So what are your thoughts on the new fighters? I've only played one game with the new TIE defender hero and he wasn't as tough as I would have hoped.
Imperial Fighters II
I've had one game that partnered up Stele with Jendon and I was really impressed with what they could do! Haven't tried the other aces yet, mostly because I'm waiting on more squadron packs to arrive to start fielding the new groups en-masse (More than 2 Defenders, a swarm of 4 Phantoms maybe, 6 Decimators).
Thing is I don't know how we'll they'll perform with the new Rebel aces out, which is what I'm more afraid of than the new Rebel fighters.
Anybody find a use for those Phantoms yet?
Anybody find a use for those Phantoms yet?
They are good hit and fade for squadrons that have activated.
They are good hit and fade for squadrons that have activated.Anybody find a use for those Phantoms yet?
Sorry, still feeling hungover from last year. Can you elaborate on that?
They are good hit and fade for squadrons that have activated.Anybody find a use for those Phantoms yet?
Sorry, still feeling hungover from last year. Can you elaborate on that?
They pick on squads that activate already. And they can bounce out of range at the end of the squadron phase. Or move into a more blocking position.
They're also natively the fastest squadrons in the game.
I'm eager to try out the decimators to see if they can cover anti squadron and damage ships.
Anybody find a use for those Phantoms yet?
Used them once so far, generic only with rhymmer. I create Phantomball that (thanks to the instigator and poorly managed squadronsby by my opponent) dissintegrated my opponent. Will drop info afther more games.
Defenders are awesome, especially with flight controllers!
In my very first wave 5 match I was able to one-shot 3 A-Wing squadrons.
In my latest match I fielded 10 defenders including Maarek, two-shotted Rogue Squadron and killed my opponent's whole fighter screen (Tycho, Shara Bey, Rogue Squadron and 4 A-Wings) while only losing 1 Defender despite flying directly into his flak fire. After the Fighter screen was gone they began their bombing runs and took down an MC30c.
Impossible with Interceptors. They would have died to flak fire and are terrible at fighting ships.
I love my Defenders and think they are balanced and priced extremely well ![]()
Not to impressed by defenders so far, but only played one game with them, found them to be 50% effective. Phantoms are fun but die easy and don't have great damage output. Decimators are pretty cool and lay down consistent damage. Laamdas are amazing, best new squad by far.
Phantoms need to move at the end of their activation not the end of the fighter phase
as is their 2nd move is likely to never help except to break engagement from fighters that moved close in the fighter phase and did not fire on them. they are likely to be dead other wise,
Edited by ouzelIn my latest match I fielded 10 defenders
How many points were you playing at?
500 ![]()
Ok, that would do it. I was seriously questioning my mathematic capabilities for a minute here. I'm really excited to run some defenders, glad to see people have had success.
You need Flight Controllers to make them really deadly in my opinion though.
At 400 points you can field 8 of them with one being Maarek Stele (133 points).
Still waiting for the shipment to arrive. I'll be jury rigging the defenders to turn 1 pack into six one ship squads as I have no intention of buying 3 packs but do want to field at least six squads ![]()
So what are your thoughts on the new fighters? I've only played one game with the new TIE defender hero and he wasn't as tough as I would have hoped.
Not to mention auto damage against everything. His bombing is obscene due to its consistency.
Phantoms are interesting. Hard to find a use for the ability. You might find use picking station assault/fighter ambush and using rhe station to heal them. I've done it in one game with another objective. Whisper is good on her own.
Shuttles are incredible and make any fleet with a floatilla in it better. Colonel is very good too.
Decimators are the hardest to evaluate for me due to their expense. I still like tjem but doubt them for their cost.
IFP II is pretty great value all around
Edited by Trizzo2I'm eager to try out the decimators to see if they can cover anti squadron and damage ships.
i don't think they will. they sure deal consistent damage, but have Heavy.
what they can do is be par of an all-round build. i am thinking 2 x Decimators, 2 x TIE advanced, 2 x Defenders. 100 points of awesomeness; lots of antisquadron damage, and no slouch at attacking ships (average 6.0 damage per turn)
I'm eager to try out the decimators to see if they can cover anti squadron and damage ships.
i don't think they will. they sure deal consistent damage, but have Heavy.
what they can do is be par of an all-round build. i am thinking 2 x Decimators, 2 x TIE advanced, 2 x Defenders. 100 points of awesomeness; lots of antisquadron damage, and no slouch at attacking ships (average 6.0 damage per turn)
What about the capital ships? Which of them would be helpful in that assortment of Imperial justice? I can never build the squadrons in a vacuum without thinking about which capitals I bring with me.
Defenders seem to be a hit or miss, not amazing but not terrible since i hear nothing but 50-50 its awesome or terrible comments about it lol even locally.
Phantoms are too easy to squish. And for some reason they have equal firepower to an xwing, which makes no sense.
Decimators are freakin scary. I hate those things lol. Counter1 is really just icing on the cake, theyre bulky and do reliable damage.
Ive yet to see a Shuttle used but given how ive been using my VCX100s lately i imagine i'll start seeing them lol. My opponents are getting pissed at me stealing objectives out from right under their nose (literally) with squadron activated VCX's lol
Defenders are going to feel wierd to imperial players because it will be the first non Rogue multi-purpose squadron we have had can intercept, bomb, and space superiority all in one package.
For me defenders are attractive because I always wanted an Imperial squadron that was able to fight out the squadron battle and then change over to bombing. Pretty much all the rebel fighters can do this but Imps have not really had the option before.
On Marek and ace survivability - nowadays in pretty much every game I find squadron configurations that can reliably do 3+ damage to be pretty common. Toryn especially means rebels seem to be able to do it pretty consistently, and Imps have always been able to do it with swarm, howlrunner, flight controllers etc. This means any ace is going to die even with the brace unless they bring enough support that they can't be focused on. This has been the case when I run Bossk for a long time - you think he should last for ages, but he only takes 3 good hits to kill really.
I'm eager to try out the decimators to see if they can cover anti squadron and damage ships.
i don't think they will. they sure deal consistent damage, but have Heavy.
what they can do is be par of an all-round build. i am thinking 2 x Decimators, 2 x TIE advanced, 2 x Defenders. 100 points of awesomeness; lots of antisquadron damage, and no slouch at attacking ships (average 6.0 damage per turn)
What about the capital ships? Which of them would be helpful in that assortment of Imperial justice? I can never build the squadrons in a vacuum without thinking about which capitals I bring with me.
imho it is easy, because this setup has 4 non-rogue squadrons. so easy to carry/support.
you will definitely want 1-2 flotillas, because activations, and those are actualy enough. this setup works for fleets that want to have their ships being the primary damage dealer (it isnt really a dedicated bomber wing, more like multi purpose) i guess a requirement would also be that the fleet has 4-5 deployments by ships.
Would always drop one generic TIE advanced for tempest squadron, that one point plus for bomber is great imo. As long as you plan a squadron wing that might actually win the squadron battle rather than just deter an enemy wing for a few turns, the investment is well worth it.