How is the freaking E-Wing supposed to work?

By Ardaedhel, in Star Wars: Armada

It works like a TIE defender without any of the other titles nuff said :P

Well the other way of making it work is shield upgrade and regen. I have seen the earlier build with (prenerf) bigs that take draw their fire but that won't fit in a list with Aztec gunships. I have also seen sensor jammer in conjunction with regen. Makes it tough to kill but now that focus can be automodified that is not going to work. Expertise has pretty much killed sensor jammer.

14 minutes ago, Marinealver said:

It works like a TIE defender without any of the other titles nuff said :P

Well the other way of making it work is shield upgrade and regen. I have seen the earlier build with (prenerf) bigs that take draw their fire but that won't fit in a list with Aztec gunships. I have also seen sensor jammer in conjunction with regen. Makes it tough to kill but now that focus can be automodified that is not going to work. Expertise has pretty much killed sensor jammer.

Too funny :D

I use Yvaris with Toryn Farr, Fighter Co-ordination Teams and 2 E-wings, then 4 A-wings as screeners. How to use it is pretty self-explanatory.

2 minutes ago, D503 said:

I use Yvaris with Toryn Farr, Fighter Co-ordination Teams and 2 E-wings, then 4 A-wings as screeners. How to use it is pretty self-explanatory.

Good little mobile turret.

9 hours ago, Marinealver said:

It works like a TIE defender without any of the other titles nuff said :P

Well the other way of making it work is shield upgrade and regen. I have seen the earlier build with (prenerf) bigs that take draw their fire but that won't fit in a list with Aztec gunships. I have also seen sensor jammer in conjunction with regen. Makes it tough to kill but now that focus can be automodified that is not going to work. Expertise has pretty much killed sensor jammer.

9 hours ago, Green Knight said:

Too funny :D

More reasons why an upgrade rotation sounds more and more appealing. While we are at it what about new pilot cards for older models, ones with cost adjusted and better pilot abilities. Like Biggs old ability but can only be used for Wedge and Luke (both pilot and crew).

I had a mixed group of 2 E-wings, Shara, Tycho, Corran and 3 VCX used to great effect against my Sloane anti-squadron list. Even with mistakes he all but destroyed all my Squadrons.

Yavaris made the E-wings death for Dengar. The A-wing aces tied up early, and the VCXs road in on the next turn to suck up damage. He blundered, and got Corran eaten early, and then waited to long to engage with the A-wing aces. Even then he still won the squadron game.

Thankfully I tabled him, so that wasn't an issue. ;)

1 hour ago, BiggsIRL said:

You can't expect me to actually read about a list that took Garm with a straight face, though, can you?

1 hour ago, Marinealver said:

More reasons why an upgrade rotation sounds more and more appealing. While we are at it what about new pilot cards for older models, ones with cost adjusted and better pilot abilities. Like Biggs old ability but can only be used for Wedge and Luke (both pilot and crew).

... You... you do realise this is the Armada Forum, right?

22 hours ago, DrakonLord said:

Yeah ive tried it with shara but i found that with she apparently hates me haha, i keep including her in fleets in the hopes ill get this mysterious "taking out her worth in points" moment that others seem to have, whereas for me im lucky to do 1-2 damage on a generic tie fighter on counter :/

Anyway, by the time the As and Es have died the YTs will have caught up to the action even without fleet support boosting their speed, your opponents squads basically facing waves of harder and harder fighters.

I routinely get 10-15 points of damage out oh her counters before she dies (but I also tend to pair her with Jan, and a small host of other named rebel fighters).

9 minutes ago, Admiral Theia said:

I routinely get 10-15 points of damage out oh her counters before she dies (but I also tend to pair her with Jan, and a small host of other named rebel fighters).

Heh,i get to counter a lot with her. But she rolls crap.

All the time.

Edited by DrakonLord
3 hours ago, Ardaedhel said:

You can't expect me to actually read about a list that took Garm with a straight face, though, can you?

Monster Truck Garm? Monster Truck Garm.

