Fighter Creep

By stuuk, in Star Wars: Armada

27 minutes ago, Norsehound said:

But it is a problem when that half of the game completely overshadows the other, ie big gunship play. MSUs and Fighters are supreme, leaving big ships in the cold, except as carriers.

At the moment, Norsehound. But i have a feeling that will change.

Ships have defenses against squadrons- it's called friendly squadrons. Combat Air Patrol, i.e. CAP. Shoot down those TIE Bombers with some A-Wings!

20 hours ago, idiewell said:

Personally with the new Imperial commander coming in wave 6, i think generics will become more common. Who wants to pay big points for an ace when a generic tire fighter with Sloane can strip your braces/scatters quickly?

This guy. *Raises hand*

That's some really sweet double-black/blue-black AA you've got there. Would be a shame if a scatter happened to it. Even worse if every shot you took was obstructed.

noerre6b6ukxck8zgmbc.png

Snark aside, though, there are some definite advantages to taking some select aces--or just a big pile of them--with Sloane. I've been really liking the scatter aces, specifically for winning the squadron fight fast while still having survivability against AA (if you can avoid overlapping heavy AA arcs).

Edited by Ardaedhel

We had the second Adepticon Armada event today and I'm happy to report lots more sightings of generics. I played versus X-Wings, Y-Wings, and A-Wings as well as TIE Interceptors. I myself was using 6 generic TIE Fighters. Everything went fine.

2 hours ago, AegisGrimm said:

Ships have defenses against squadrons- it's called friendly squadrons. Combat Air Patrol, i.e. CAP. Shoot down those TIE Bombers with some A-Wings!

Squadrons remain the most effective anti-squadron thing capital ships can field, no question.

Problem is, going down that line of thinking, it stands to reason the player who brings the most superior fighter ball to beat all other fighters will be the winner. Thus, capital ship lists drift to the bottom of being viable because the points invested in their gun and defense upgrades are not as effective as spending the same amount of points in squadrons and squadron support.

i.e., it is more effective to spend points on two flotillas, matched BCCs, and massed B-X-Y Wings than it is to take an up-gunned assault frigate or Liberty. So why not take a list of nothing but fighters, flotillas, and MSUs like CR-90s with TRCs or title-carrying MC30s? You get everything you want- a large number of activations and deployments, things that are less costly to lose, and lots of attacks to field against a single target (like a sole ISD, taking up a little more than a quarter of an opponent's list).

And it's not like your opponent can bring a simple screen to hold off massive fighter balls. Either that fighter force will bulldoze you on the first alpha strike, or ignore you when they bring in the intel forces.

21 minutes ago, Norsehound said:

And it's not like your opponent can bring a simple screen to hold off massive fighter balls. Either that fighter force will bulldoze you on the first alpha strike, or ignore you when they bring in the intel forces.

I brought 6 generic TIE Fighters along with 2 Raiders to Adepticon and three of my opponents were running 100+ish points of squadrons focusing on anti-ship. I won every game against them. Minimum win was 9-2 but the other two were 10-1. One even had a Pelta with All Fighters Follow Me, Adar Tallon, Yavaris, etc., so they meant business.

If we're just using anecdotal arguments, I don't see how mine jives with yours. I suppose it depends on what you mean by "simple screen" exactly, but every fleet needs a plan to deal with heavy squadron fleets. That doesn't necessarily mean a giant investment in fighter squadrons but you should try for at least some. The fleet that won Adepticon today had a heavily-upgraded Defiance MC80 and its only squadrons were Tycho and Shara and it beat down an ace hole Rieekan fleet for an 8-3 win.

Then again this is the ten-thousandth time we've had this argument.

30 minutes ago, Norsehound said:

And it's not like your opponent can bring a simple screen to hold off massive fighter balls. Either that fighter force will bulldoze you on the first alpha strike, or ignore you when they bring in the intel forces.

Can't they? Sounds like somebody could use a lesson in squadron tactics !

Is it uncouth to like a post where someone references something I wrote? TOO LATE I DID IT!

And @Norsehound , to actually try to provide answers, what are you normally bringing that's causing you to get squashed by fighters? If the answer is "I've tried everything and it doesnt work because X" then what do you want to bring? (We're not having the "nothing works" argument, its done now). Make us a list/a start of a list and we'll ACTUALLY help you try to beat this. We'll throw out tactics for use, upgrades you might want/want to drop, and how to fight the fighter screen.

