How to use rebel unique squadrons(green, gold, rogue, dagger)

By Muelmuel, in Star Wars: Armada

Exactly the title. Haven't yet seen many lists with these squads so I expect it requires different ideas of play?

Green squad: feels like it has a difficult role as a fast bomber/multi-role? with that bomber and counter 1.(the only speed 5 rebel squad)

one of my thoughts was as early or late game long-range(distance 5) bombing strike. If early game, send in to the enemy hullzone you are going to strike so as to soften it up. If late game, send it to snipe escaping ships. yavaris, BCC, and vcx can assist in reliability and damage potential.

Gold squad: higher chance to get two hits and a crit effect. bombing reliability of a firespray but without rogue. seems worth the upgrade although brings up the question if BCC would not benefit it as much.

Rogue squad: a add-on piece to your other Xs? no need for commanding so is worth its own activation. shoots later but is protected by neighbouring escorts, may work well with biggs as a damage safety sink. Or lando'shera's flight of 3-speed to increase your little rogue party to 4.

Dagger squad: strong multi-role, but it can be seen that every turn spent shooting other squads is one turn not attacking ships. may have merit with yavaris, arrive later in combat where there are friendlies in engagement that it can use to proc swarm.

Ideas? :)

Edited by Muelmuel

Riekaan

6 minutes ago, MandalorianMoose said:

Riekaan

/thread

So, first thing to note is that each of these benefit from Rieekan's effect, so that alone brings value given the moderate increase in cost.

More specifics:

Gold- Loses heavy, which gives you a six hull non-heavy fighter for 12. Having two blues instead of a single black increases the odds of a crit effect, as well as opening its bomber armament to manipulation from Toryn Farr. Which is doubly valuabe when paired with Norra Wexley. Honestly, if you are bringing rebel bombers the core of that should probably start Norra/Gold Squadron and go from there.

Green- I find works great with Sato. Otherwise, aside from the Rieekan advantage I would use a regular awing to do awing things, because Green is less effective as an interceptor given its lower counter value.

Dagger- Simply a better antisquad B. If you have an extra point its worth upgrading a Bwing you were already bringing. Also the only non Z95 fighter hat synergizes with Lt. Blount's ability.

Rogue- Cheap rogue bomber. I think its great in a vacuum but I've been finding it difficult to actually include in lists.

Additionally, both Biggs and Snipa/Geek's blogs have done excellent write ups on these squadrons and I'd recommend taking a look.

Sadly, Rogue Squadron doesn't work with Biggs - no Escort. It's actually something I'm trying to figure out for my Rieekan build - do I want an extra generic X-Wing for Biggs, or spend the point for Rogue Squadron for the Rieekan synergy?

Green: I've definitely seen in lists. If you're otherwise running BCC with bombers AND you want a speed 5 A-wing for the flexibility, this is exactly where it fits. I wouldn't just casually throw Green in with a bunch of other A-wings though. This seems frequent enough in Sato bomber lists without a Pelta/AFFM since it gives you another good squad to push around and generate Sato abilities.

Gold: This guy seems like a real workhorse. Between BCC and Toryn, there's a lot of potential to make both of the blue dice hit, which makes for a regular 2 damage attack. Pairs well with Norra because with rerolls, you can crit fish and do even more damage. I've seen Gold in tons of lists.

Rogue: Take a hull and speed off the YT2400 and you get Rogue for the same kind of role in your fleet for 2 points cheaper. When points are a premium, this is what you want. I haven't seen Rogue show up as often in lists, but he ought to fit in a lot of places.

Dagger: Since he boosts your anti-squadron over a basic B-wing, you play him in lists where you're actively looking to use your B-wings as anti-squadron. Probably inefficient without Yavaris, definitely pairs well with Ten Numb. Adar Tallon can certainly help. Strikes me as good in the Pelta/Yavaris lists that are roaming around these days.

Kallus absolutely love these guys.

2 hours ago, MandalorianMoose said:

Riekaan

53 minutes ago, Green Knight said:

Kallus absolutely love these guys.

Amen

I think Green is useful for repeatedly smacking flottillas.

5 hours ago, Madaghmire said:

So, first thing to note is that each of these benefit from Rieekan's effect, so that alone brings value given the moderate increase in cost.

More specifics:

Gold- Loses heavy, which gives you a six hull non-heavy fighter for 12. Having two blues instead of a single black increases the odds of a crit effect, as well as opening its bomber armament to manipulation from Toryn Farr. Which is doubly valuabe when paired with Norra Wexley. Honestly, if you are bringing rebel bombers the core of that should probably start Norra/Gold Squadron and go from there.

Green- I find works great with Sato. Otherwise, aside from the Rieekan advantage I would use a regular awing to do awing things, because Green is less effective as an interceptor given its lower counter value.