4 hours ago, Marinealver said:

More reasons why an upgrade rotation sounds more and more appealing. While we are at it what about new pilot cards for older models, ones with cost adjusted and better pilot abilities. Like Biggs old ability but can only be used for Wedge and Luke (both pilot and crew).

At first I thought you were joking.

Now I'm less sure...

4 minutes ago, Ardaedhel said:

At first I thought you were joking.

Now I'm less sure...

It's totally in the wrong forum. Quite funny.

I actually like E-Wings. Not many of them, only one or two. It's part of the psychical warfare part of the game. My opponents always get nervous when they see an E-Wing across the table. They seem to fear its snipe ability so they always jump on it. Counting on that I can set them a trap or force them to make sub-optimal choices in the squadron game. With fairly balanced squads that sub-optimal choice could all I need to win that part of the game and for that, 2 points are more than worth it.

11 hours ago, Drasnighta said:

... You... you do realise this is the Armada Forum, right?

8 hours ago, Ardaedhel said:

At first I thought you were joking.

Now I'm less sure...

Yeah you caught me, wrong forum. :unsure:

Ironically both E-wings and Defenders in Armada are as useful as E-wings and Defenders were in X-wing when Wave 4 was released (which is not much).

So back to Armada, well both are bombers but are pretty meh for bombers. E-wings cost more than X-wings but do just about the same with the exception of snipe. But once engaged they are nothing more than X-wings. A Blue bomber die is great as long as you have something else to go with like another blue bomber die. But by itself it isn't better than a red die and some might argue worse as the red die could double and perhaps force a brace.

1 hour ago, Marinealver said:

Yeah you caught me, wrong forum. :unsure:

Ironically both E-wings and Defenders in Armada are as useful as E-wings and Defenders were in X-wing when Wave 4 was released (which is not much).

So back to Armada, well both are bombers but are pretty meh for bombers. E-wings cost more than X-wings but do just about the same with the exception of snipe. But once engaged they are nothing more than X-wings. A Blue bomber die is great as long as you have something else to go with like another blue bomber die. But by itself it isn't better than a red die and some might argue worse as the red die could double and perhaps force a brace.

Someone's meta wasn't Corran / Super-Chewie heavy.

No Expert (noob on deck) here but generally speaking it feels like snipe is all about avoiding the initial counters of commonly used units. One of the typical tactical situations that I think everyone runs across is the "who engages first takes the risk" issue especially with so many people using squads with counter. With the E-Wing you can at least make the first engagement without having to take the initial counter shots back and forcing units with counter to engage you, meaning they are burning squad commands to move them into position to shoot. Then in addition you can use your own Intel ships without squad commands to land on top of those units (not shoot aka avoiding the counter, while getting your own when someone does and allowing your E-Wings to again active later with squad commands, move out of range, shoot and avoid the counter. It effectively lets you lock counter units down while avoiding their counters all together.

Another things I like about E-Wings is that its one of only two units in the rebel fleet that has speed 4 and 4 anti-squad dice, which is a big deal. 4 Anti-Squad dice means that when facing the often 3 hit point units the empire commonly fields you can one shot them. 3 dice, you often end up with 2 hits giving them the opportunity to strike back. The other is the YT2400 which notably is not a bomber yet oddly is considered one of our best units simply because it has rogue while the E-Wing is often scuffed as a POS. I don't really get that since the E-Wing has snipe, bomber, speed 4 and 4 squad dice and is cheaper. I know Rogue is good but I don't see how one keyword results in such a huge contrast between the two units, one being the best while the other being the worst. The YT-2400 when attacking always has to take that counter shot so that extra life isn't going to amount to much and while understand that Rogues ability allows you to avoid squad commands, in general as a whole I think both units are very good. I guess its the contrasting opinion between them that I don't get.

X-Wings are cheaper but the problem with X-Wings is that they are speed 3 which means more often than not they are getting shot first and without counter typically means that you are engaged, shot at, then you shoot back and have to take the counter. Escort is their saving grace, but a bomber red die is pointless, so it has a cost increase for something that isn't particularly useful. So if you don't need escort, for 2 points more the E-Wing is a much better unit.