So let's start simply. What do you want to run (vague is better here. "I want to run 3 ISDS and it should do fine" is a bad plan. "I want to run a Jerry/Motti/Vader/Screed fleet with Arquittens/ISD/ISD/All Gozantis" is helpful/doable, helpful/doable, helpful/doable, and bad, respectively). We will ACTUALLY help you if you give us some starting thoughts or whatever. We're not building a list for you, but throw out an initial thought and we can work with that. Nothing I have everything against the Squadrons are fine/overpowered argument, because it helps no one and doesn't change opinions. "Hey, here's what I want to run, how do I beat fighters with it?" is an ACTUAL HELPFUL START. You're going to need to be willing to make some changes and listen to thoughts from us all, but it'll start you down that dark path that will forever dominate your destiny the way towards beating this, keeping in mind that your guy is a very skilled player with this list. If you're going Imp, we're going to recommend a Raider for sure, along with a bid. If you're going Rebel, Assault Frigates and Toryn Farr still exist. So where do you want to START?

I'm not trying to kill a specific list type in this case, I was speaking generally. I've exhausted using just capital ships against fighters... I feel it's given me a good perspective on what works and what doesn't. One die AA shots are too ineffective to consider against anything other than the 3-hull fighters. Two dice works only with a re-roll mechanic... like Raiders packed with Ordnance experts. That's an easy combination anyway because 5 points later and you have a potent weapon against all comers when including APTs.

The problem is, I've also seen Raiders go down disappointingly quickly when fighters soften them up, and a capital ship (like Yavaris) fires to wipe them off the board. It's taught me you have to be very careful, with initiative advantage and proper timing, to use Raiders effectively even with some fighter cover to lock down enemy squads. Once Intel moves in though, the Raiders will likely die first to deny you an activation and one of your best tools. They only have a brace when dealing with fighters, and MSU attacks can blow that quickly.

So I'm convinced the best AA upgrade a ship can take is being built into a carrier and taking squads of its own. The best squads are ones that can fight enemy fighters, have enough hull to tank a hit, and stick around to be a credible threat to capital ships. A lot of Rebel fighters do this well. Empire has something like three generics that hit all of this criteria (TIE Advanced, TIE Defender, VT Decimator). Speed is not a concern in this, which is why I think B-Wings are one of the best generics in the game while apparently a lot of players don't like them?

Now... I can see Raiders and fighters working together to be potent as Snip's saying. But it also depends on how your opponent is flying his 100+ fighter list and what he's bringing to the table. A simple Rhymerball with nothing but bombers is not going to work well against fighters that race in to tie them up, and then get shredded by the Raiders since Rhymer is not free to engage the captial ships and is poor in attacking the fighters. Similarly a 100+ ball that either gets split up, or moves out of command range, is also going to get shredded when they can't attack before a list that keeps their stuff in command range. I didn't mean to imply that more points invested in fighters means such lists are impervious to stupid mistakes.

To surmise though, my point is that with fighters so hard to destroy with non-fighters, and because a capital ship activating lots of them gets a large number of MSU attacks to deplete tokens, having more fighters is going to give you an advantage over your opponent. For lists designed to have bigger batteries with more effects tied into each shot... they cannot compete against these kinds of lists which either have patron saints like Rieekan and Mon-Mothma, or against massed fighters where those heavy batteries do nothing.

It's nice that my ISD can one-shot a corvette because of the sheer amount of dice I can put into destroying it. But it's helpless when two dice can't stop a swarm of starfighters, activated by a BCC-carrying GR-75s, from depleting my forward shield and leaving me open to nearly every critical effect fired into that depleted arc. And if it's not a problem this turn, it will be the next when everyone is ready to activate (with likely TRCs ready to blow my contain after repeated shots).

On 3/25/2017 at 6:21 PM, stuuk said:

Maybe so but then it's this cycle of everyone trying to take the 'right' characters to kill the other guys characters.
It's more that I just don't get why Rhymer helps everyone else, or has no downside, for the 6 points why would you not want the cruise missiles..?

Rhymer is seven points over a regular Bomber, and I rarely take him. He's a super-high priority target on the table, he needs serious investment, both points and tactical thought, to protect him, especially with the advent of E-wings, and he only kinda boosts anything that doesn't have either black dice or Bomber itself. Defenders in particular find him worthless, since they really want to be racing around at Speed 5 wrecking enemy fighters with double-blue double-black dice.

