How to destroy rebel squadrons

By Wetaas, in Star Wars: Armada

I run rebel swarm lists (a-wings) and I can tell you right now what would lock them down is area damage and escort.

Dengar is a must...giving EVERYONE counter is pretty big. Throw in Howlrunner, interceptors and maybe a few advanced and you could just about wreck anything.

Area damage can be effective, mauler is real good...but the meta is slowly leaning towards locking him down...you need to combat numbers with numbers as there are so many one trick pony squadrons.

I'd do something like...Howl/Dengar/Black Squadron/Valen, and the rest advanced/interceptors....move it together and keep gonzos pushing it together.

Tie/I with Howl and FC are best on an alpha strike.

You don't have to kill every squad. Just enough to stay alive.

I run rebel swarm lists (a-wings) and I can tell you right now what would lock them down is area damage and escort.

Dengar is a must...giving EVERYONE counter is pretty big. Throw in Howlrunner, interceptors and maybe a few advanced and you could just about wreck anything.

Area damage can be effective, mauler is real good...but the meta is slowly leaning towards locking him down...you need to combat numbers with numbers as there are so many one trick pony squadrons.

I'd do something like...Howl/Dengar/Black Squadron/Valen, and the rest advanced/interceptors....move it together and keep gonzos pushing it together.

My problem with "must have" Dengar is that counter is based off rolls and all those blue dice are often meh at best when rolled in 1's and 2's. Using the Admiral to move around a Mithel with a Fel wingmate and a 3x TIE Advanced escort....don't have to worry about blanks, crits, etc.

When rebel players see the dials go down, they panic, if you can take a swing at jan she can't pass off...you go for it...find the weak links

I run rebel swarm lists (a-wings) and I can tell you right now what would lock them down is area damage and escort.

Dengar is a must...giving EVERYONE counter is pretty big. Throw in Howlrunner, interceptors and maybe a few advanced and you could just about wreck anything.

Area damage can be effective, mauler is real good...but the meta is slowly leaning towards locking him down...you need to combat numbers with numbers as there are so many one trick pony squadrons.

I'd do something like...Howl/Dengar/Black Squadron/Valen, and the rest advanced/interceptors....move it together and keep gonzos pushing it together.

My problem with "must have" Dengar is that counter is based off rolls and all those blue dice are often meh at best when rolled in 1's and 2's. Using the Admiral to move around a Mithel with a Fel wingmate and a 3x TIE Advanced escort....don't have to worry about blanks, crits, etc.

Intel added in with counter...yeah sure...but when your bomber wing starts nickle and diming people with a one off here or there it adds up.

I run rebel swarm lists (a-wings) and I can tell you right now what would lock them down is area damage and escort.

Dengar is a must...giving EVERYONE counter is pretty big. Throw in Howlrunner, interceptors and maybe a few advanced and you could just about wreck anything.

Area damage can be effective, mauler is real good...but the meta is slowly leaning towards locking him down...you need to combat numbers with numbers as there are so many one trick pony squadrons.

I'd do something like...Howl/Dengar/Black Squadron/Valen, and the rest advanced/interceptors....move it together and keep gonzos pushing it together.

My problem with "must have" Dengar is that counter is based off rolls and all those blue dice are often meh at best when rolled in 1's and 2's. Using the Admiral to move around a Mithel with a Fel wingmate and a 3x TIE Advanced escort....don't have to worry about blanks, crits, etc.

Intel added in with counter...yeah sure...but when your bomber wing starts nickle and diming people with a one off here or there it adds up.

Just played a game tonight where 3 y-wings, Wexley, 2 YT-1300's, and 2 Hawks took all game to kill vader, fel, and a few TIE Fighter squadrons.

I'll take the Empires guarenteed hit shenanigans any day.

I've found that Soontir Fel and two Tie Advanced are a potent combination. Throw in Dengar and you've got a pretty decent fighter screen. Get Howlrunner and you've got a fighter cloud that should chew through any enemy squadrons, at least in my experience.

Soontir Fel

Howlrunner

Dengar

2x Tie Advanced

A little expensive but its worked for me.

Soontir Fel and the two tie advanced always cause the rebel player to panic a little. One gives guaranteed damage if you don't attack but if you do attack him you're faced with eight blue dice. Nine blue dice with Dengar in the mix.

Edited by Forresto

I've found that Soontir Fel and two Tie Advanced are a potent combination. Throw in Dengar and you've got a pretty decent fighter screen. Get Howlrunner and you've got a fighter cloud that should chew through any enemy squadrons, at least in my experience.

Soontir Fel

Howlrunner

Dengar

2x Tie Advanced

A little expensive but its worked for me.

Soontir Fel and the two tie advanced always cause the rebel player to panic a little. One gives guaranteed damage if you don't attack but if you do attack him you're faced with eight blue dice. Nine blue dice with Dengar in the mix.

What's Howlrunner for? Only Soontir has Swarm to benefit.

I've found that Soontir Fel and two Tie Advanced are a potent combination. Throw in Dengar and you've got a pretty decent fighter screen. Get Howlrunner and you've got a fighter cloud that should chew through any enemy squadrons, at least in my experience.

Soontir Fel

Howlrunner

Dengar

2x Tie Advanced

A little expensive but its worked for me.

Soontir Fel and the two tie advanced always cause the rebel player to panic a little. One gives guaranteed damage if you don't attack but if you do attack him you're faced with eight blue dice. Nine blue dice with Dengar in the mix.

What's Howlrunner for? Only Soontir has Swarm to benefit.

Dengar has swarm as well. She's not necessary though.

just noticed that soonts is also a very soft intel counter because

a.) he doesn't care if the engaged squadrons attack another ship or squadron

b.) Heavy does stop you from engaging, just stops you from preventing engaged squadrons from moving or attacking ships