1 hour ago, BergerFett said:at 11pts I do not care if they die. X-wings cost more than them. I found with howlrunner, dengar, and flight controllers they were insanely effective. i played it in wave 2/3 with 2x isd and rhymer.
6 blue on the way in, counter 4 is scary for all enemy squadrons. Having enemies not even engage or run because they dont want to seed points is a good feeling.
My squadrons were never meant to survive. my Interceptors would intercept high priority targets and eliminate it. 6 interceptors over 2 commands would usually be enough to bring down jann and another ace or 2 and then its counter 4. That was killing jann after making her use every single brace. Rhymer was there cuz gallant haven was popular for a bit.
that is/was my issue with rhymer bomber balls, you want them to live to get work out of them. Blue dice have a 50% for damage on ships I used rhymer for threat projection and to draw the enemy fighters out of the safety of their ships and their ships AA fire.
watching your opponents face as you drop Counter 4 swarm though.... those tears were so salty they found some scrolls
I like your explanation, but I do not like its implication: You do end up losing a considerable amount of points when you lose a lot of Ints.
And in general, we're talking about nullifying them in wave4 by doing AA flak first from a ship, then using flight Commander to delay squadrons until after the AA flak has softened them up. Yes, they get off one attack and one counter. so its still good. 10 blue dice with rerolls for 11pts. haha.
IF they don't die in two turns or one turn from extra concentrated AA flak.