There are some good reads on various topics related to Armada, but one of the least discussed has to be formations. This is a bit odd to me as a lot of games are won or lost very early simply by how ships are positioned in relation to the enemy and each other and how fast they're moving. The goal of a formation is very simple, setting up the ideal engagement for you ships, and possibly even denying it to the enemy. So let's examine the formation requirements for the absolute mess of crap that is my current Rieekan list.
The Magnificent Seven
Faction: Rebel Alliance
Points: 400/400
Commander: General Rieekan
Assault Objective: Station Assault
Defense Objective: Fighter Ambush
Navigation Objective: Solar Corona
Assault Frigate Mark II B (72 points)
- Gallant Haven ( 8 points)
- Toryn Farr ( 7 points)
= 87 total ship cost
Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Fighter Coordination Team ( 3 points)
= 65 total ship cost
GR-75 Medium Transports (18 points)
- Adar Tallon ( 10 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 40 total ship cost
[ flagship ] GR-75 Medium Transports (18 points)
- General Rieekan ( 30 points)
- Ahsoka Tano ( 2 points)
- Comms Net ( 2 points)
= 52 total ship cost
GR-75 Medium Transports (18 points)
- Leia Organa ( 3 points)
- Comms Net ( 2 points)
= 23 total ship cost
1 Keyan Farlander ( 20 points)
1 Ten Numb ( 19 points)
1 Jan Ors ( 19 points)
1 Norra Wexley ( 17 points)
1 Luke Skywalker ( 20 points)
1 Wedge Antilles ( 19 points)
1 Biggs Darklighter ( 19 points)
Right off the bat, there are some issues that make putting together a formation interesting. Gallant Haven wants squadrons to be at range 1, Toryn Farr wants them to be at Close-Medium of Haven, Yavaris wants squadrons to be at close-medium of it, both for coordination and FCTs, The BCC Transport wants the bombers to be at 1-5 (and very much has Boosted Comms because effectively coordinating without it proved problematic), Yavaris also needs to generally be at 1-5 of one of the transports so that it can get tokens and coordinate extra squadrons and of course the squadrons themselves have requirements with Luke and Wedge both ideally being at range 1 of Biggs, anyone who's seriously fighting needs to be at 1-2 of Jan to use Defense tokens, but Jan also has to drop intel to keep Keyan able to attack ships and throw on Norra's range 1 bomber critical buff just because I like a challenge. Oh, let's not forget that we don't want to be running over our own squadrons as well.
The first question you have to answer is how fast should the formation be going. Faster formations usually have to be much looser and, by extension, any formation that has to be tight can't afford to go fast. Since we have so many interlocking auras to utilize, this fleets formation is going to have a combat speed of 1. Adjusting speeds on the fly to fix problems (most notably with Ahsoka) is definitely viable as is going speed 2 until you start fighting, but as soon as dice are getting rolled, it's going to be very hard to meet the formaitonal requirements above speed 1.
So who's on first? Well, Yavaris is the obvious pick due to overall imporatance, but Ideally the fleet wants to be fighting in the general vicinity of Gallant Haven because it's the point of origin for the most potent defensive buff. This means, generally speaking, Gallant Haven is leading the convoy. As the most durable ship and offering some decent firepower, it just makes sense on a number of levels. the only major concern for Gallant Haven is not having friendly squadrons directly in front of it. Because it's also a likely area of engagement and there's more than enough squadron coordination, if the enemy looks to be heading for Gallant Haven, it typically spams engineering commands from turns 3-4 onwards.
Naturally, the ship right behind Gallant Haven to ensure the best coordination coverage is Yavaris. One big concession of Yavaris is that it's the power piece of the entire fleet bar none, so it needs the freedom to activate as soon as an appropriate opportunity presents itself (and also hold it's activation if needed to force hard choices). Yavaris basically has to have it's own course that parallels without colliding with Gallant Haven and the BCC.
Third in the convoy is the humble Adar Tallon BCC. This ship usually wants to go before Yavaris (another reason for the parallel course) to use Adar Tallon to set up a triple tap and position the BCC where needed. Fortunately, because of the range 1-5 on the BCC and the Boosted Comms, this ship is far less picky about its exact position.
The last two transports are functionally outriders for the fleet. Their sole job is staying at range 1-5 of the other ships for passing tokens, changing dials with Leia and changing tokens with Ahsoka. This means that they generally go on the most combat light side of the formation and put as much distance as they can with the rest of the fleet.
Last, but not least, the Magnificient Seven themselves. Luke and Wedge need to be at Range 1 of Biggs and ideally Gallant Haven as well if you're expecting heavy fighting. With all of those interlocking buffs, they can take on 134pts of squadrons and come out the other side (and no, I am not joking about that). However, being able to accurately weigh the enemy squadron threat and determine when they can afford to leave Gallant Haven and lean on their own defense tokens and damage sharing is key to being able to take the initiative from your opponent. Jan Ors is there for Keyan Farlander. With Adar Tallon, Yavaris and the Norra crit, Keyan easily hits as hard as a double arcing gladiator, so keeping him able to effectively operate is key. For this reason, him and Jan usually hang around Gallant Haven (frequently right behind it) until it's time to commit. Norra and Ten are pinch hitters. They can help with squadrons or capitol ships as needed. Norra's 6 hull and double braces make her typically durable enough that simply throwing her near a primary engagement point is perfectly acceptable even if it means she's unescorted just to get her buff in the area. Ten is both slower and less durable necessitating him chilling with red squadron and typically in Gallant Haven range until needed.
So what the hell does this look like on the table?
This is a mostly ideal scenario. With only one ISD an no other real combat ships, my opponent only has a limited ability to meaningfully split his forces, so the entire fighter screen can be oriented as needed to meet the approaching threat.
this is far less ideal. My opponent has multiple combat ships, and can split, but an assault frigate and MC30 are not super durable, so it simply requires a quick judgement call as to how much firepower is needed for each target. It's also important that there are only two main threats and he's dropping in behind the fleet, but that means the fleet has a convenient and obvious escape route ala straight ahead, the way out is through.
Previous scenarios where 3+ combat ships are involved, I've use the table edge to narrow approach vectors as much as possible
Fleets with fewer interlocking buffs have fewer considerations with one of the big ones being getting all of your combat ships in a position to attack on the same turn. Failing to do so can cause firepower attenuation. If you're in a scenario where you're confronted with a force that has dice superiority, your formation should attempt to force firepower attenuation as much as possible (limiting approach vectors is very good for this and the table edge is your friend if vastly outnumbered and outgunned). Scenarios can also help with Station Assault being one of the strongest for forcing the battle to take place where you want it as the other player basically has to fight you at the stations or eat a 4-7 loss if neither fleet takes damage. It's always worth considering having ships closer to the fighting slow down while ships further away speed up to get all the dice to hit at the same time as opposed to waves where your opponent will get the chance to repair and reset tokens between volleys.
Anywho, hopes this was educational and if not, why the hell did you read this far?

