Imperial Counter-Squadron

By Sygnetix, in Star Wars: Armada

And if you use flight controllers, you get to fire your shots, move, then get your fighters into the fight....

I think you mean Flight Commander, but yeah... The other thing that I like about them is that you generally don't need Boosted Coms (not that I really ever think you do anyway, but to each their own tactic) because if necessary you can get forward into range of the squads you wanna activate.

Yup, my bad. Misspoke. Juggling 2 kids under two, had a 4 month old in my lap while I was typing and I had to type between him trying to wiggle off rofl. The addition of wave 2 fighters also makes things extremely interesting int he squadron game, atleast for Imperials. I cannot justify the points for a Relay 1 rebel squadron but the Lambda allows 2 squadron value ships to get all their activations out through it. I've also been experimenting with a split force of fighters and bombers....the lambda takes the fighters were they need to go and the rest of the squadron command pushes the bombers. So far, in testing phase, it's been interesting, that's for certain.

Edited by Sygnetix

How are you activating the other 6 fighters?

Would that be an ISD which isnt using navigate commands? Can I alternatively suggest mass YV666s with Valen Rudor, Mauler and IG. Extremelly potent anti fighter, and Valen solves the issue with the YV666. This way your ISD can concentrate on doing its main job. Clearing the ships.

The problem with the YV's is that speed 2. If you're forced to reposition, you're in for a bad time. The ISD (or others) requires some finesse. Speed 1 and careful positioning helps initially. As stated previously in this thread, pushing out nav commands around turn 4/5 help to reposition. Thus far I've been able to position well enough to keep the ISD relevant later in the game but switching commands as squadrons either get eliminated or get "dug-in" with other squadrons.

Bear in mind, I am in love with fighter coord teams. Its actually what i like most about the Arquitten. Interdictor was a good squad pusher, but its somewhat restrictive on build style.

Centicore though....

how about this silliness?

Swm18-agent-kallus.png Quad-laser-turrets.png

not a squadron, obviously, but this could be a fine 2nd line of defense in case your Ties get smashed like a tide upon a rocky shore

obviously not much good v Rhymer unless you dive into him, but I don't think the Rhymerball can really smash your Ties like a rebel blob can (esp when supported by anti-squadron batteries from ships)

Kallus also adds punch to anti-squadron fire, and neither upgrade eats up your Gunnery Team slot

having flown rebel blobs since ever (love me some Yavaris Bs), I've found the most lethal thing isn't the Howlie deathsquad of mayflies in a blender (nebs eat them) but rather lathered aoe damage from anti-squadron batteries

it takes a few rounds, but before you know it all those hefty rebel squadrons are derping around at 1/2 hull

Edited by ficklegreendice

how about this silliness?

Swm18-agent-kallus.png Quad-laser-turrets.png

not a squadron, obviously, but this could be a fine 2nd line of defense in case your Ties get smashed like a tide upon a rocky shore

obviously not much good v Rhymer unless you dive into him, but I don't think the Rhymerball can really smash your Ties like a rebel blob can (esp when supported by anti-squadron batteries from ships)

Kallus also adds punch to anti-squadron fire, and neither upgrade eats up your Gunnery Team slot

I really enjoy the Raider, I just wish it's apparent primary function wasn't so diminished since only 1 title can effectively "stop" squadrons. It almost seems like it would have been a good chance for FFG to introduce generic "Role Cards" as a replacement for titles but I fear starting another "what if" conversation.

how about this silliness?

Swm18-agent-kallus.png Quad-laser-turrets.png

not a squadron, obviously, but this could be a fine 2nd line of defense in case your Ties get smashed like a tide upon a rocky shore

obviously not much good v Rhymer unless you dive into him, but I don't think the Rhymerball can really smash your Ties like a rebel blob can (esp when supported by anti-squadron batteries from ships)

Kallus also adds punch to anti-squadron fire, and neither upgrade eats up your Gunnery Team slot

I really enjoy the Raider, I just wish it's apparent primary function wasn't so diminished since only 1 title can effectively "stop" squadrons. It almost seems like it would have been a good chance for FFG to introduce generic "Role Cards" as a replacement for titles but I fear starting another "what if" conversation.

oh no, you put that **** on an ISD

big bugger with gunnery teams is already fairly scary for squadrons, now it's far worse and really doesn't lose any anti-ship effectiveness as you can doll it up with Avenger or h9s etc.

Edited by ficklegreendice

how about this silliness?

Swm18-agent-kallus.png Quad-laser-turrets.png

not a squadron, obviously, but this could be a fine 2nd line of defense in case your Ties get smashed like a tide upon a rocky shore

obviously not much good v Rhymer unless you dive into him, but I don't think the Rhymerball can really smash your Ties like a rebel blob can (esp when supported by anti-squadron batteries from ships)

Kallus also adds punch to anti-squadron fire, and neither upgrade eats up your Gunnery Team slot

having flown rebel blobs since ever (love me some Yavaris Bs), I've found the most lethal thing isn't the Howlie deathsquad of mayflies in a blender (nebs eat them) but rather lathered aoe damage from anti-squadron batteries

it takes a few rounds, but before you know it all those hefty rebel squadrons are derping around at 1/2 hull

A while ago HERO was talking about running an ISD-II with Kallus+QLTs as well as Gunnery Teams and the Avenger title. The rationale being that Gunnery Teams allows for flak and a "real" attack against a ship from the same hull zone and Avenger disallows aces with exhausted defense tokens (from reducing damage from your fighters earlier, one presumes) from using them against the ISD flak. All by itself it's not going to wipe squadrons, but as part of a fleet with a decent fighter presence I was a bit intrigued...

I simply wish the raider had a redirect. When the Needa type card for redirect hits, raiders or nebs are gonna have a field day.

I simply wish the raider had a redirect. When the Needa type card for redirect hits, raiders or nebs are gonna have a field day.

Hear hear.

It looks like a nice screen, question is how does it get to the Jan/YT escort combo that keeps Y-wings out of the frey?