so i wanna put this here to help players that do not understand what they face. i will first showacase a wave 1 "token fighter screen" and how it once worked. after that, i will explain how a rhymerball works in two variants, then i will explain how a rebel version works. i will then explain why wave 1 "token fighter screens" dont work, and how to face it and what the goals of a modern fighter screen are.
wave 1 "token fighter screen":
the idea of this fighter screen is the following:
"squadrons are lame, just tie them up for 1-2 turns with idioticaly weak and cheap squadrons, and my ships will beat yours".
2-4 tie interceptors/a-wings.
2 x aces for the braces/scatters.
in general, 20-40 points of squadrons. the goal is to stop the squadron game from being influential by sending 1 squadron per turn to engage enemies and force them to shoot at it instead of ships,hopefuly make them take damage vie Counter, and make any carrier fleet feel like a sucker. because of the wave 1 point limit and no Intel keyword, this worked for the most part.
wave 2:
wave 2 made "balls" relevant with the larger point limit and the "intel" keyword.
examples:
Rhymer
Dengar
Vader
4 x firesprays
rhymer
dengar
2 tie advanceds
7 x tie bombers
let us demonstrate how this bomber wing works:
they shoot at your ships. you try to tie them up. DENGAR moves in, your squadrons are now HEAVY and dont tie ANYTHING up. they still ignore you and keep shooting at your ships. you try to kill dengar, but vader and/or tie advanceds get in the way.
a rebel example
Moldy Crow
3 x x-wings
3 x B-wings
3 x Y-wings
you try to tie them up. then moldy crow moves. she has Intel and your squadrons are now HEAVY. you dont tie ANYTHING up. they keep ignoring your squadrons and shoot at your ships.
as you see, the real problem now is the Intel keyword. the solution is the following:
you have to let go of the idea of "tie up squadrons and avoid playing the squadron game."
the modern fighter screen wants to MURDER SQUADRONS WITH THE INTEL KEYWORD (and grit , a similar but more difficult to abuse keyword). we want max antisquadron damage output. x-wings, tie swarms, imperial aces that autodamage a squadron (specificaly the Intel one! learn to HATE that thing). your fighter screen now needs to be an actual threat. the goal is to be able to kill 2-3 squadrons per turn reliably, by having 20+ antisquadron dice and/or Snipe keyword; so that the bomber player knows you will kill his escorts first turn, and kill his Intel squadrons second turn, at which point his squadrons will be tied up wave 1 style. he will be forced to retaliate, STOP HITTING YOUR SHIPS and start attacking your squadrons. presto! win or lose, now you have done your job.
you dont need "another full squadrons list" you need 70-90 points (sometimes less, but you need to know what you are doing in your antisquadron tactics) of actual agressive fighters.
Edited by Kikaze