On 3/25/2017 at 11:23 PM, Divad said:

High activation ships with bring back cheaper swarms, like Quasar Fire and possibly a future Venator. With Howlrunner, the standard Tie Fighter has much more anti-fighter power then the Tie Defender, are better against aces (more attacks to burn tokens and more accuracy) and less overkill (weaker attacks, but more of them). Plus more deployment power.

Currently it's just convenient to have your squadron power concentrated in fewer fighters with few activations required.

For rebels, everything has its own niche and finds its way onto the table.

Errm, they really don't. For equal points, the regular TIEs are (a lot) more efficient, but stand vs stand the Defenders blow them away, Howlrunner or not. And even points for points, Defenders still equal TIEs in hull, don't degrade in firepower as quickly, and are faster to boot. The regular TIEs (with Howlrunner) are marginally better against aces, though only really scatter aces, since both are equally likely to just end up doing two damage in the end. They also do offer better deployment power, but there's something to be said for jumping a pair of Rebel hull 5 squadrons (a X-wing and a B-wing to be specific), and shredding them in a single ISD squadron command. (I did that earlier today. The four Defenders went to to annihilate an E-wing, another X-wing, and two more B-wings for two of their company and Col. Jendon.) I value the concentrated power in fewer squadron commands so more of my fleet can run other commands, but clearly we have different views.

That is definitely true for Rebels. There is no useless Rebel squadron, just ones used less than others because their niche role requires fewer of them (e.g. having pairs of E-wings to back up Biggsballs, etc.).

Edited by GiledPallaeon
Clarity

I've been using unique pilots more lately, but a lot of that is because I've come to see just how much Scatter/Brace improves survivability over just fielding more squadrons. Likewise, I've had to fight Defenders with TIE Fighters and found that it didn't go well for me in most cases. Lower generics still have their value, but if you don't need to be able to spread out and cover a wide area it makes more sense to use something that hits hard and survives. You can cut through the enemy numbers advantage easily enough with a well-timed Squadron command.

2 hours ago, GiledPallaeon said:

Errm, they really don't. For equal points, the regular TIEs are (a lot) more efficient, but stand vs stand the Defenders blow them away, Howlrunner or not. And even points for points, Defenders still equal TIEs in hull, don't degrade in firepower as quickly, and are faster to boot. The regular TIEs (with Howlrunner) are marginally better against aces, though only really scatter aces, since both are equally likely to just end up doing two damage in the end. They also do offer better deployment power, but there's something to be said for jumping a pair of Rebel hull 5 squadrons (a X-wing and a B-wing to be specific), and shredding them in a single ISD squadron command. (I did that earlier today. The four Defenders went to to annihilate an E-wing, another X-wing, and two more B-wings for two of their company and Col. Jendon.) I value the concentrated power in fewer squadron commands so more of my fleet can run other commands, but clearly we have different views.

That is definitely true for Rebels. There is no useless Rebel squadron, just ones used less than others because their niche role requires fewer of them (e.g. having pairs of E-wings to back up Biggsballs, etc.).

Well actually they do...

I though it was obvious that I was referring to points for points, I.e 2 Tie Fighters out damage 1 Tie Defender. Clearly I didn't think an 8 pt Tie would beat a 16 point Defender 1 on 1. But some Math to back up what I said;

Expected damage:

With Howl, 2 Tie Fighters will get 4 blue dice with 1 re-roll (just short of 2.5 expected damage), twice. A Tie defender has 2.5 expected damage. Near 5 damage (with twice as many accuracy) vs 2.5 damage. There is a clear winner. Of course the cost of Howl needs to be offset from this somewhat.

Single activation damage:

How about that single ISD activation: 4 Tie Defenders costing 64 points= 2.5x4= 10 damage

Also note; more hit points, more independent of one another, speed 5

--Vs--

3 Tie Interceptors and Howl, costing 49 points= 1.5 (howl moving in 1st) + ~3*3= 10.5

Cheaper, more fire-power!, the cost of Howl is already paid in full thus will gain more efficiency with more squadrons, have counter 2, mostly speed 5, have not included special squadrons or heroes whom also synergize from swarm and Howl

Anti-Ace Power:

Defenders have a ~56% chance of NOT rolling an accuracy (0.75x0.75). Thus over half of their rolls can be scattered.

