Dengar, Howl Runner, Cienna Ree and Soontir Fel

By Leobarron2000, in Star Wars: Armada Rules Questions

All,

I'm thinking about cooking up a nasty group of squadrons and I want to make sure the rules work.

  1. Does Howlrunner's ability to add a die work for counterattack rolls - e.g. Soontir Fel now rolls three dice for counterattacks?
  2. Does Swarm work for counterattack?
  3. If Howlrunner's ability can be applied to counterattacks, then can Dengar's ability be paired with Howlrunner's ability to double the counterattack value - e.g. Soontir Fel now rolls four dice for counterattacks?
  4. Does Dengar's INTEL ability apply to only one ship within range one or any number of ships within range one?

Thanks again!

1) Counter attacks are attacks. Things which apply to attacks apply to Counterattacks.

2) as Above. If the target of your counterattack is engaged by someone else, you get to reroll one of your counterattack dice.

3) Of course. Its not really double though, its +1 and +1.

4) All of them.

Special Note:

Be aware, and potentially cautious of potential interesting interactions re: Additional Dice and Obstacles.

Edited by Drasnighta

Thanks again. I figured these were correct.

I often employ Dengar, Soontir, Howlrunner, Mauler, and some TIE Advanced squads for escort. They are an effective antisquadron defense, but not so good vs ships. (Edit: I don't use her often, but Cienna is fun against ships because many can't shoot her because of her automatic obstruction ability).

Without escort, Dengar, Soontir, and Howlrunner will die quickly. They all have Scatter which helps them stay alive, but X-wings with 4 dice tend to get at least 1 acc per attack to block scatter.

The TIE Advanced escorts allow for a prickly defense. With optimum engagement, every shot on the TIE advanced is counter 1 (from Dengar), plus 1 automatic damage from Soontir's ability. Mauler is free to move around (Intel from Dengar) and damage all engaged enemy squadrons for another 1. Howlrunner gives extra dice to Dengar, soontir, Mauler, and any other "swarmers" I bring along (and they all have a swarm reroll). After the TIE advanced are down, Soontir's counter kicks in.

This squad has a high speed (4 and 5) to help ensure an alpha strike. They punish squadron attacks against them, and hit back hard. Add Flight Controllers for an extra blue die during Squadron Commands, and they hit even harder.

Without the TIE Advanced, I don't think they will last long.

Edited by kcrandall15

I might consider Black Squadron over the T/A. Fewer hit points, but it has Counter 1 as a native ability, so it will do more damage before it bites it.

I decided to go with Dengar, Soontir Fell, Howlrunner, Major Rhymer, and Zertik Strom. Hence, everyone will attack Strom because of his escort ability, and sustain punishment from Soontir Fell, as a result. When my squadron attacks, Dengar will allow this group to attack ships, ignoring engages squadrons, and they can do this thanks to Rhymer's ability to allow for attacks at medium range. Lastly, if they attack squadrons Howlrunner will add a die to the attack pool for Dengar and Soontir Fell. It's a balanced force.