Flotilla Formations

By anonymousguy, in Star Wars: Armada

So, I'm running a rebel list that has three flotillas, one with BCC, Toryn, and Bright Hope, another with Leia and comms net, and the last one is naked. They are supposed to make squadron commands to half of my squadron force. So, I'm just concerned on how to fly them. Normally I fly them straight into the thick of the battle, and one or two of them get popped( And I don't like that!) So, can somebody help me!? Image result for star wars ship blowing up

Step one is to start using tactics that does not end up in you charging into the guns of the enemy with ANY of your ships. That should be the main goal overall. One skill that you really need to practice is to anticipate where yours and the opponent ships will be in two or three turns.

You should ALWAYS try to outmaneuver the opponent so you get a tactical advantage against them, which usually mean a 3:2 or better local advantage somewhere to concentrate your firepower. Only turn your ships to face the opponent once you have superior positions.

Even if you have ships that have its greatest firepower in the front never go straight at the opponent, that usually leave you in the hands of the dice gods and is not a place you wan't to be.

When you use this general strategy your flotillas should be able to hang back at either long range or even outside long range for the better part of the battle.

You also should never deploy a flotilla without at least a Comms Net, you really need to find at least 2p for that.

Edited by jorgen_cab
8 minutes ago, jorgen_cab said:

Step one is to start using tactics that does not end up in you charging into the guns of the enemy with ANY of your ships. That should be the main goal overall. One skill that you really need to practice is to anticipate where yours and the opponent ships will be in two or three turns.

You should ALWAYS try to outmaneuver the opponent so you get a tactical advantage against them, which usually mean a 3:2 or better local advantage somewhere to concentrate your firepower. Only turn your ships to face the opponent once you have superior positions.

Even if you have ships that have its greatest firepower in the front never go straight at the opponent, that usually leave you in the hands of the dice gods and is not a place you wan't to be.

When you use this general strategy your flotillas should be able to hang back at either long range or even outside long range for the better part of the battle.

You also should never deploy a flotilla without at least a Comms Net, you really need to find at least 2p for that.

So... are you saying that I should put boosted comms on my flotillas or make room for VCXs?'Cuz I need the naked flotilla and the BCC flotilla to activate my squadrons.( sadly I don't have a lot of room for VCXs, BUt if I really have to, I will)

4 minutes ago, anonymousguy said:

So... are you saying that I should put boosted comms on my flotillas or make room for VCXs?'Cuz I need the naked flotilla and the BCC flotilla to activate my squadrons.( sadly I don't have a lot of room for VCXs, BUt if I really have to, I will)

If you use Flotillas then you in general need "Boosted Comms" on at least one or two of them or rely on some relay capacity. Flotillas don't wan't to be within medium range of most ships.

In general I think that three flotillas to activate squadrons make squadrons really weak. You have no access to quality activation in any way. I mainly use flotillas for activating squadrons in the later part of the game (or bombers) when they are down in numbers and my other ships need different commands and opposing squadrons have been dealt with. But that is my play-style so I never bring more than two flotillas in a 400p game or three in a 6-700p game,

Edited by jorgen_cab
26 minutes ago, jorgen_cab said:

If you use Flotillas then you in general need "Boosted Comms" on at least one or two of them or rely on some relay capacity. Flotillas don't wan't to be within medium range of most ships.

In general I think that three flotillas to activate squadrons make squadrons really weak. You have no access to quality activation in any way. I mainly use flotillas for activating squadrons in the later part of the game (or bombers) when they are down in numbers and my other ships need different commands and opposing squadrons have been dealt with. But that is my play-style so I never bring more than two flotillas in a 400p game or three in a 6-700p game,

Thanks, I will definetely think about that!

If you're using two or more shooters then assign one to trail the flotilla group. If the enemy approaches your flotillas then they are setting themselves up to get whacked.

A titleless MC30 or Gladiator is a good option or even a Hammerhead or Raider with External Racks if you want to keep it cheaper.

Beat way to learn about formation flying is by asking someone in real life to show you. Its a tough thing to explain without at least pictures.

Though you can always look up @shmitty s videos on the subjecy. I just dont have the link handy.

12 hours ago, TaeSWXW said:

If you're using two or more shooters then assign one to trail the flotilla group. If the enemy approaches your flotillas then they are setting themselves up to get whacked.

A titleless MC30 or Gladiator is a good option or even a Hammerhead or Raider with External Racks if you want to keep it cheaper.

In my list, I have an AFB with GH protecting the squads, and I have a Yavaris to set up Wedge, Ten numb, and Luke for double/triple taps. I used to have an mc30c in place of the yavaris, but I thought I might test out the Yavaris a little. Though the MC30c/hammerhead trailer is a good idea!

12 hours ago, BrobaFett said:

Beat way to learn about formation flying is by asking someone in real life to show you. Its a tough thing to explain without at least pictures.

Though you can always look up @shmitty s videos on the subjecy. I just dont have the link handy.

I have watched one of @shmitty 's videos before, I think I'll spend some more time watching those now!

18 hours ago, jorgen_cab said:

If you use Flotillas then you in general need "Boosted Comms" on at least one or two of them or rely on some relay capacity. Flotillas don't wan't to be within medium range of most ships.

In general I think that three flotillas to activate squadrons make squadrons really weak. You have no access to quality activation in any way. I mainly use flotillas for activating squadrons in the later part of the game (or bombers) when they are down in numbers and my other ships need different commands and opposing squadrons have been dealt with. But that is my play-style so I never bring more than two flotillas in a 400p game or three in a 6-700p game,

Exept when you use a Biggs, Ors + X-wing squadron ball.. they soak up most of the damage without dying the first couple of rounds..

24 minutes ago, GilmoreDK said:

Exept when you use a Biggs, Ors + X-wing squadron ball.. they soak up most of the damage without dying the first couple of rounds..

Don't last that long against Howlrunner and her swarms of ties backed up by an ISD or Quasar with Flight controllers. (up to six activations) you really can't deal with that kind of anti-squadron firepower by having your squadrons stay too close.

With Sloan this tactic will be rather expensive and will melt very fast. You need more refined tactics so those Ties can't stay close and benefit from each other.

Edited by jorgen_cab
2 hours ago, anonymousguy said:

In my list, I have an AFB with GH protecting the squads, and I have a Yavaris to set up Wedge, Ten numb, and Luke for double/triple taps. I used to have an mc30c in place of the yavaris, but I thought I might test out the Yavaris a little. Though the MC30c/hammerhead trailer is a good idea!

You can just as easily put Yavaris in the trailing position. If they ignore the AFB then have it make a hard turn and gen shoot their rear hull zones. Win-win.

2 hours ago, TaeSWXW said:

You can just as easily put Yavaris in the trailing position. If they ignore the AFB then have it make a hard turn and gen shoot their rear hull zones. Win-win.

I would, except that Yavaris would need to be in range to activate my squadrons, and they would be circling Gallant Haven.

Here's a hint...flotillas have 3 hull and 1 shield, and throw one attack die. Not the best combat ship. I'd suggest that you use one to trail behind/next to your Assault Frigate as support with Comms Net or Repair Crews. That way the flotilla won't get insta-deleted by anything that rolls an accuracy, since it won't be the primary target.

Bright hope + Slicer tools if you can fit 9 points in the naked flotilla, send that one into the trouble (flanking if possible) you can still make use of its squadron commands no need for boosted comms. Id rather put my boosted comms on the BCC one, thats the one you dont want to put in mid or close range. As for the comms net one, use it as an activation bonus but dont rush it into battle, shes doing her job either way at distance 5 of any of your ships, Leia switching dials and comms net providing a matching token.