Using a Raider with the Instigator title, would this be a way to pin a bomber ball that's using intel to fly through obstacles to it's target?
Raider Instigator vs Squadron Intel
12 minutes ago, DarthAmmon said:Using a Raider with the Instigator title, would this be a way to pin a bomber ball that's using intel to fly through obstacles to it's target?
Correct. They can still shoot instigator unless engaged by non heavy squadrons
I have an idea of what I wanna do. Just wanted to make sure I understand the card correctly. Rather than find out later, when the Raider is a smoldering wreckage. lol
I've used this. The Raider doesn't care about Intel or Escort so try to double arc the Intel unit with a Raider I and pin them with a couple of Defenders/TIEs etc. to save the Raider.
For more fun throw some flechette torpedoes into the mix and target the unactivated squads with your Defenders, my opponents squadrons didn't get to activate for three turns or more :-)
Was looking at adding Instigator, Kallus, Ordinance Experts and Flechette Torpedoes. :-)
Screed too?
Yup, cause I'm putting a Demolisher in the fleet too. :-)
Does Screed work on anti squad firing?
As long as these are adhered to:
1) Once per Activation.
2) A Ship is Attacking.
And remember, instigator not only works against intel. It works against squadron inside of obstacles and (if distance 1 allow you) through ships.
It's funny that Instigator title is the closest thing to the movies's tractor beam. Closer even than the tractor beam we have in the game.
2 minutes ago, ovinomanc3r said:And remember, instigator not only works against intel. It works against squadron inside of obstacles and (if distance 1 allow you) through ships.
It's funny that Instigator title is the closest thing to the movies's tractor beam. Closer even than the tractor beam we have in the game.
That's what Instigator does best: it traps enemy squads, preventing them from fleeing to safety. It can be important for those last few points of MoV.
2 minutes ago, Green Knight said:That's what Instigator does best: it traps enemy squads, preventing them from fleeing to safety. It can be important for those last few points of MoV.
I won a game thanks to it.
Do you want to save this squadron? Sorry dude but it won't go to anywhere.
Let's see the score...brrrrr... I win witha MoV of 8 points. Thanks to your HWK!!!!
Just now, ovinomanc3r said:I won a game thanks to it.
Do you want to save this squadron? Sorry dude but it won't go to anywhere.
Let's see the score...brrrrr... I win witha MoV of 8 points. Thanks to your HWK!!!!
IMO this is the "correct" way to use Instigator - the raider itself is so weak vs bombers you can't use it early game and expect it to do much good. But you CAN use it to harvest points later on.
Just now, Green Knight said:IMO this is the "correct" way to use Instigator - the raider itself is so weak vs bombers you can't use it early game and expect it to do much good. But you CAN use it to harvest points later on.
Try with activation advantage, first player, and FT+Kallus+OE+Screed.
I had some fun with enemy Defenders.
Of course it is not the easiest way and it takes me some time to get some practice.
1 minute ago, ovinomanc3r said:Try with activation advantage, first player, and FT+Kallus+OE+Screed.
I had some fun with enemy Defenders.
Of course it is not the easiest way and it takes me some time to get some practice.
Yes, this trick works - question is: is it good enough to pin those squads for one round only?
If not, can the raider actually circle the ball and live? A canny player will place his squad ball so that any raider trying to pin it without running right after will be blown to bits.
Don't get me wrong: I love Instigator, and sometimes you have to spend it early, but it's so extremely fragile vs. both bombers and accuracies.