Let's talk about Grit...

By RocketPropelledGiraffe, in Star Wars: Armada

With Rogue and Intel being the big stars of the R&V expansion and everyone talking about Relay and Strategic now, I feel that the Grit keyword does not get any attention at all. And so far I think with good reason, your single unique Millennium Falcon in an enemy squadron ball is likely engaged by more than one and Grit is worthless.

However, with the Scurrg and Lancer the Rebels now have two generic squadrons with Grit, there must be some way to use mass Grit and make it worthwhile? Or is there a possible non-bally way the squadron minigame could have evolved, where squadrons would have been used all spread out and Grit would have been fantastic?

I just put this topic up for discussion to the awesome community, because frankly, I never got Grit to work in a meaningful way. But I really like the ability and would love to see it done.

Ewings freeing grit locked squadrons since 2017...

If you use your grit (Han/Marek) as a focal point to get your opponent to ball up you can roll on them with a Raider and Flechette them to death. Or Mauler, or jump over them with your bombers. You can do any number of things to get your opponent to ball up with grit, and once they do ball up you can take advantage of it in a variety of ways.

And if they don't ball up guys like Han and Marek can be death to a single squadron, so say they only use 2 squads to hold down a grit. grit kills a squad then moves on.

Grit can be quite useful as a tool of murder.

To use a chess analogy, squadrons with "Grit" are the rooks of Armada. After the squadron scrum is over and the board is a bit more clear, squadrons with grit are harder to pin down.

I think Lancers can be great in the end game. A speed-4, black-die bomber with grit and rogue? Add a board that's low on enemy squadrons, and I think you're looking at a pretty effective threat.

I've never had an enemy squad with grit live long enough to be a threat and honestly, even with all the intel on the field, after the FAQ ruling about it, I've always been able to position at least one squad that doesn't have heavy to pin 'em down.

I would say that gamma is a great grit squad, it's super cheap at 10 points and can be used to aggro clumping of opponents squads or to break away and finish a ship off. No rogue but still tasty.

Edited by Jukey
Wrong squad name

In my experience you curl up in that ball more often than not anyway. It does not really matter if Han is in the middle of it.

And if you have that hard hitting Grit squadron in a 1-1 situation you just go for the kill and are free to move afterwards anyway. Having two Grit squads left after the dust settles is great, but do they actually pull their weight to get you there in the first place and emerge victorious from the dog fight, or would non-Grit squads just be decisively more point efficient?

I guess my point is, all of these uses are so unreliable and situational and unsatisfactory. Where is the "Grand Grit Strategy"?

Decimators

Does Grit needs a Grand Strategy?

I mean, I limited my use of Grit to: "Oh Hey, let me Jump on those Two A-Wings there, because once I kill one, I can move away... Doubly so if I do it with my Attack of the Turn and then Move, to make you Chase me." With a YV-666....

1 minute ago, Drasnighta said:

Does Grit needs a Grand Strategy?

I would very much like it to have a grand strategy because I really like the ability. Silly me, I guess.

I don't think it needs it... Its a nice to have option. Its not like the interactions with Escort and Biggs that you need to be worried about... Its more of just a nice thing to have, and really, if anything, its non-ball options. Make them dedicate twice the fighters to go after you than you need to move away... Unless they are taking TIE fighters, then its likely that they're spending more points intercepting you than you are spending on trying to get away... Keep it simple, keep it straight forward, move from there. Nice to have. Grit itself doesn't have synergies as its a Loner-enabler.

Dras, you are so right and it makes me kinda sad. Man would I love the "4Lancer4Scurrg"-I-take-your-fancy-squads-apart solution in a fitting fleet.

Grit is great!

I think that the problems with grit were:

1. It came in the same wave intel did with awesome intel squadrons as Dengar and Jan Ors. Why care about grit if everyone out there is heavy?

2. We had two regular squadrons with it. YV-666 what is one of the squadron I love more but I think is almost useless and Scurrg what is a great squadron but expensive. Rebels had same bomber power with better anti squadron armament. Just 1 less hull and slower but if they learnt to live with speed 2 why not keep them when they gained intel and Independence? The lack of rogue didn't do a favour to Scurrg even when I think it is good without rogue. But we know: new toys around there and grit looked underwhelming.

3. New tools to make b-wings better as AFFM and FCT so no help to the Scurrg. I think the problem with YV cannot be solved. I tried them I liked them and interceptors still being better. Add defenders and end the story. Now rebels got lancers what are great squadrons with better speed rogue and cost. The hull will be the main problem here but I didn't see a rebel with one of them.

IMHO intel is giving up a bit and maybe it will go this way more and more and grit will have its chance.

I don't think you want to try to make grit work. It just sorta happens in game. And it then makes your opponent use multiple squadrons to lock down one.

I have been looking at grit more and more for my Sato lists. As I send various squads at ships I wish to attack, they have a tendancy to get spread out. If my opponent wants to lock them up, they will need to send more than one squad to do so.

I took 2nd in Florida regionals with a swarm of Skurgs. They are faster than B-Wings and Grit was actually REALLY helpful against anyone who brought only like 3 or 4 squadrons. I just had to space them out a little bit. No problem.

Grit is cool. not HUGE but very cool.

Also, as it is deserved... :

Let's talk about Grit, Bayby...
Let's take about En-gage-Me...
Let's talk about all the Movings...
... and the Shootings
Grit lets thee...

Let's talk about Grit...

Wierd, I was just about to post something similar...

I should have waited.

British Wit is far superior to my Australian Drawl.

4 minutes ago, Drasnighta said:

Also, as it is deserved... :

Let's talk about Grit, Bayby...
Let's take about En-gage-Me...
Let's talk about all the Movings...
... and the Shootings
Grit lets thee...

Let's talk about Grit...

Yep, I guess I should have seen that one coming...

I am waiting for the Drasnighta self titled solo album of Armada songs to be available. :D

personally ive never had grit do anything. The few times i was engaged with 1 squad it was the 1 squad i wanted to hit anyway. Its probably the least valuable squad ability to me next to phantom-unique Cloak.

The only time I've had Grit be meaningful was using Han with Sato. My main ball engaged my opponent's main ball while Han avoided the scrum and went about enabling Sato's ability. My opponent had a hard time freeing up enough squadrons to actually pin him down.

5 minutes ago, Vineheart01 said:

personally ive never had grit do anything. The few times i was engaged with 1 squad it was the 1 squad i wanted to hit anyway. Its probably the least valuable squad ability to me next to phantom-unique Cloak.

Grit's crap and can be stopped even with a heavy squad as long it's mixed with a non-heavy. Han can make some use of it, but it could've been and probably should've been so much better. Like you say, it's only out done by Cloak as the worst ability.

Again, that in itself, can be worthwhile - if the enemy is diverting 2 squads to hold you in place, he may very well be putting out more resources than you're costing - and that can be a positive trade.