Tie Fighters with swarm and Howl have ~24% chance of NOT rolling one. Thus about a quarter of their attacks can be scattered. Plus 2 Tie Fighters would roll in 2 separate attacks, which is very important in killing defence tokens.

There are other benefits in fewer stronger squadrons (eg taking AA fire, Mauler and Ten Numb, which are big problems for swarms), and more also for the swarms (eg spreading out against multiple threats, and Dutch). My post/s are not meant to be a comprehensive evaluation, only listing the pros since this thread was about fighter creep.

For me I prefer fewer stronger ships like Defenders if using low activation ships like flotilla. If I'm going to do ISD (or Quasar Fire) for squadron activation, I'd consider bringing back the swarm. Even then, it really depends on their purpose, i.e if just a defensive screen the swarm if fine, if needing to go balls deep then I might prefer higher hit-point squadrons.

12 hours ago, Ardaedhel said:

This guy. *Raises hand*

That's some really sweet double-black/blue-black AA you've got there. Would be a shame if a scatter happened to it. Even worse if every shot you took was obstructed.

noerre6b6ukxck8zgmbc.png

Snark aside, though, there are some definite advantages to taking some select aces--or just a big pile of them--with Sloane. I've been really liking the scatter aces, specifically for winning the squadron fight fast while still having survivability against AA (if you can avoid overlapping heavy AA arcs).

I would post as many "I love Ciena" posts as you but I don't want sound repetitive... But Who cares?

I LOVE CIENA!!!

Idk, I've had some pretty good results with Instigator, OE and FT supported by 4 Ties. I was able to destroy half a Rieekan ball with it because I got Instigator in there after the alpha strike that nearly killed my Arq. Then my Ties came in to protect the Raider. I managed to kill Wedge, Biggs and Jan believe, while losing 3 Ties. I traded up.

And my first Vassal game went well too with my fighters. Despite my poor flying and lack of experience with MSU vs Minefields, I was able to alpha strike Mauler and finish off Saber before the end of the game, and kept my Raider alive against a Rhymer alpha strike. I lost 3 Tie/F, but I locked down the squads long enough to slip Insidious past the fighters to kill the Vic.

Don't know why you need to have max AA squads to win. Hide your squads beyond alpha strike range and move your ships in. Your opponent either attacks your ship or moves into your alpha strike range. Or your opponent stays put. You shouldn't lose a ship unless it's a bunch of bombers, in which case you should alpha strike first. A ship is more than capable of taking 4-5 non-bomber dice. Just Redirect the damage and stay out of the carriers main arc.

8 hours ago, Divad said:

Well actually they do...

I though it was obvious that I was referring to points for points, I.e 2 Tie Fighters out damage 1 Tie Defender. Clearly I didn't think an 8 pt Tie would beat a 16 point Defender 1 on 1. But some Math to back up what I said;

Expected damage:

With Howl, 2 Tie Fighters will get 4 blue dice with 1 re-roll (just short of 2.5 expected damage), twice. A Tie defender has 2.5 expected damage. Near 5 damage (with twice as many accuracy) vs 2.5 damage. There is a clear winner. Of course the cost of Howl needs to be offset from this somewhat.

Single activation damage:

How about that single ISD activation: 4 Tie Defenders costing 64 points= 2.5x4= 10 damage

Also note; more hit points, more independent of one another, speed 5

--Vs--

3 Tie Interceptors and Howl, costing 49 points= 1.5 (howl moving in 1st) + ~3*3= 10.5

Cheaper, more fire-power!, the cost of Howl is already paid in full thus will gain more efficiency with more squadrons, have counter 2, mostly speed 5, have not included special squadrons or heroes whom also synergize from swarm and Howl

Anti-Ace Power:

Defenders have a ~56% chance of NOT rolling an accuracy (0.75x0.75). Thus over half of their rolls can be scattered.

Tie Fighters with swarm and Howl have ~24% chance of NOT rolling one. Thus about a quarter of their attacks can be scattered. Plus 2 Tie Fighters would roll in 2 separate attacks, which is very important in killing defence tokens.

There are other benefits in fewer stronger squadrons (eg taking AA fire, Mauler and Ten Numb, which are big problems for swarms), and more also for the swarms (eg spreading out against multiple threats, and Dutch). My post/s are not meant to be a comprehensive evaluation, only listing the pros since this thread was about fighter creep.