Dagger- Simply a better antisquad B. If you have an extra point its worth upgrading a Bwing you were already bringing. Also the only non Z95 fighter hat synergizes with Lt. Blount's ability.

Rogue- Cheap rogue bomber. I think its great in a vacuum but I've been finding it difficult to actually include in lists.

Additionally, both Biggs and Snipa/Geek's blogs have done excellent write ups on these squadrons and I'd recommend taking a look.

Green squadron isn't an interceptor, it's a speed 5 black die bomber with Counter. Use it as that and you're golden. It's a great target, for example, for your VCX-100 Relay commands since you can have it flit around the board getting potshots at damaged enemies when other bombers aren't in range.

3 hours ago, Green Knight said:

Kallus absolutely love these guys.

If it weren't for the "generic" Rebel bombers, Kallus would be a terrible pick. As it is, all four are no-brainers, so you'll have at least 2-3 valid targets per opponent.

Green with Rieekan actually makes for the perfect interceptor, especially if you can avoid or your opponent didn't bring Intel. It holds down the fort.

The rebel uniques are very much multirole, even Gold since it lost Heavy. They usually are worth the extra point in just about any list.

But I do agree with sentiments about Rogue. Hard to fit it someplace without having a better alternative

58 minutes ago, thecactusman17 said:

Green squadron isn't an interceptor, it's a speed 5 black die bomber with Counter. Use it as that and you're golden. It's a great target, for example, for your VCX-100 Relay commands since you can have it flit around the board getting potshots at damaged enemies when other bombers aren't in range.

I feel like I pretty specifically said I wouldnt use it as an interceptor.

Sure. I think that using it as an actual bomber is something that people aren't giving it enough credit for. Not just Sato, you can use it to back up Norra or otherwise be an actual bomber against fast targets like CR90s or MC30s that could try to outrun the rest of your bombers, or radically displace themselves from the midst of a bomber ball.

Gold squadron is probably my second favorite thing out of wave 5, the first being my bff Jerjerrod.

No heavy and two blue bomber. Yes please. Toryn and my bae Norra paired with Gold remind everybody why the Y-wing was the favored squadron to make the Trench Run.

Edited by WuFame
6 hours ago, Green Knight said:

Kallus absolutely love these guys.

I have Kallus on a combat refit dictor in my CC campaign. First time ever using him and I picked a great time to do so, because he wrecks face against all the new uniques.

6 hours ago, WuFame said:

I have Kallus on a combat refit dictor in my CC campaign. First time ever using him and I picked a great time to do so, because he wrecks face against all the new uniques.

He's become better and better.

Right now you're more or less guaranteed to get good return fur those 3 points.

47 minutes ago, Green Knight said:

He's become better and better.

Right now you're more or less guaranteed to get good return fur those 3 points.

When does addingbone dice help against brace aces?

2 blue + 1 black (isd2) or 1 blue + 2 black (isd1) often forces the use of a brace token. How is that not useful?

And 3 black becomes brace AND 2 damage. Same with the isd1+oe really.

Also counter from qlt becomes semi-reliable.

39 minutes ago, Ginkapo said:

When does addingbone dice help against brace aces?

3 damage guarantees even double brace heroes still take two damage, which is highly useful against durable heroes like Wedge, Norra and Han Solo.

Or did you mean adding blue dice? That can help get additional accuracy results to hit heroes with Brace/Scatter combos. Especially since Kallus doesn't have to add more dice until after rolling, so a ship with blue-black can add a blue die for Kallus, hope for two accuracy results, and ConFire another black die in to increase the chances of double damage.

Biggest problem with all the non-ace squadrons is that they have no defense. They eat every hit that they take.

IMHO I would have liked non-unique to have at least 1 defense token and take their hit points down by 1. I could see TIE Fighters down to 2 with a scatter and X-wings down to 3 with a brace. Oh well. Too late and not going to change.

12 hours ago, thecactusman17 said:

Sure. I think that using it as an actual bomber is something that people aren't giving it enough credit for. Not just Sato, you can use it to back up Norra or otherwise be an actual bomber against fast targets like CR90s or MC30s that could try to outrun the rest of your bombers, or radically displace themselves from the midst of a bomber ball.

Its a 4 hull bomber, it will go down sooner than you think in the early or late game with ship attacks.

1 minute ago, xerpo said:

Its a 4 hull bomber, it will go down sooner than you think in the early or late game with ship attacks.

That's going to depend on a number of factors, including what is shooting at it and what facing Green Squadron is attacking. Definitely A-Wings have a bad habit of melting to concentrated AA fire, but nobody is saying to not, for example, fly Lancers as bombers.

Green Squadron has a unique ability as a native speed 5 bomber with Counter, and gives Rebels a tool that can be exploited by a variety of Commanders and ships. The fact that this costs a mere 12 points makes it one of the most cost-effective bombers in the game.