has your demo in the backfield to sweep around the left if need be.

I should point out, I regularly fly MC30s down the table edge whilst also pincering from the other side.

Its nice to see someone set up like that;. The ISD cant turn into the table edge as it will end up going of the table if it does. This means that an MC30 is invulnerable as it races down the edge towards the rear of the formation. And the rear of the formation is nicely set up for a swooping hit on EVERY ship in turn.

On the other side there is a massive board edge to make a speeding run by an MC30 compensating for any formation changes to again get in behind where the enemy is weak.

Of course a cloud of squadrons makes this trickier, but I really do like seeing that formation. In fact I like seeing any formation. Formations are predictable, that makes them weak. Can we have a video about flying formationless?

A video on formationless flying would be a bit tougher, but I will add it to the queue. It is always about reacting to the board state and there are just so many permutations to cover.

Formations have strengths and weaknesses for sure. I'm just hoping to help move some people past the simple line-abreast that seems to common.

In the case of your MC-30 sneaking to the outside there are certainly counter moves to that with this setup that I have used. The ISD totally can turn towards the table edge as long as it isn't speed 3. Given that you should start it with Nav commands it has that option. If you have deployment advantage you can even start angled that way if you see someone going that direction. You don't have to kill the MC-30 (or Demolisher), just force it wide enough that it will take it a bit to re-engage.

And then there are counters to that for the MC-30. It makes the game fun. I have found one of the advantages for me with formations is that they typically force my opponent to react to them. With practice I can predict their reactions and adjust accordingly.

Game within the game and all that.

I would add to this lesson plan the maneuverable flexibility of that rear gladiator/raider. That "pivot ship" whatever it happens to be, needs to be deployed, tooled up and commanded in such a way as break formation.

Exampel; It needs to bank and plot nav commands to deal with the inevitable shrimp scampi that saunters down that left flank and decides to chew on grey imperial armor from the rear.

No plan survives contact with the enemy.

Demolisher does great as that 3rd ship and can eat anything trying to sneak past it.

It's absolutely true that no plan survives contact with the enemy. The hope would be that having a plan at least gets you started on the right foot and gives you a strong base to react from.

So here's my list I'm gonna try running with the tactics laid out in the video.

Ya, I think Solar Corona would be evil with this formation. G7's will make sure nobody races around my ISD before its in position.

Echelon Konstantine

Faction: Galactic Empire

Points: 400/400

Commander: Admiral Konstantine

Assault Objective: Close-Range Intel Scan

Defense Objective: Planetary Ion Cannon

Navigation Objective: Solar Corona

Imperial II-Class Star Destroyer (120 points)

- Relentless ( 3 points)

- Skilled First Officer ( 1 points)

- Phylon Q7 Tractor Beams ( 6 points)

- Electronic Countermeasures ( 7 points)

= 137 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)

- Admiral Konstantine ( 23 points)

- Interdictor ( 3 points)

- Phylon Q7 Tractor Beams ( 6 points)

- G-8 Experiemental Projector ( 8 points)

- G7-X Grav Well Projector ( 2 points)

= 132 total ship cost

Gladiator II-Class Star Destroyer (62 points)

- Assault Proton Torpedoes ( 5 points)

= 67 total ship cost

1 Captain Jonus ( 16 points)

4 TIE Fighter Squadrons ( 32 points)

1 TIE Defender Squadron ( 16 points)

Looks like a good fleet. I think that the G7s will be great for keeping anyone from getting outside of your ISD. Let me know how it works when you try it out. The only suggestion I could think of would be to try and fit in a Gozanti. It would help push the squadrons and give you a 4th activation.

@Shmitty... I think it's a good video. You can't wear Red 5 and use Imperial ships though! LOL

Haha... perhaps, you can reskin for RuneWars if you get into that!

Anyways, if you deploy on the end, you may not be able to force "tempo" and may not be able to win big. Perhaps, the Advanced Version has your demo in the backfield to sweep around the left if need be.

I was wearing that Red 5 hoodie cause it was cold in my basement yesterday!

This formation certainly doesn't force tempo, but it does force the board state. Your opponent has to react to it and it is tough to score on without putting their own fleet at risk.

I would add to this lesson plan the maneuverable flexibility of that rear gladiator/raider. That "pivot ship" whatever it happens to be, needs to be deployed, tooled up and commanded in such a way as break formation.

Exampel; It needs to bank and plot nav commands to deal with the inevitable shrimp scampi that saunters down that left flank and decides to chew on grey imperial armor from the rear.

No plan survives contact with the enemy.

Demolisher does great as that 3rd ship and can eat anything trying to sneak past it.

It's absolutely true that no plan survives contact with the enemy. The hope would be that having a plan at least gets you started on the right foot and gives you a strong base to react from.

Scmitty, that's not to say I didn't like your vid. I think these little 7 minute "Top Gun" school things are very cool. As I'm sure you know, an experienced player with a fast ship is going to capitalize on that assumption that no one is going down my left flank! They'd fly off the board! TROLOLOLOL!

The takeaway from this then is promoting the idea of using Demolisher (or similar ship) as a rear-guard sweeper, when historically she's been used as vanguard assault ship. Now the next part of this series is "when to use your Demolisher as a runner and when to use her as a rearfield sweeper"