For me I prefer fewer stronger ships like Defenders if using low activation ships like flotilla. If I'm going to do ISD (or Quasar Fire) for squadron activation, I'd consider bringing back the swarm. Even then, it really depends on their purpose, i.e if just a defensive screen the swarm if fine, if needing to go balls deep then I might prefer higher hit-point squadrons.

It would appear we're on the same page. Regular TIEs and Interceptors are more points-efficient for their damage. For that, they trade survivability (Defenders are four times more survivable against anti-squadron fire, in exchange for 75% of the anti-ship firepower and the ability to deal crits), and the minor hindrance of operating in pairs ( Swarm ), and if Howlrunner is around, they must be tied to that ace, who if you seriously want to shield her from assassination requires either other higher-priority aces (who tend to be even more expensive) or Escort , and the TIE Advanced does not get Swarm . Defenders' damage by contrast is more reliable, since black dice results are each better than blue plus reroll, and Defenders wield two. This means they are more likely to bludgeon through a double brace ace, and have damage high enough to force a Scatter when they don't get an Acc. I very much appreciate the reliability of Defenders' damage personally, since my meta sees few frontline aces other than Biggs and Jan, who make you value overwhelming blasts of firepower, high rate of attacks large enough to justify bracing to burn the accursed things, and the ability to survive what will likely be a full-power counterattack, respectively. Defenders fare much better in that environment than other Imperial units, but I pay for a Gladiator and some upgrades to do it. In other situations, particularly points-strapped ones, I take generic swarms. It's all in the mission set they will have to face.

Quote

Does it seem to most that you're seeing a lot more of the very good stuff (defenders, named characters etc) and little of the basic stuff (tie's, bombers, interceptors) ?
and is it just because they are new or is it a genuine shift toward using elites often?

I think they missed a trick not putting some limitation on number of named squadrons.
Some kind of 'tech level' might have been nice as well so you can't just have absolutely the top of the line stuff all the time.

The last 4+ games I don't think I've seen anything other than top of the line stuff

I can't speak for the Imperials, other than to say for myself, I appreciate the flexibility of being able to use the new aces to concentrate a lot of firepower into fewer squadron activations, but I don't necessarily run that just because they're "good". There are limitations on the ability to field top-of-the-line forces, it's their point costs. As @Divad pointed out, he can run Howl and four TIE fighters for the cost of three TIE Defenders, and still be decently close on anti-squadron results, especially after his savings of 16 points. Bringing high-level aces is a bet that your opponent will have enough squadrons for you to make up the (usually well armed) ship of points you sank into them, and not have a plan to disassemble your forces for a favorable trade. For Rebels, I actually only usually see a handful of aces, notably Norra and Jan, and sometimes Biggs, and all three of those aces encourage you to bring fields of older, generic squadrons to get the most out of their AoE abilities. The new Imperial aces don't encourage this (other than Zertik kind of), but by they also don't boost other squadrons around them a lot directly, so they aren't great force multipliers. It's a tradeoff. And when a Z-95 one-shots a Defender, the "tech level" of the Defender asserts itself hard. @stuuk

13 hours ago, Norsehound said:

I'm not trying to kill a specific list type in this case, I was speaking generally. I've exhausted using just capital ships against fighters... I feel it's given me a good perspective on what works and what doesn't. One die AA shots are too ineffective to consider against anything other than the 3-hull fighters. Two dice works only with a re-roll mechanic... like Raiders packed with Ordnance experts. That's an easy combination anyway because 5 points later and you have a potent weapon against all comers when including APTs.

The problem is, I've also seen Raiders go down disappointingly quickly when fighters soften them up, and a capital ship (like Yavaris) fires to wipe them off the board. It's taught me you have to be very careful, with initiative advantage and proper timing , to use Raiders effectively even with some fighter cover to lock down enemy squads. Once Intel moves in though, the Raiders will likely die first to deny you an activation and one of your best tools. They only have a brace when dealing with fighters, and MSU attacks can blow that quickly.

Bolded emphasis mine. Single AA with Toryn helps too, as it's almost as good as Black dice at a better range. As for Raiders, yeah, basically. That's largely the gist of @Snipafist 's article on them, but if Intel is moving in, flak the Intel. Flechettes are super good on OE Raiders, and they work so well to just rip squadrons apart. Keep flakking their squadrons while your other ships move in to kill the Carriers. Kallus on a Raider is super good too.