7 hours ago, BiggsIRL said:

Someone's meta wasn't Corran / Super-Chewie heavy.

We had Dash instead. But yeah that made 1 pilot and literally 1 good build.

Armada however has no alternatives for squadrons save for unique squadrons such as aces. The named squadrons from CC have no effect (probably because they have no defense tokens despite being unique). The way Armada has squadrons set up isn't very flexible. A squadron is either very good or completely sucks . There is currently no way to fix a squadro n or upgrade it to a meta defining build.

7 minutes ago, Marinealver said:

We had Dash instead. But yeah that made 1 pilot and literally 1 good build.

Armada however has no alternatives for squadrons save for unique squadrons such as aces. The named squadrons from CC have no effect (probably because they have no defense tokens despite being unique). The way Armada has squadrons set up isn't very flexible. A squadron is either very good or completely sucks . There is currently no way to fix a squadro n or upgrade it to a meta defining build.

So Sloane had no impact on any squadrons?

23 minutes ago, Ginkapo said:

So Sloane had no impact on any squadrons?

Serously!!

Armada is a game of capital battles but squadrons as whole are redefined often by the introduction of a single component be it a upgrdae or ship. That’s true for upgrades and ships as well. Sloan and Raddus for example are going to have a huge impact on so many squads and upgrades. Suddenly upgrades like rapid launch bays for example take on a whole new meaning with Raddus which will have everyone re-examining squads once again as well. Ships like the Pelta too are going to get re-examined. Its short sighted to presume that the worth of a squad can’t be changed, they are changed every time the game gets a new anything.

Now it works the other way as well, the introduction of things can also deflate the value of certain components and squads as well.

I also think its worth pointing out that for the vast, overwhelming majority of Armada players and fans, competative play is as irrelevant as the meta. We spend a lot of time talking about it here on the forums but truth is most people could not possibly give fewer **** about what is happening in the competative scene, in particular given how unbelievably lame meta building gets.

Edited by BigKahuna
31 minutes ago, Marinealver said:

We had Dash instead. But yeah that made 1 pilot and literally 1 good build.

Armada however has no alternatives for squadrons save for unique squadrons such as aces. The named squadrons from CC have no effect (probably because they have no defense tokens despite being unique). The way Armada has squadrons set up isn't very flexible. A squadron is either very good or completely sucks . There is currently no way to fix a squadro n or upgrade it to a meta defining build.

Cc squads w/o tokens that rule:

Gold - the others are quite good too.

Saber - the others are quite good too.

30 minutes ago, Marinealver said:

We had Dash instead. But yeah that made 1 pilot and literally 1 good build.

Armada however has no alternatives for squadrons save for unique squadrons such as aces. The named squadrons from CC have no effect (probably because they have no defense tokens despite being unique). The way Armada has squadrons set up isn't very flexible. A squadron is either very good or completely sucks . There is currently no way to fix a squadro n or upgrade it to a meta defining build.

A few corrections:

Gold and Saber both see considerable time on the table as an exceptional bomber and Imperial's only method for getting Snipe . Black also occupies a unique spot as the cheapest escort, and pops up frequently.

As for ways to upgrade squadrons - we have Sloane (mentioned above), Flight Controllers, Fighter Coordination Team, Adar Tallon, Yavaris, Admiral Chiraneau, Bomber Command Center, Howlrunner, Dengar, Soontir Fel, Narra, Lt. Blount, etc. How much of an alternative do you need, when you've got 134 points to build a squadron compliment, which is supposed to support your ships, from 29 different squadrons (per side)?

Ha! Sniped by Greenie Pie.

5 hours ago, Ginkapo said:

So Sloane had no impact on any squadrons?

It had impact on the squadron meta no doubt, but the individual squadrons as a whole have no effects. When something new comes out that is good for squadrons, it is good for all squadrons . You end up with a case where the good squadrons become better and the meh squadrons stay mediocre .

That being said, if a particular squadron sucks, it will suck throughout the life of the game (unless FFG introduces something that targets specific squadrons).