14 hours ago, Norsehound said:

So I'm convinced the best AA upgrade a ship can take is being built into a carrier and taking squads of its own. The best squads are ones that can fight enemy fighters, have enough hull to tank a hit, and stick around to be a credible threat to capital ships. A lot of Rebel fighters do this well. Empire has something like three generics that hit all of this criteria (TIE Advanced, TIE Defender, VT Decimator). Speed is not a concern in this, which is why I think B-Wings are one of the best generics in the game while apparently a lot of players don't like them?

.....

It's nice that my ISD can one-shot a corvette because of the sheer amount of dice I can put into destroying it. But it's helpless when two dice can't stop a swarm of starfighters, activated by a BCC-carrying GR-75s, from depleting my forward shield and leaving me open to nearly every critical effect fired into that depleted arc. And if it's not a problem this turn, it will be the next when everyone is ready to activate (with likely TRCs ready to blow my contain after repeated shots).

First, I like B-wings, but if you're bringing them as anti-squadron, there's better options. Either A-wings or X-wings or E-wings, as you want to be able to lock down his stuff and force him to move his Intel around to try to free things up. Speed IS a concern, though. It seems really lame to link to my own website, but here I go .... you want fast to be jumping around his ball of fighters in order to occupy them all. You're not necessarily trying to kill them if you want to bring only a few fighters, but you need to bring a few of them. What about 4 YT-2400s? They've got 6 health, fire 4 blue dice, have Rogue (but you can still Command them for the jump!) and throw black dice into ships later after the squadron phase is done. They'll survive a lot that gets thrown at them. If you're feeling crazy, 6 of them work well too....

As for the ISD shield drops and BCC bombers hurting, yeah, that happens. What are you firing back at? You're going to be taking some damage there from bombers, but if your ISD isnt in range of their ships, that's more of an issue of not being close enough to affect the battle. Pound for pound, the ISD is going to take out almost any other ship in the game (looking at YOU, doom pickle...) if it's close enough. So navigate a few turns and then start Engineering your health back as needed in order to get rid of those damage cards? If you roll 2 bad flak dice, Leading shots does let you reroll one of them....

I say all that previous paragraph's advice as someone who doesn't pilot ISDs or play Imps, but it sounds to me like you're biting off more than you can chew with the ISD there (not trying to be snarky, I legitimately don't know Imperials that well). Are your other ships moving in to help fire on things too, or what? He's got a TRCR90 and squadron pushers in range and all too? Just trying to understand it all. Throw me out some sample lists and I can offer better advice than "have your other ships help."

And in the realm of "this may be insane but watch me recommend it anyways..." Ruthless Strategists and Quad Laser Turrets with a heavy health squadron? Like, Bossk or a YV-666 are fine getting punched if it means the enemy squadron takes a bunch of damage too. Firesprays or Advanced or Defenders or Decimators. Something like the below build terrifies me as a Rebel squadron player... (Vader was chosen because sure, why not rerolls? Pick a different one and different squadrons if you want, but Soontir sitting in front of the ISD says that you're either hitting him or taking counter damage. The other benefit to this ship is that its great at attacking ships or squadrons as needed, just make sure you stay engaged. They also can't do ANYTHING about the damage from Ruthless Strategists either!)

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Darth Vader ( 36 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
- Quad Laser Turrets ( 5 points)
- H9 Turbolasers ( 8 points)
- High-Capacity Ion Turbines ( 8 points)
= 174 total ship cost

2 TIE Defender Squadrons ( 32 points)
1 Soontir Fel ( 18 points)
3 TIE Fighter Squadrons ( 24 points)

If I understand the synergies right, squadron attacks you. You get to counter 1 (Handwave counter 2 if they're unique). Then, whatever happens, you Ruthless Strategists some other squadron and then here comes MORE damage into them. That's potentially 3 damage (depending on dice rolls), plus the followup of whatever other squadrons you have going too. And with Soontir, they also get 2 Counter damage, assuming they went for your ships. Again, I don't Imperial, but this build COULD work? Any Imp on the thread have thoughts?

Actually I commend FFG for their design of the squadrons thus far. Given the wide variety of them, each has their own pros and cons to differentiate from other fighters with a similar role.

Particularly Tie Fighters, Tie Interceptors and Tie Defenders. All do essentially the same thing, yet all are viable.

Perhaps the only squadron I'm not likely to utilise much is the Scurrg. It fits somewhere between the Y and B wings, without its best stats actually exceeding either of them. I think I'd prefer 3 Y-wing to 2 Scurrg, particularly with Nora or BCC.